gaming machines

The gaming machine improves entertainment value by incorporating a game control system for big and small wins, along with performance control, creating dynamic gameplay experiences.

JP7784156B2Active Publication Date: 2025-12-11NEWGIN KK
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Patent Information

Application Number
JP2024001445
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-09
Publication Date
2025-12-11
Estimated Expiration
2044-01-09

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value in their game experiences.

Method used

A gaming machine with a game control system capable of generating big and small win games, featuring variable display games and performance control mechanisms that enhance gameplay through multiple signal inputs and dynamic display effects.

Benefits of technology

Enhances player enjoyment by increasing the excitement and engagement through varied gameplay states and interactive performance elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve the amusement of games.SOLUTION: In a game machine capable of performing a presentation related to a small win game, one type of signal among a plurality of types can be outputted when starting the small win game. At least a part of the presentation after the start of the small win game is different depending on the type of the signal and at least a part of the presentation after the end of the small win game is the same regardless of the type of the signal.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

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

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-80124 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, there is room for improving the entertainment value of the game.

[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0006] In a representative embodiment of the present invention, a gaming machine is provided with a game control means capable of generating a big win game in which a winning device is opened one or more times when a game ball enters a specific area in the winning device that is opened during a small win game, and a performance control means capable of executing a performance related to the small win game and a performance related to the big win game. In this gaming machine, a high base state and a low base state having a base value lower than that of the high base state can be generated, a first variable display game is executed in the low base state, and a second variable display game is executed in the high base state. The performance control means executes a first performance corresponding to the start of the small win game in response to an input signal, and there are multiple types of signals. The game control means can generate the small win game when the second variable display game in the high base state results in a small win, and outputs one of the multiple types of signals to the performance control means at the start of the small win game, and the performance control means executes a first performance corresponding to the start of the small win game in response to the signal output when the second variable display game results in a small win. predetermined The first performance is executed in response to the signal output when a second small win occurs in the second variable display game. specific The first production and in teeth, On the display screen, a common first display is performed, and on the display screen, a second display that is not the first display is performed by a predetermined first performance and a specific first performance. On the other hand, when the game ball does not enter the specific area and there is no big win game after the end of the small win game, the second performance executed in response to the end of the small win game is the same when the first small win result occurs in the second variable display game and when the second small win result occurs in the second variable display game. [Effects of the Invention]

[0007] According to one aspect of the present invention, the enjoyment of the game can be increased. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] This is a performance progression diagram showing an example of performance progression in chronological order. [Figure 6] This is a screen transition diagram (part 1) showing the display screen of the display device in chronological order. [Figure 7] This is a screen transition diagram (part 2) showing the display screen of the display device in chronological order. [Figure 8] This is a flowchart illustrating a part of the small hit start processing. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] A preferred embodiment of the present invention will be described below with reference to the accompanying drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are used as reference directions from the perspective of a player playing a game.

[0010] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not awarded as gaming value on a tray such as an upper tray. Gaming value is awarded as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed gaming machines.

[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 hinges 16 and can be rotated open and closed. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and front frame 12 form 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 of the game board 30 is attached. The cover glass 14 functions as a game viewing area that makes the game area 32 (see FIG. 2) formed on the game board 30 visible. 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 be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. Furthermore, by opening the front frame 12 without opening the glass frame 15, it is possible to access the game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.

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

[0015] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the top, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside and are used to produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.

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

[0017] The effect operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including the effect button 25 and the directional key switch 450.

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of switches (for example, four) arranged in the front, back, left, right, etc. For example, the directional key switch 450 adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speakers 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.

[0019] By operating the effect operation device (particularly the effect button 25), the player can perform effects that involve player operation in the special symbol variable display game, etc., displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or to execute a preview effect that predicts the outcome of the variable display game. Note that the variable display game includes a special symbol variable display game (a special symbol variable display game), and when simply referring to a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.

[0020] In addition, the content of the presentation may be changed not only while the variable display game is being played, but also when the game is not being played, by the player operating the presentation operation device.

[0021] The game state when the variable display game is executed 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 ball payout rate (base value). Special game states are non-normal game states, including specific game states and special game states. For example, specific game states include a normal power support state (high base state) in which it is easier to win in the second start winning slot of the normal variable winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state). Special game states include a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the ball payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The special game state may also be included in the high base state because it involves a higher number of balls won. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.

[0022] Below the glass frame 15 and at the bottom of the front frame 12, an operating handle 24 for controlling the operation of a ball launcher (not shown) is provided.

[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12, to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a firing operation, the ball launcher launches the supplied gaming ball into the playing area 32 of the playing board 30. The launching speed of the gaming ball launched from the ball launcher is set to increase as the rotation amount of the operating handle 24 increases. That is, the ball launcher can change the launching force, which is the force (speed) with which the gaming ball is launched into the playing area 32, in response to the player's operation of the operating handle 24, and can launch the gaming ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the gaming ball flows down the left side of the playing area 32, and a right hit in which the gaming ball flows down the right side of the playing area 32.

[0024] The enclosed gaming machine 10 is designed so that gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls into the tray.

[0025] In addition, behind the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).

[0026] The card unit 201 is a so-called "machine-to-machine sandwich" and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is communicatively connected to the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited and the number of balls on the card (the number of game values ​​owned), which is the number of balls owned by the player. The balls on the card are valid only on the day they are generated, and balls on the card after that day may be added to the ball reserve managed by the gaming parlor (the balls are converted into saved balls). The card may also store the player's personal information or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as banknotes. The amount of money inserted into the cash insertion 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 lending operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a balance display unit 215. The game ball count display unit 214 and the balance display unit 215 are provided within a monitor such as an LCD monitor. The ball lending operation unit 211 is operated when increasing the number of game balls held by the gaming machine (number of usable game balls, number of usable game values), which is the number of game balls that a player can use, based on the balance stored on the card. The number of game balls held by the gaming machine is numerical data managed by the gaming machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the gaming machine based on the number of 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 game ball count display unit 214 displays the number of game balls held on the card. The remaining amount display section 215 displays the remaining amount.

[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. Note that the gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 so as to be able to communicate with it via the payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in an amusement parlor (game center). The hall computer can communicate with a server installed in a data center outside the amusement parlor via a network.

[0029] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an inserted amount signal that is output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return the card in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount 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 number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that will be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.

[0031] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of game balls available to the player (number of available game values). As an example, the ball number display unit 217 is configured with a plurality of (for example, six) seven-segment LED lamps arranged side by side, and can display multiple (six-digit) numbers.

[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated by a player when the player finishes playing on the gaming machine 10. The counting operation unit 218 outputs the above-mentioned counting signal when pressed. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number 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 a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. Furthermore, the number of balls fired into the gaming area 32 (or the number of balls ejected from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.

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

[0035] As shown in Figure 2, the gaming board 30 includes a flat gaming board body 30a that serves as a mounting base for various components. The gaming board body 30a is made of wood or synthetic resin, and a gaming area 32 surrounded by a guide rail 31 is provided on the front side of the gaming board body 30a. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launcher into the gaming area 32 surrounded by the guide rail 31. The launch passage 29 guides the gaming balls from the ball launcher into the gaming area 32. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.

[0036] A window 40 is provided in the approximate center of the gaming board main body 30a, which serves as a display area for the variable display game. Behind the window 40, a display device 41 is arranged as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is arranged so that the display content can be seen from the front side of the gaming board 30 through the window 40. Note that the display device 41 is not limited to one that includes a liquid crystal display, and may also include a display such as an organic electroluminescence (EL) display.

[0037] A plurality of variable display areas are provided on the display screen (display section) of the display device 41, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.

[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 that perform light-emitting performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see Figure 4).

[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 to detect a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0040] A general winning opening 35 (general winning area) is arranged in the game area 32 on the lower left of the window section 40, and another general winning opening 35 is arranged in the game area 32 on the lower right of the window section 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches (SW) 35a (1 to n) provided in the general winning openings 35.

[0041] In the game area 32 below the window 40, there is provided a start winning port 36 (first start winning port, start winning port 1, first start winning area) that sets the conditions for starting the special symbol variable display game. In the game area 32 to the right of the window 40, there is provided a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward, etc., to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, the special symbol variable display game is executed. In this embodiment, the game ball is more likely to enter the starting winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.

[0042] When the result of the normal variable display game reaches a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it will be in a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls cannot easily flow into the normal variable winning device 37. In this embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but 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 fluctuation time of the normal map fluctuation display game or by making the winning probability of the normal map fluctuation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special game is played, thereby generating a time-saving state (normal power support state) as a specific game state. The time-saving state (normal power support state) also occurs overlappingly in the probability variable state (excluding the latent probability variable state).

[0044] In the game area 32 below the normal variable prize winning device 37, a special variable prize winning device 39 is provided. The special variable prize winning device 39 has an opening / closing door 39c that opens the large prize winning port (large prize winning area) by operating a large prize winning port solenoid 39b (see Figure 3). The special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state based on the results of the special variable prize display game, facilitating the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). A large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection means for detecting game balls that enter the large prize winning port. The special variable prize winning device 39 is designed to facilitate the entry of game balls into the large prize winning port when the player hits the right side.

[0045] A specific area 86 (so-called V entry port) is provided inside the special variable winning device 39. For example, if a gaming ball enters the specific area 86 (V entry port, V entry area) after the opening / closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be open for a long period of time only during a small win, allowing the gaming ball to pass through easily. The game control device 100 can detect the passage of the gaming ball into the specific area 86 (V entry) via a sensor (specific area switch 72 described below) or the like. Upon detecting V entry, the game control device 100 determines that a transition to a big win state (V entry big win state) will occur after the small win ends, and transmits information indicating a V entry (specific area passage command, etc.) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the display device 41 or the like.

[0046] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win is won, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines.

[0047] When a gaming ball enters a large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the payout control device 200 (see FIG. 3) provides the number of winning balls according to the type of winning port as numerical data and adds it to the number of balls held by the gaming machine (number of usable gaming balls, number of usable gaming values). In addition, the lower gaming area 32 is provided with an outlet 30b for collecting gaming balls that did not enter the winning ports, etc. In addition, the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with LEDs 46 that can light up when a gaming ball enters a winning port.

[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is an information display device that is made up of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game status, and is equipped with display parts 51 to 60.

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

[0050] The collective display device 50 also has a first game status display unit 57 (first game status indicator, one LED lamp) that notifies when it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability status display unit, one LED lamp) that indicates when the gaming machine 10 is turned on that the probability state for a jackpot is in a high probability state, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).

[0051] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a variable display, alternating between them. The variable display game may also be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating (flashing) a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game) is also executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or normal pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the normal pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game.

[0052] Next, the flow of the game in the gaming machine 10, the regular chart variation display game, and the special chart variation display game will be described in detail.

[0053] In the gaming machine 10, games are played by launching gaming balls from a ball launcher (not shown) toward the gaming area 32. The launched gaming balls flow down the gaming area 32, changing their rolling direction due to obstacles and windmills placed throughout the gaming area 32. They either win or enter the normal start gate 34, the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, or they flow into the outlet 30b at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, the number of prize balls corresponding to the winning slot is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball count display 217 displays the number of balls held by the gaming machine after the addition.

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

[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, if the game ball passes through the normal map start gate 34, the normal map start memory number (normal map reserve number) is incremented (+1) if it is less than the upper limit. The game control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, extracted predetermined random number values ​​(normal map winning random number value, normal map random number value) as start memories that serve as the right to play the normal map variation display game, based on the passage of the game ball through the normal map start gate 34. Note that if there are multiple winning results (normal map winning symbols) in the normal map variation display game, a normal map winning symbol random number value is also extracted to allocate the winning results (for drawing lots), and both the normal map winning random number value and the normal map winning symbol random number value are stored as start memories.

[0056] In this way, the normal map start memory (normal map reserve) stores a normal map winning random number value as a random number value for determining whether the normal map fluctuation display game is a winning or losing game, and when this random number value for determining whether the game is a winning or losing game matches the judgment value, the normal map fluctuation display game is a winning game and a specific result pattern is derived.

[0057] The normal symbol variation display game (pattern variation game) is executed by the normal symbol display device 53 provided in the collective display device 50. The normal symbol display device 53 is composed of an LED that indicates a win when lit as normal identification information (normal symbol, normal symbol) and indicates a loss when unlit, and displays the variation of the normal identification information by flashing this LED, and after a predetermined variation display time has elapsed, displays the result by turning the LED on or off.

[0058] If the normal symbol random number value 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 53 stops as a winning result and enters a winning state (normal symbol winning state). At this time, the normal power solenoid 37c is driven, and the movable member 37b is 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 winning device 37. The opening time of the movable member 37b of the normal variable winning device 37 once (for example, 3 seconds) may be called the normal power opening time.

[0059] The entry of a gaming ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). A gaming ball that enters the start winning hole 36 is detected as a start winning ball for the special chart 1 variable display game, and is stored up to a predetermined upper limit number (here, 4). A gaming ball that enters the normal variable winning device 37 is detected as a start winning ball for the special chart 2 variable display game, and is stored up to a predetermined upper limit number (here, 4). The gaming control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, an extracted predetermined random number value as a start memory that becomes the right to play the special chart variable display game, based on the entry of a gaming ball into the start winning area (starting hole) of the start winning hole 36 or the normal variable winning device 37.

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

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

[0062] The special chart 1 change display game (first special chart change display game, first pattern change game) and the special chart 2 change display game (second special chart change display game, second pattern change game) are played by displaying the identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52 in a changing manner, and then stopping and displaying a predetermined result pattern.

[0063] In addition, a decorative special symbol variable display game that variably displays multiple types of identification information corresponding to each special symbol variable display game is executed on the display device 41. The identification information on the display device 41 is composed of numbers, symbols, character designs, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

[0064] The decorative special symbol variation display game (decorative symbol variation game, presentation game) on the display device 41 is carried out by starting a display (scrolling or rotating display) of the identification information (decorative special symbol, decorative special symbol) consisting of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then sequentially stopping the varying symbols after a predetermined time to display the results of the special symbol variation display game. Multiple types of identification information are displayed in a rotating manner on the display device 41. Because the identification information (decorative special symbol) displayed on the display device 41 thus varies (including changes and movements) over time in the decorative special symbol variation display game, the decorative special symbol variation display game is also called a symbol variation game. Furthermore, the display device 41 also displays a variety of presentations, such as the appearance of character images, to enhance entertainment value. In addition, instead of or together with the decorative special pattern change display game, a decorative normal pattern change display game may be implemented on the display device 41 in which the identification information (decorative normal pattern, decorative normal pattern) changes over time in response to the normal pattern change display game (pattern change game) on the normal pattern display 53, and this may be implemented by scrolling display, rotating display, etc. in the same way as the decorative special pattern change display game.

[0065] When a game ball enters the start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a jackpot value), a specific result state (special result state) is derived from the displayed symbols as a result of the special symbol variable display game, and a jackpot state (special game state) is achieved. Correspondingly, the display state of the display device 41 becomes a special result state (for example, a state in which numbers such as "777" are lined up).

[0066] At this time, the special variable prize winning device 39 converts the special prize winning port from a closed state to an open state for a predetermined time (for example, 30 seconds) by energizing the special prize winning port solenoid 39b (see FIG. 3). In other words, the special variable prize winning device 39 opens the special prize winning port wide for a predetermined time or until a predetermined number of game balls enter the special variable prize winning device 39, 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 start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a special result mode (small win result mode) is derived from the displayed symbols as a result of the special symbol variable display game, and a small win state is achieved. Correspondingly, the display mode of the display device 41 becomes a small win result mode. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). In addition, the small win random number value may be used to determine a small win.

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

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

[0070] A jackpot is a special result that accompanies the activation of a conditional device, while a minor jackpot is a special result that does not accompany the activation of the conditional device. The conditional device is activated when a jackpot occurs in a special variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variable prize-winning device 39, which is a special electric device. The "conditional device" may be a software means, such as a flag that is turned on and off by 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 big win flag is set and the special variable winning device is opened, whereas in the case of a small win, the small win flag is set and the special variable winning device is opened. However, if there is a V win during the small win state, the condition device will be activated.

[0072] In addition, the special chart 2 variable display game is set to be executed with priority over the special chart 1 variable display game, and when there is a start memory for the special chart 1 variable display game and the special chart 2 variable display game and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory for the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest started memory may be executed.

[0073] In addition, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they are simply referred to as the special chart variable display game.

[0074] [Game control device] 3 is a block diagram of the gaming control system of the gaming machine 10. The gaming machine 10 is equipped with a gaming control device 100 (main board) that serves as the main control means. The gaming control device 100 is a main control device that performs overall control of games, and is composed of a gaming microcomputer 111 (hereinafter referred to as the gaming microcomputer), an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus that connects the gaming microcomputer 111, the input unit 120, and the output unit 130. The gaming 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] An oscillation circuit (crystal oscillator) having an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU operating clock, timer interrupt, and random number generation circuit may be connected to the gaming microcomputer 111. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.

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

[0077] The backup power supply 420 can be composed of a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if this voltage drops to, for example, 17V or less, detects the occurrence of a power outage and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or when the power is restored.

[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed 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 gaming microcomputer 111 and the RAM in the payout control device 200. Here, initialization basically means clearing to zero, which erases the information, but some values, such as performance information (base values), may be maintained at their current values ​​without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read during the main loop processing of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

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

[0080] The gaming microcomputer 111 includes a CPU 111a (central processing unit: microprocessor), a read-only ROM 111b (read-only memory), and a random access memory (RAM 111c) that can be read and written at any time.

[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information), and serves as a storage means that can retain the stored information even if a power outage occurs.

[0082] The ROM 111b also stores a fluctuation pattern table for determining a fluctuation pattern (fluctuation mode and fluctuation time) that specifies, for example, the execution time of the special chart fluctuation display game, the presentation content, and whether or not a reach state occurs. The fluctuation pattern table is a table that the CPU 111a uses to determine a fluctuation pattern by referring to one or more fluctuation pattern random number values ​​stored as start memory. The fluctuation pattern table also includes a miss fluctuation pattern table that is selected when the result is a miss, a jackpot fluctuation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a second-half fluctuation group table or a second-half fluctuation pattern selection table) for determining a second-half fluctuation pattern, which is a fluctuation pattern after a reach state has been reached, and a table (such as a first-half fluctuation group table or a first-half fluctuation pattern selection table) for determining a first-half fluctuation pattern, which is a fluctuation pattern before a reach state has been reached.

[0083] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. Although not shown, the gaming microcomputer 111 is also equipped with a random number generation circuit for generating a jackpot random number value for determining a jackpot in the special symbol variable display game, a special symbol pattern random number value for determining a jackpot pattern (a symbol that stops for a jackpot), a small symbol (a symbol that stops for a small symbol), and a time-saving symbol (a symbol that stops for a support hit), and a variable pattern random number value for determining a variable pattern in the special symbol variable display game (including information on variable displays of various reaches and no reaches, information on the execution time of the special symbol variable display game, etc.). The random number generation circuit can also generate a random number value for determining whether the normal symbol variable display game is a hit, and a random number value for determining the normal symbol hit result (normal symbol hit pattern).

[0084] Furthermore, in the processing related to the special chart variation display game, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or loss) of the special chart variation display game, the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, when the CPU 111a executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b.

[0085] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands and data) from the game control device 100.

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

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

[0088] In addition, various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. 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 or the like of the gaming machine 10, a glass frame open detection switch (door opening / closing sensor) for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main body frame open detection switch, door opening / closing sensor) for detecting front frame open provided on the front frame 12 (main body frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.

[0089] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the payout control device 200 to the gaming control device 100 via the input unit 120.

[0090] Data is transmitted from the game control device 100 to the presentation control device 300 via the output unit 130, for example, by serial communication. Note that communication between the game control device 100 and the presentation control device 300 is one-way communication that prevents signals from being input from the presentation control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.

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

[0092] The output unit 130 is also provided with an output port that outputs opening / closing data for the normal solenoid 37c that opens the normal variable prize winning device 37, the large prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is also provided with a driver that receives the opening / closing data signal, generates a solenoid drive signal, and outputs it.

[0093] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective 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 a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, for example, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.

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

[0096] In this embodiment, the performance display device 152 is made up of a plurality (four) of seven-segment type (eight-segment type including the dots Dp) 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 may be provided elsewhere. 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 number) obtained by winning, and may be, for example, the payout rate (base value), the ratio of bonus balls, the number of dispensed balls, etc.

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

[0099] For example, the ratio of prize balls to prize balls is the percentage (%) (= so-called continuous prize ball ratio) of the number of prize balls (number of balls acquired by each prize ball) acquired by winning a prize ball in a big prize slot during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize ball in a prize slot during a specified period (for example, from when the gaming machine 10 is turned on to the present).

[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 (a game-prohibited state, a game-prohibited state) in which games such as the special game, the normal game, and round games (games played during big wins or small wins) cannot be played when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, new games with special game and new normal game cannot be started. The safety device can take appropriate countermeasures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to prevent players from becoming addicted to the game. Reducing addiction allows players to play with peace of mind.

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

[0102] In this embodiment, the activation conditions for the safety device are (1) the difference between the number of safe balls and the number of discharged balls during a specified period of time, reaching a ball difference reference value (predetermined value), and (2) neither a jackpot nor a small jackpot has occurred. The difference is calculated by subtracting the number of discharged balls from the number of safe balls during a specified period of time (difference = number of safe balls - number of discharged balls). Thus, the activation conditions for the safety device consist of two stages: (1) and (2). The difference in balls for condition (1) may be the difference in balls during a specified period from the lowest difference in balls to the present, i.e., the difference in balls based on the minimum value (the increase in the number of balls from the minimum value), or it may correspond to the maximum increase in the difference in balls during a single day of operation (the so-called MY). Other activation conditions may also be used. For example, condition (1) may be configured such that the number of safe balls reaches a predetermined value. Condition (2) may also be configured such that the special variable prize device is not activated, or the large prize opening is not open.

[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of dispensed balls) that are determined to be awarded during a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 during a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.

[0104] Note that the number of fired balls, which is the number of fired balls that have been fired into the play area 32 and introduced, may be used instead of the number of ejected balls, and the difference in the number of balls may be calculated as the number of safe balls minus the number of fired balls. The number of fired game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were fired by the ball launcher but did not reach the play area 32 are excluded from the number of fired balls, and the difference in the number of balls is decremented by -1 for each game ball fired by the ball launcher, and is incremented by +1 for each foul ball.

[0105] For example, when the difference in balls is less than 90,000, the safety device goes into a non-activated state (activation notice state, activation warning state, or normal state where the safety device is not activated). When the difference in balls is between 90,000 and 94,999, the safety device goes into an activation notice state that warns of the activation of the safety device. When the difference in balls reaches 95,000, the safety device goes into an activation warning state that warns of the activation of the safety device, or into an activated state where the safety device is activated (activated state).

[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if there is a big hit or a small hit, and it will be activated if there is neither a big hit nor a small hit. Therefore, if the safety device is activated before a big hit or a small hit occurs, a game stop state (a game-disabled state, a game-prohibited state) will occur immediately afterwards, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big hit or a small hit occurs in a time-saving state or a probability variable state.

[0107] On the other hand, when the big hit or small hit ends and it is no longer a big hit or a small hit, the safety device transitions from the activation warning state to the activation state (activating state).

[0108] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Playing will end soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the performance control device 300 displays an activation warning display (for example, the text "Playing will end after the win ends") on the display device 41.

[0109] When the safety device is in an activated state (not during a small win or a big win), i.e., when the game is stopped, the presentation control device 300 displays an activated display 513 (the words "play stopped") on the display device 41. When the safety device is activated, the game control device 100 sets a safety device activated flag (safety device activated flag) to on, which indicates that the safety device is activated. The safety device activated flag (safety device activated flag) is cleared to 0 (safety device activated flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.

[0110] In the game stop state, games such as the special chart variable display game, the normal chart variable display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game stop state, the detection of game balls by the prize opening switch is disabled, the prize opening (winning) is disabled, the solenoids stop so that the big prize opening, the specific area 86, the normal variable winning device 37, etc. are closed, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart variable display game and the normal chart variable display game not be continued, but new special chart variable display games and new normal chart variable display games cannot be started.

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

[0112] If the RAM clear switch 112 is turned on when the power is turned on, the system transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. Note that when the RAM clear switch 112 is turned on, the system initially enters a RAM clear preparation state (initialization preparation state), and if the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). Note that when the game control device 100 executes the RAM initialization process, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.

[0113] If the RAM clear switch 112 is off when the power is turned on, the system transitions to a normal power recovery state (normal power recovery mode), where power is simply restored.

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

[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.

[0116] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (for example, a cache memory) that provides a working area.

[0117] The control microcomputer 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, as well as performs processes such as instructing the sound control unit 314 on the sound to be played, lighting up the performance LED 46, driving and controlling the motor and solenoid of the performance movable body 44, and managing the performance time.

[0118] The VDP 312 is equipped with RAM that provides a working area and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is 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 voice is stored, and an amplifier circuit that amplifies the sound data.

[0120] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives, via the command I / F, special symbol reservation number commands, decorative special symbol commands, variation commands, symbol stop commands, and the like transmitted from the game control device 100 to the performance control device 300 as performance control instruction signals (performance commands).

[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LED (light emitting diode) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable body 44 (for example, a movable role object that works 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, 334 that drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44 are connected to the control microcomputer 311 via an address / data bus.

[0123] Furthermore, the effect control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting to the control microcomputer 311 a detection signal indicating the on / off state of the effect button switch 25a built into the effect button 25 provided in the glass frame 15, and a detection signal indicating the on / off state of the direction key switch 450. The switch input circuit 336 also inputs to the control microcomputer 311 a detection signal of a volume adjustment switch 335 that enables a gaming establishment official (an attendant, a manager, an administrator) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b.

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

[0125] [Basic Control] Next, we will explain the basic control in the gaming machine 10. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit (normal game hit random number value) based on the input of a game ball detection signal from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss in the normal game variable display game.

[0126] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed variably for a predetermined time, and then stops and displays it. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. Note that if the result of the normal map variation display game is a loss, control is performed to display a loss result state on the normal map display 53.

[0127] In addition, the first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value (jackpot random number value) for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 1 variable display game is a hit or a miss.

[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value (jackpot random number value) for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 2 variable display game is a win or a loss.

[0129] Then, the CPU 111a of the game control device 100 outputs a control signal (presentation control command) including the determination result of the special symbol 1 variable display game and the special symbol 2 variable display game to the presentation control device 300. Then, the special symbol 1 display 51 and the special symbol 2 display 52 display a special symbol variable display game in which the identification symbol is displayed variably for a predetermined time, and then displayed stationary. In other words, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (first start winning port 36, normal variable winning device 37).

[0130] Furthermore, the performance control device 300 displays, on the display device 41, a decorative special symbol variable display game corresponding to the special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52, based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the light emission of the various performance LEDs 46, based on a command (control signal) 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 (variable display game, etc.).

[0131] Then, when the result of the special symbol variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays the special result state on the special symbol 1 display 51 or the special symbol 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a, for example, controls the big prize opening solenoid 39b to open the opening / closing door 39c of the special variable prize winning device 39, allowing game balls to flow into the big prize opening.

[0132] Then, one round (R) is defined as the process of opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (for example, 10 balls) enter the large prize opening, or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening, and this is continued (repeated) a predetermined number of rounds (for example, 15 times, 11 times, or 2 times) (cycle play). Also, if the result of the special chart variable display game is a loss, control is performed to display the result state of the loss on the special chart 1 display 51 or the special chart 2 display 52.

[0133] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special symbol variation display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special symbol variation display game is higher than in the normal probability state. Furthermore, whether the high probability state is reached based on the result state of either the special symbol 1 variation display game or the special symbol 2 variation display game, both the special symbol 1 variation display game and the special symbol 2 variation display game will be in the high probability state. In the high probability state (probability variable state), the game control device 100 sets a special symbol high probability flag indicating the high probability state.

[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special game variation display game and the number of times it is executed. In the time-saving state, the normal game variation display game and the normal game variation winning device 37 may be controlled to be in a time-saving operation state, and the normal game variation winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is played, resulting in a normal power support state. Note that even in a high probability state (normal probability variable state) other than the latent probability variable state, the time-saving state is overlapped and normal power support is executed.

[0135] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-shortened changes in the special chart change display game can also be executed.

[0136] In addition, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, four times) that is greater than the first opening number (for example, two times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability, normal map winning probability) to a higher probability than the normal probability (low probability) in the normal operating state.

[0137] In the time-saving mode, the time required for the normal variable winning device 37 to switch to the open state is extended by varying one or more of the normal symbol variation time, normal symbol stop time, normal symbol release count, normal symbol release time, and normal symbol probability. This makes it easier to win the normal variable winning device 37 in the time-saving mode than in the normal game mode where no special game is played. This increases the number of times the special symbol variation display game is executed per unit time compared to the normal game mode, and also shortens the execution interval of the special symbol variation display game. It is also possible to set multiple types of time-saving modes that vary differently. It is also possible to set the movable member 37b not to open in the normal operating mode (normal symbol probability is 0). When there are multiple types of normal symbol winning results (normal symbol winning patterns), the normal symbol release time (long release, short release) and the number of normal symbol releases may be changed depending on the type of normal symbol winning result (normal symbol win A, normal symbol win B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.

[0138] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, a low base state (a state in which left-handed hitting is recommended) in which the ball payout rate (base value) is low because the opening time of the normal variable winning device 37 is extremely short may be treated as a normal game state in which there is essentially no normal power support and no special game is played (slight time-saving).

[0139] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (a1, a2, a3, etc.) that correspond to the normal hit result (normal hit symbol) and the number of normal power-on times and normal power-on times. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, electric support number of times) in the time-saving state. Note that the time-saving state when the time-saving end condition is stipulated by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

[0140] After the time-saving state ends, a remaining reserve consumption state can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode), the second start memory generated by winning in the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reserve, and the special chart 2 variable display game is executed. The remaining reserve consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and therefore the probability of a V-winning jackpot).

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

[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.

[0143] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).

[0144] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0145] Furthermore, in the timer interrupt process, when a game ball wins (enters) the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is made that can determine in advance the game result based on the winning at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine in advance the result of the variable display game based on the start memory before the variable display game is executed.

[0146] Furthermore, the timer interrupt processing can execute a safety device-related processing that performs processing related to the safety device (complete function), a difference ball counting processing that updates a counter that counts the difference ball number, etc. In the safety device-related processing, safety device-related information such as the operating status of the safety device is sent as a command to the performance control device 300, and a safety device operating flag that indicates that the safety device is operating is set.

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

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

[0149] The game control device 100 can transmit game status commands indicating game states such as normal game state, time-saving state (normal power support state), and special chart high probability state (probability change state), error commands indicating errors such as fraud or abnormality, and safety device-related commands related to safety devices. The safety device-related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice state of the safety device, an operation warning command corresponding to the operation warning state of the safety device, and an operating command corresponding to the operation state of the safety device.

[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where 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 the results of the special symbol variation display game, such as losing symbols, big win symbols, small win symbols, and time-saving symbols, and symbol stop commands indicating the stop of the special symbol variation display game, and win-related commands corresponding to each stage of the big win or small win state. Here, customer waiting-related commands include customer waiting demo commands that instruct customer waiting demos, such as movie demos on the demo screen. Win-related commands also include opening commands (fanfare commands) corresponding to the opening (fanfare) of a small win or big win, round commands corresponding to the round of a small win or big win, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a big win or small win.

[0151] The game control device 100 can transmit a special figure 1 reserve number command and a special figure 2 reserve number command indicating the number of start memories when the first start memory number (special figure 1 reserve number), which is the number of first start memories (special figure 1 reserve), and the second start memory number (special figure 2 reserve number), which is the number of second start memories (special figure 2 reserve), change. The game control device 100 can also transmit a regular figure reserve number command indicating the number of regular figure start memories when the regular figure start memory number (regular figure reserve number), which is the number of regular figure start memories (regular figure reserves), changes. The game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning slot 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.

[0152] Furthermore, the game control device 100 can transmit a look-ahead command when a gaming ball enters the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and the first start memory or the second start memory occurs. The look-ahead commands include look-ahead stop pattern commands corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the jackpot random number value or special pattern random number value saved as the first start memory or the second start memory, and look-ahead fluctuation pattern commands based on the saved fluctuation pattern random number value.

[0153] In addition, the game control device 100 can send necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hitting instruction notification command, right hitting instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.

[0154] The performance control device 300 performs processing according to the command 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 "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.

[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may also notify the error by lighting up the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command includes information indicating the content of the error, the content of the error may be displayed on the display device 41.

[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, operation warning command, or operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command.

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

[0159] When the effect control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related effect setting process to set an effect related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, big win symbol, small win symbol, time-saving symbol, etc.). Note that when a game ball enters the start winning slot 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display device 51 or the special symbol 2 display device 52 of the collective display device 50, and transmits the variation command, stop symbol command, etc. to the effect control device 300.

[0160] In the variation-related effect setting process, it is possible to set preview effects that appear during the special symbol variation display game and can predict the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. A pseudo-sequential effect is an effect in which a predetermined number of pseudo-variations are performed in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop on the display device 41. In addition, in the variation-related effect setting process, it is possible to set the light emission mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.

[0161] Here, reach (reach state) refers to a display state in which the display result already derived and displayed on the display device 41 satisfies the conditions for a special result state when some of the display results of the decorative special symbol variable display game have not yet been derived and displayed. When the display result on the active line (for example, on a line in the vertical or horizontal direction) of the display device 41 becomes a special result state, the game state becomes a special game state that is advantageous to the player. In addition, a state in which variable display is performed using multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.

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

[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types), such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.

[0164] The expectation (reliability) of a presentation (preview) indicates the probability of a jackpot if that presentation is selected, and can be calculated based on the selection rate of that presentation when there is a jackpot and the selection rate of that presentation when there is no jackpot (when there is a miss). The higher the selection rate of that presentation when there is a jackpot, the higher the expectation, and the higher the selection rate of that presentation when there is a miss, the lower the expectation. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).

[0165] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.

[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the performance at the start of a small or large 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 in the interval between rounds; and when it receives an ending command, it executes an ending performance corresponding to the ending of a large or small win.

[0167] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye look-ahead performance related to a decorative stop pattern.

[0168] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.

[0169] In addition, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100 in addition to those mentioned above.

[0170] [Example of production progression] 5 is a diagram showing an example of the progression of the presentation in chronological order. The display screen of the display device 41 at the timings (A) to (K) is shown as (A) to (K) in Fig. 6 and Fig. 7 described later.

[0171] First, at timing (A), a special symbol variation display game is being executed in the normal game state or the specific game state (here, the normal power support state (time-saving state)), and the special symbol is varying as a symbol on the special symbol indicators 51, 52 and the display device 41. The symbol displayed on the display device 41 is a symbol for presentation (a decorative special symbol). Here, the special symbol variation display game is a special symbol 1 variation display game in the normal game state, and a special symbol 2 variation display game in the specific game state. Also, a normal symbol variation display game may be executed together with or instead of the special symbol variation display game, and a normal symbol may be varying as a symbol on the normal symbol indicator 53 and the display device 41.

[0172] Next, at timing (A), the special symbol variation display game ends, the symbol variation has finished on the special symbol display devices 51, 52 and the display device 41, and the small win symbol is displayed as the stopped symbol. Here, the result of the special symbol variation display game is a small win result, and the small win symbol is displayed, but if the result of the special symbol variation display game is a big win result, the big win symbol is displayed. The small win symbol and the big win symbol can be collectively called the winning symbol.

[0173] Thereafter, at the start of a small win game, which is a game in a small win state, one of a plurality of types of opening commands (signals) is output from the game control device 100 to the presentation control device 300. The type of opening command differs depending on the type of small win (small win symbol), the game state before the start of the small win game (here, normal game state or specific game state), the type of variable display game in which the small win occurred (for example, special symbol 1 variable display game or special symbol 2 variable display game), etc.

[0174] Next, at timing (c), the display device 41 displays an opening screen for the start of a small win game (at the start of a small win game) as an effect. At least a portion of the opening screen differs depending on the type of opening command. Therefore, the effects are rich in variety, and the type of small win, the game status before the start of the small win game, and the type of variable display game that resulted in a small win can be notified, thereby increasing the enjoyment of the game. In addition, other effects, such as sound effects by speakers 19a, 19b and light-emitting effects by effect LED 46, may also differ depending on the type of opening command. The opening screen may be displayed before the start of the opening of the large prize opening in the first round, or may be displayed across the opening of the large prize opening.

[0175] Next, at timing (d), the small win game (small win state, first round) is started after the opening screen display has ended. The small win game presentation here (presentation on the display device 41, etc.) may be the same regardless of the opening command, or may be different depending on the opening command. The opening screen may be continuously displayed during the small win game so that it can also be used as the opening for a V-winning jackpot.

[0176] Next, at timing (E), when power is restored (restored) after a power outage (blackout) during a small win game (during one round), a power outage restoration screen is displayed on the display device 41 as a presentation. The power outage restoration screen is displayed when power is restored (restored, restored, power turned on) after a power outage (blackout, power cut) to the gaming machine 10 due to a lightning strike or other cause. When power is restored, the presentation on the power outage restoration screen is the same regardless of the presentation (display) on the display screen before the power outage, making it easier for the player to understand that power has been restored after the power outage, thereby increasing the player's interest in the game. The presentation on the display screen before the power outage may differ depending on the opening command, etc. Furthermore, when power is restored, the sound presentation by the speakers 19a, 19b may be the same regardless of the sound presentation before the power outage. After the power outage restoration screen notifies the player of the power outage and restoration, the display device 41 may return from the power outage restoration screen to the original display screen at the time of or immediately before the power outage.

[0177] Next, timing (F) is the timing after the end of the small win game (first round). At timing (F), if a V win occurs due to a ball entering the specific area 86 (V winning hole) during a small win game, a big win start screen that can suggest that a V win has occurred is displayed as an effect. Alternatively, at timing (F), if no ball enters the specific area 86 during a small win game and a V win does not occur, a V puncture screen that can suggest that a V win has not occurred is displayed as an effect.

[0178] The jackpot start screen is the same regardless of the type of opening command, making it easier for the player to understand that a jackpot is about to begin, increasing the player's interest in the game. The V-puncture screen is also the same regardless of the type of opening command, making it easier for the player to understand that a V win will not occur, increasing the player's interest in the game. At timing (f), other effects, such as sound effects from speakers 19a and 19b, may also be the same regardless of the type of opening command.

[0179] As a variant, in order to increase the variety of presentation, at least a portion of the jackpot start screen may differ depending on the type of opening command, similar to the opening screen.

[0180] After the V-puncture screen is displayed, the game enters a normal game state or a specific game state, and a special symbol variation display game is executed, causing the special symbols to vary on the special symbol displays 51, 52 and the display device 41. If the game enters a specific game state after the V-puncture screen is displayed, a player who has missed a V win can be rescued, increasing the enjoyment of the game.

[0181] The display time of the V-puncture screen can be made shorter than the display time of the jackpot start screen, making it easier to distinguish the V-puncture screen from the jackpot start screen in terms of time, and by making it possible to immediately run the special chart variation display game after the end of a small win, the enjoyment of the game can be improved. Also, the display time of the V-puncture screen can be made shorter than the display time of the opening screen and the power outage recovery screen, making it easier to distinguish the V-puncture screen from the opening screen and the power outage recovery screen in terms of time, and by making it possible to immediately run the special chart variation display game after the end of a small win, the enjoyment of the game can be improved.

[0182] Next, the timing of (G) is the jackpot game (jackpot state, second round or later) after the jackpot start screen display has finished. The presentation of the jackpot game here (presentation on the display device 41, etc.) may be the same regardless of the opening command, or may be different depending on the opening command.

[0183] Next, at timing (H), the jackpot round game ends and an ending screen is displayed as a special effect. At least a part of the ending screen is the same regardless of the type of opening command, making it easier for the player to grasp that the jackpot is ending, increasing the player's interest in the game.

[0184] At the timing (K) after the ending screen is displayed, the jackpot state changes to the normal game state or the specific game state (here, the normal power support state (time-saving state)), and the special symbol variation display game is executed, causing the special symbols to vary on the special symbol indicators 51, 52 and the display device 41. Note that, if the specific game state is entered after the jackpot state ends, the ending screen may be displayed at the end of the specific game state, rather than at the end of the jackpot round of play. This allows the result screen to be displayed after the end of consecutive wins, i.e., after the specific game state, thereby enhancing the enjoyment of the game. Note that consecutive wins refers to the continuation of the jackpot state or the specific game state without passing through the normal game state (normal mode).

[0185] The above describes an example in which a small win symbol is displayed at timing (A). However, as shown by the dotted line in FIG. 5, a direct hit jackpot may occur at timing (A) and a jackpot symbol may be displayed. A direct hit jackpot is a jackpot that does not involve a small hit (a jackpot that does not result from a V prize). In particular, by eliminating small hit results in the results of the special chart 1 variable display game (by setting the small hit probability to zero), a hit from the normal game state (initial hit) may be a direct hit jackpot. Note that by eliminating jackpot results in the results of the special chart 2 variable display game, all hits from the specific game state may be small hits. Furthermore, in this embodiment, the probability of a small hit in the special chart 2 variable display game (for example, about 1 in 10) is greater than the probability of a jackpot in the special chart 1 variable display game (for example, about 1 in 200).

[0186] In the case of a direct jackpot, immediately after the opening command (signal) is output from the game control device 100 to the presentation control device 300 (at the timing (c)), the display device 41 displays the opening screen that is displayed at the start of the jackpot game (at the start of the jackpot game) as a presentation. In the case of a direct jackpot, as in the case of a small jackpot, at least a portion of the opening screen differs depending on the type of opening command. Note that in order to distinguish between a jackpot and a small jackpot and increase the enjoyment of the game, the display content and display time of the opening screen in the case of a direct jackpot may differ from those in the case of a small jackpot.

[0187] Here, the type of opening command varies depending on at least one of the type of jackpot (jackpot symbol), the game state before the start of the jackpot game (here, normal game state or specific game state), and the type of variable display game in which the jackpot occurred (for example, special symbol 1 variable display game or special symbol 2 variable display game). Therefore, the presentation is rich in variety, and the type of jackpot, the game state before the start of the jackpot game, and the type of variable display game in which the jackpot occurred can be notified, enhancing the enjoyment of the game. Furthermore, other presentations, such as sound presentations by speakers 19a and 19b and light-emitting presentations by presentation LED 46, may also vary depending on the type of opening command. The opening screen may be displayed before the start of the opening of the jackpot opening in the first round, or may be displayed across the opening of the jackpot opening.

[0188] As a variant, in the case of a direct jackpot, the opening screen may be the same regardless of the type of opening command. In this case, the effect control device 300 that receives the opening command (signal) can make the effects related to the jackpot game the same regardless of the type of jackpot, the game state before the start of the jackpot game, or the type of variable display game that resulted in the jackpot, making it easier for the player to recognize that it is a direct jackpot and increasing the player's interest in the game. In addition, other effects, such as sound effects by speakers 19a and 19b and light-emitting effects by effect LED 46, may also be the same regardless of the type of opening command.

[0189] After the opening screen is displayed, the jackpot game (first round or later) begins. The jackpot game effects (such as effects on the display device 41) may be the same regardless of the opening command, or may vary depending on the opening command. Then, similar to timing (H), the jackpot round game ends, and the ending screen is displayed as the effect. The ending screen for a direct jackpot may have the same display content as the ending screen for a V-winning jackpot. After the ending screen is displayed, the jackpot state changes to a normal game state or a special game state, and a special symbol variation display game is executed, causing the special symbol to vary on the special symbol indicators 51, 52 and the display device 41. Note that, if the special game state is entered after the jackpot state ends, the ending screen may be displayed at the end of the special game state, rather than at the end of the jackpot round game.

[0190] [Screen transition] 6 and 7 are screen transition diagrams showing the display screen of the display device 41 in chronological order, illustrating screen transitions corresponding to the example of the progression of the performance in Fig. 5. Fig. 7 is a diagram following Fig. 6. (A)-(K) in Fig. 6 and Fig. 7 show the display screens at timings (A)-(K) in Fig. 5.

[0191] In (A), the special symbol variable display game is executed by the variable display of three large decorative special symbols (large symbols on the left, right, and center) in the large variable display area 610 (three dotted arrows). Note that the special symbol variable display game may also be executed by the variable display of three small decorative special symbols (small symbols) in the small variable display area.

[0192] In the next (A), the small win symbol (here "777") is displayed as the stop symbol. In the case of a direct hit jackpot, the jackpot symbol is displayed instead of the small win symbol.

[0193] In the following (U1) and (U2), an opening screen is displayed, which corresponds to the timing of (U) in Figure 5. (U1) is an opening screen corresponding to one type (opening command 1 in this case) of the multiple opening commands. (U2) is an opening screen corresponding to another type (opening command 2 in this case) of the multiple opening commands.

[0194] The opening screens (C1) and (C2) each display different backgrounds 520a and 520b, different characters 522a and 522b, different effects 524a and 524b, and different text displays 526a and 526b. Therefore, at least some of the effects after the start of a small win game differ depending on the type of opening command (signal) output at the start of the small win game. This provides a variety of effects, enhancing the enjoyment of the game. Similarly, in the case of a direct jackpot from a normal game state, at least some of the effects after the start of the jackpot game may differ depending on the type of opening command output at the start of the jackpot game.

[0195] Here, backgrounds 520a and 520b are frame-shaped patterns that surround the display screen on all sides, characters 522a and 522b are a main character and a sub-character, effects 524a and 524b are circular patterns or star-shaped patterns, and text displays 526a and 526b notify of a win (for example, "Win! Congratulations" or "Congratulations on your win"), but are not limited to these.

[0196] As a modified example, in the case of a direct hit jackpot from a normal game state, the opening screen after the start of the jackpot game may be the same regardless of the type of opening command output at the start of the jackpot game. In this case, the presentation control device 300 can select whether a part of the presentation after the start of the jackpot game will be different or the same depending on the type of opening command, depending on the game state before the start of the jackpot game (normal game state or specific game state), so that the presentation can be flexible according to the game state before the start of the jackpot game, and the excitement of the game can be improved.

[0197] On the opening screen, regardless of the type of opening command (and therefore the opening screen), the right-hit instruction display 530 is displayed in the same manner, recommending that the player hit the ball to the right. The right-hit instruction display 530 is not simply a display, but is displayed decoratively as part of the presentation. The text displays 526a and 526b are also displayed decoratively as part of the presentation.

[0198] (D1) and (D2) are display screens for the small win game (first round) following (C1) and (C2), respectively, and correspond to the timing of (D) in Figure 5. On the display screens for (D1) and (D2), the same right-hit instruction display 530, the same symbol 534, and the same character display 532 are displayed decoratively as part of the effect. That is, the right-hit instruction display 530, the symbol 534, and the character display 532 are displayed in the same common manner regardless of the type of opening command (and thus the opening screen). Therefore, by commonizing some of the effects during the small win game, the amount of data stored for the effects can be reduced. Furthermore, in each of (D1) and (D2), different characters 522a and 522b are displayed following (C1) and (C2).

[0199] The symbol 534 displays "7", one of the three small win symbols (A), in a smaller size than (A), so that the player can grasp the winning symbol (the winning stop symbol on the display screen) even during a small win game. The text display 532 "Aim for V" is displayed to encourage the player to land the ball in the specific area 86 (V win) to generate a V win. If a V win actually occurs, an effect to notify the player of the V win is displayed.

[0200] The power outage recovery screen (E) is displayed when power is restored (restored) to the gaming machine 10 after a power outage (blackout) during small win play, i.e., when power is restored. After the power outage recovery screen is displayed for a certain period of time, the display screen may return to its original display mode at the time of power outage, such as (D1) or (D2). On the power outage recovery screen, a text display 540 (e.g., "Restoring") and a right-hit instruction display 530 are displayed decoratively as part of the presentation. The power outage recovery screen is the same regardless of the presentation (display) on the display screen before the power outage and regardless of the type of opening command, making it easier for the player to recognize that power has been restored and increasing the enjoyment of the game. Note that if the power outage recovery screen differs depending on the presentation on the display screen before the power outage, it may be difficult for the player to recognize that power has been restored.

[0201] If there is a V win, the big win game (big win state) becomes possible after the small win game (small win state) ends, and after (D1) or (D2), the display screen becomes the big win start screen (Ka1). If there is no V win, the big win game becomes impossible after the small win game ends and is not executed, and after (D1) or (D2), the display screen becomes the V puncture scene (Ka2). The display screens for (Ka1) and (Ka2) are the display screens corresponding to the timing of (Ka) in Figure 5.

[0202] In this embodiment, the jackpot start screen (F1) is a selection screen for selecting an opponent as a presentation type for the battle presentation (battle presentation) displayed during a jackpot (from the second round onward). On the jackpot start screen, selectable opponent characters are displayed as multiple items 550 (options). For example, the multiple items 550 are displayed as a menu display, with framed characters such as enemy A, enemy B, and enemy C. The player selects one of the items 550 (enemy A, enemy B, and enemy C) in the menu display by operating the directional key switch 450. The selected item is displayed in a specific display mode (here, a bold frame). When the jackpot start screen is initially displayed, a default initial setting item (e.g., enemy A) is automatically selected and displayed in a specific display mode, even without a selection operation by the player. When the player performs a confirmation operation, the opponent character corresponding to the selected item is set by the presentation control device 300. The confirmation operation may be performed by pressing the presentation button 25. As a variant, the jackpot start screen may allow the selection of BGM (background music, music piece) and a presentation style (presentation mode) during jackpot play.

[0203] In addition, on the jackpot start screen, a directional key switch image imitating the directional key switch 450 may be displayed to prompt the selection operation of the directional key switch 450, and an effect button image imitating the effect button 25 may be displayed to suggest pressing the effect button 25 as a confirmation operation.

[0204] Also, on the jackpot start screen, right-hit instruction display 530 and pattern 534 ("7") are displayed decoratively as part of the presentation.

[0205] The jackpot start screen is the same regardless of the type of opening command, making it easier for the player to understand that a jackpot is about to start, increasing the player's interest in the game. The jackpot start screen may also be the same for commands other than the opening command, regardless of the type of command.

[0206] On the V-puncture screen (F2), for example, character 555 (here, the main character) and text (e.g., "Sorry") are displayed in a manner that gives the player a gloomy impression, suggesting to the player that a V-winning has not occurred and that a disadvantage has been incurred. Unlike the jackpot start screen, the V-puncture screen is the same regardless of the type of opening command, making it easier for the player to understand that a jackpot game due to a V-winning will not occur, increasing the player's interest in the game. The V-puncture screen may also be the same for commands other than the opening command, regardless of the type of command. After the V-puncture screen is displayed, as in (A), the special symbols will be changing on the special symbol indicators 51, 52 and the display device 41.

[0207] In this embodiment, the number of types of V-puncture screens is 1, but it may be 1 or more as long as it is smaller than the number of types of opening commands. In this case, too, it becomes easier for the player to understand that a V-winning will not occur, which increases the interest in the game. Also, since the number of types of opening commands is greater than the number of types of V-puncture screens, the types of opening commands can be flexibly increased depending on the game state before the start of the small win, the type of small win, and the type of special symbol.

[0208] To give the player a darker impression while the V-puncture screen (F2) is being displayed, the presentation control device 300 may lower the volume of the speakers 19a and 19b and reduce the amount of light emitted (brightness) of the display device 41 and the presentation LED 46 compared to when the jackpot start screen (F1) or the power outage recovery screen (F) is being displayed. Conversely, to give the player a brighter impression while the jackpot start screen (F1) is being displayed, the presentation control device 300 may increase the volume of the speakers 19a and 19b and increase the amount of light emitted (brightness) of the display device 41 and the presentation LED 46 compared to when the V-puncture screen (F2) or the power outage recovery screen (F) is being displayed.

[0209] (G) is a display screen for a battle effect following (F1), and corresponds to the timing of (F1) in FIG. 5. In (G), a battle effect is executed in which the opponent character 560 selected on the big win start screen of (F1) battles against character 522a (main character). Then, a background 565 suitable for the battle effect is displayed. The character displayed in the battle effect (here, character 522a) is made the same as the character displayed on the display screen during the small win game (here, (C1) (D1)). In this way, at least a portion of the effect during the small win game is made the same as a portion of the effect after the end of the small win game, creating continuity between the effect during the small win game and the effect after the end of the small win game, and increasing the interest in the game.

[0210] Next, at (H), an ending screen is displayed. The ending screen displays the same character (here, character 522a) as in the opening screen, text display 570 "Congratulations" congratulating the player on their victory, and a symbol 534 corresponding to a part of the winning stop symbol. Also, a display 572 of the number of consecutive wins (e.g., 10 wins), which indicates the number of consecutive wins without going through the normal game state (normal mode), is displayed as, for example, "10 jackpots." Also, a display 574 of the number of balls acquired during the consecutive wins (e.g., 10,000), is displayed as, for example, "10,000 total." The ending screen may also display the manufacturer and brand of the gaming machine 10. At (I) after the ending screen is displayed, the game enters the normal game state or the special game state (here, the time-saving state), and the special symbol is fluctuating on the display device 41.

[0211] At least a part of the ending screen (text display 570, pattern 534, part of consecutive win count display 572 "Jackpot", part of acquired ball count display 574 "Total") is the same regardless of the type of opening command, making it easier for the player to understand that the jackpot is ending, increasing the player's interest in the game.

[0212] In addition, the character displayed on the ending screen (here, character 522a) is made the same as the character displayed on the display screen during the small win game (here, (C1) (D1)). The pattern 534 displayed on the ending screen is made the same as the pattern 534 displayed on the display screen during the small win game (here, (D1)). Furthermore, part of the text display 570 "Congratulations" is made the same as part of the text display 526a or 526b displayed on the display screen during the small win game (here, (C1) (C2)). In this way, at least part of the effects during the small win game are the same as part of the effects after the small win game ends, which creates continuity in the effects and increases the enjoyment of the game.

[0213] [Small hit start processing] FIG. 8 is a flowchart illustrating a part of the small win start processing that the game control device 100 executes when a small win starts.

[0214] In the small win start process, branching processing is performed according to at least one of the game state before the start of the small win (specific game state or normal game state), the type of small win, and the special symbol type (special symbol 1 or special symbol 2) of the variable display game resulting in the small win, and one of multiple opening commands 1, 2, 3, ..., n is set. The game state before the start of the small win game may be the game state in which the special symbol variable display game from which the small win result (small win symbol) is derived starts or ends. In this embodiment, the type of small win is determined by the number of rounds (number of rounds) due to the small win and the resulting V-winning jackpot, the game state after the V-winning jackpot state ends (time-saving state or probability variable state), and the number of games in that game state (time-saving state number, electric support number, probability variable number), and corresponds to the small win symbol determined by the game control device 100 using a random number value (lottery). In the one-type two-type mixed machine of this embodiment, a small win usually corresponds to the first round.

[0215] In this way, the type of opening command (opening command 1, 2, 3, . . . , n) differs depending on at least one of the type of small win, the game state before the start of the small win game (here, normal game state or specific game state), and the type of variable display game in which the small win occurred (for example, special chart 1 variable display game or special chart 2 variable display game). Therefore, the presentation control device 300 that receives the opening command can vary the presentation (opening screen, etc.) related to the small win game depending on the type of small win, the game state before the start of the small win game, and the type of variable display game in which the small win occurred, resulting in a variety of presentations and increased interest in the game.

[0216] In addition, in the small win start processing, the opening time of the large prize opening due to a small win (small win opening time) is set, on data is saved in the output data area of ​​the large prize opening solenoid 39b, and a small win opening command indicating that the large prize opening is currently opening due to a small win is sent to the performance control device 300.

[0217] The jackpot start process executed when a direct jackpot starts is the same as the small jackpot start process. In the jackpot start process, branching processing is performed according to at least one of the game state before the jackpot start (specific game state or normal game state), the type of jackpot, and the special symbol type of the variable display game that resulted in the jackpot (special symbol 1 or special symbol 2), and one of multiple types of opening commands is set. The type of opening command for a direct jackpot differs depending on at least one of the type of jackpot, the game state before the start of the jackpot game (normal game state or specific game state in this case), and the type of variable display game that resulted in the jackpot (for example, special symbol 1 variable display game or special symbol 2 variable display game). The game state before the start of the jackpot game may be the game state in which the special symbol variable display game from which the jackpot result (jackpot symbol) is derived starts or ends. In addition, in this embodiment, the type of jackpot is determined by the number of rounds of play that result in a jackpot (number of rounds), the game state after the jackpot state ends (time-saving state or special mode state), and the number of games played in that game state (number of time-saving states, number of electric support states, number of special mode states), and corresponds to the jackpot pattern determined by the game control device 100 using a random number value (lottery).

[0218] [Effects of the embodiment or its modified example] In this embodiment, the gaming machine 10 is capable of executing effects related to small win games. The gaming machine 10 is capable of outputting one of a plurality of types of signals at the start of a small win game. At least some of the effects after the start of a small win game differ depending on the type of signal, and at least some of the effects after the end of a small win game are the same regardless of the type of signal.

[0219] Therefore, by using different effects depending on the type of signal output at the start of a small win game, the effects are rich in variety, and information such as the type of small win, the game status before the start of the small win game, and the type of game that resulted in the small win can be announced through the effects. This increases the interest in the game. Some of the effects after the end of a small win game (such as the big win start screen and V-puncture screen effects) remain the same regardless of the type of signal, making it easier for the player to understand that a big win will start or will not occur after the end of the small win game. This increases the interest in the game.

[0220] In this embodiment, when the power is restored after being cut off during a small win game, the effects that are executed are the same regardless of the effects that were executed before the power was cut off. Therefore, the player can easily recognize that the power has been restored, which increases the player's interest in the game.

[0221] In this embodiment, if there is no big win game after the end of the small win game, the effect after the end of the small win game (for example, the effect of the V-puncture screen) will be the same regardless of the type of signal. Therefore, it is easier for the player to understand that there will be no big win game, which can increase the interest in the game.

[0222] In this embodiment, the type of signal may vary depending on the game state before the start of the small win game. Therefore, the type of signal output when the small win game starts reflects the game state before the start of the small win game, and the effect control device that receives the signal can execute an effect according to the game state before the start of the small win game, thereby increasing the interest in the game.

[0223] In this embodiment, when the ball does not land in the specific area during a small win game, the number of types of signals is greater than the number of types of effects after the small win game ends. Therefore, the types of signals output at the start of a small win game can be flexibly increased depending on the game state before the start of the small win, the type of small win, the type of game resulting in the small win, etc. Also, since the number of types of effects after the end of a small win game is smaller than the number of types of signals output at the start of the small win game, it is easier for the player to remember the effects, and the player can easily understand from the effects that the ball did not land in the specific area, thereby increasing the player's interest in the game.

[0224] In this embodiment, the type of the signal differs depending on the type of small win (small win symbol). Therefore, the effect control device that receives the signal output at the start of the small win game can vary the effects related to the small win game depending on the type of small win, which increases the variety of effects and enhances the fun of the game.

[0225] In this embodiment, the type of signal differs depending on the type of game in which the small win occurred (for example, a special chart 1 variable display game or a special chart 2 variable display game). Therefore, the effect control device that receives the signal output at the start of the small win game can vary the effect related to the small win game depending on the type of game in which the small win occurred, and the effect can be varied to increase the interest of the game.

[0226] In this embodiment, some of the effects during a small win game (for example, right-hit instruction display 530, pattern 534, character display 532) are the same regardless of the type of signal. Therefore, by sharing some of the effects during a small win game, the amount of data stored for the effects can be reduced.

[0227] In this embodiment, if the ball enters a specific area (for example, a V entry port) during a small win game, a big win game becomes possible after the small win game ends. If the ball does not enter the specific area during a small win game, the big win game becomes impossible after the small win game ends, and the presentation after the small win game ends is the same regardless of the type of signal. Therefore, the player can easily understand that a big win game (for example, a V entry big win game) will not occur due to the ball entering the specific area, which increases the player's interest in the game.

[0228] In this embodiment, the gaming machine 10 is capable of executing effects related to a winning game (e.g., a small win game or a big win game). The gaming machine 10 can output one of multiple types of signals at the start of a winning game, and at least a portion of the effects after the start of the winning game can vary depending on the type of signal. The portion can be selected to be different or the same depending on the type of signal, depending on the game state before the start of the winning game. This allows for flexible effects depending on the game state before the start of the winning game, thereby increasing the enjoyment of the game. For example, if the game state before the start of the winning game is a specific game state, at least a portion of the effects after the start of the winning game can be different, and if it is a normal game state, this portion can be the same. This makes it easier for the player to recognize which game state the winning game occurred from, thereby increasing the enjoyment of the game.

[0229] In this embodiment, the gaming machine 10 is capable of executing effects related to small win games. The gaming machine 10 can output one of multiple types of signals when a small win game starts. At least a portion of the effects during a small win game can differ depending on the type of signal, and at least a portion of the effects during a small win game will be the same as a portion of the effects after the small win game ends. Therefore, there is continuity between the effects during and after the small win game ends, which can increase the excitement of the game.

[0230] In this embodiment, the gaming machine 10 is capable of executing effects related to the game. One of several types of signals can be output at the start of a winning game (e.g., a small win game or a big win game). At least some of the effects during the winning game can vary depending on the type of signal, and at least some of the effects after the winning game ends remain the same regardless of the type of signal. If a ball enters a predetermined area (e.g., a V entry slot) during a winning game, another winning game (e.g., a big win game resulting from a V entry) can be executed after the winning game (e.g., a small win game or a big win game) ends. If the ball does not enter the predetermined area during the winning game, the other winning game becomes unavailable after the winning game ends, resulting in a special game state that is more advantageous to the player than the normal game state. This allows players who missed another winning game (e.g., a big win game resulting from a V entry) to be rescued, increasing the enjoyment of the game.

[0231] The present invention is not limited to the above-described embodiments, and various modifications and variations are possible within the scope of its technical concept, and it is clear that these are also included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability variable state. For example, the presentation control device can execute part of the processing executed by the game control device, or conversely, the game control device can execute part of the processing executed by the presentation control device. For example, multiple embodiments and multiple modified examples can be combined in various ways. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is defined by the claims, and it is intended to include all modifications within the scope of meaning and content equivalent to the claims.

[0232] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of the insertion of medals (gaming media) in a slot machine. The number of gaming media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the number of medals paid out in a specified period. [Explanation of symbols]

[0233] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

1. a game control means capable of generating a big win game in which the winning device is opened one or more times when a game ball enters a specific area in the winning device that is opened during a small win game; In a gaming machine equipped with a performance control means capable of executing a performance related to the small win game and a performance related to the big win game, A high base state and a low base state having a base value lower than that of the high base state can occur, and a first variable display game is executed in the low base state, and a second variable display game is executed in the high base state; The effect control means executes a first effect corresponding to the start of the small win game in response to an input signal, and there are multiple types of signals, The game control means can generate the small win game when the second variable display game in the high base state results in a small win, and at the start of the small win game, output one type of the signal from the plurality of types to the performance control means, The predetermined first performance executed in response to the signal output when a first small win result is achieved in the second variable display game, and the specific first performance executed in response to the signal output when a second small win result is achieved in the second variable display game, have a common first display on the display screen, and the second display that is not the first display on the display screen is different between the predetermined first performance and the specific first performance, When the game ball does not enter the specific area and there is no big win game after the end of the small win game, the second performance executed in response to the end of the small win game is the same when the first small win result is obtained in the second variable display game and when the second small win result is obtained in the second variable display game.

2. 2. The gaming machine according to claim 1, wherein the type of the signal varies depending on the gaming state before the start of the small win game.

Citation Information

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