Gaming machine
The gaming machine enhances player engagement by using multiple execution means for game effects and previews, addressing the lack of interest in conventional machines through varied triggers and execution timings, thereby improving enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2023-11-17
- Publication Date
- 2026-05-12
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player interest and engagement through varied game effects and previews.
The gaming machine incorporates multiple execution means for game effects and previews, allowing different triggers and execution timings for these effects, and enables a preview effect that suggests game outcomes based on start-up storage, enhancing player anticipation and engagement.
This design improves the enjoyment of the game by increasing player anticipation and engagement through varied and dynamic game effects and previews.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been a gaming machine capable of executing effects related to a game (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there has been room for improving the interest of the game.
[0005] Therefore, an object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0006] In a typical form of the present invention, in a gaming machine capable of executing a game and capable of executing effects related to the game by a plurality of means, the right to execute the game can be stored as start-up storage based on the winning of a game ball in a start winning area, and in the means, an effect can be executed at least in one of when the game ball wins and when it does not win, and a preview effect capable of suggesting the result of the game in advance before the game based on the start-up storage is executable by the plurality of means, and when a first effect is being executed by a first means, a first preview effect is executed by the first means If not availableThe first performance and the first pre-read performance have different triggers for initiation or execution timings, and the second pre-read performance can be executed by the second means while the second performance is being executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings, and when the second pre-read performance is executed while the second performance is being executed, the second pre-read performance is executed by the second means in a different performance manner from the second performance, regardless of when it is executed during the execution of the second performance. Therefore, when the first performance is executed with a first expectation level, the probability of the first pre-announcement performance being executed is higher compared to when it is executed with a second expectation level, and the expectation level of the game based on the start memory that is the target of the second pre-announcement performance to result in a special outcome differs between the first and second game states. . [Effects of the Invention]
[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This diagram shows the different types of pre-announcement effects. [Figure 6] This table shows examples of limitations on pre-announcement effects. [Figure 7] This diagram shows an example of the staging process in chronological order. [Figure 8] This diagram shows an example of the staging process in chronological order (continuation of Figure 7). [Figure 9] This table shows examples of the effects used in predictive effects. [Figure 10A] This is a time chart showing how the hold-change type effects are prohibited when effect α is being executed. [Figure 10B] This is a time chart showing how the special pre-announcement effect is executed when effect β is being performed. [Figure 11]This diagram explains the limitations on pre-announcement effects when a gaming machine experiences a power outage and then recovers (powers are restored, power is turned on). [Figure 12] This diagram illustrates the first form (e.g., basic form) and the second form (e.g., special form) of the customization screen. [Modes for carrying out the invention]
[0009] [Embodiment] Preferred embodiments of the present invention will be described below with reference to the drawings. In the description of the gaming machine, front (front), back (back), left, and right refer to the direction as seen from the perspective of the player during gameplay.
[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. In this embodiment, the gaming machine 10 is a sealed-type gaming machine (smart pachinko machine), and the game balls, which serve as the game medium, circulate inside the gaming machine and are not assigned as game value to a tray such as an upper tray. Instead of game mediums (game balls), game value is assigned as numerical data. Note that the configuration of the following embodiment can also be applied to gaming machines that are not sealed-type.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the pivot end that is attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit.
[0012] On the front frame 12, a game board 30 (see FIG. 2) is disposed, 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 enables the viewing of a game area 32 (see FIG. 2) formed on the game board 30. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be made to the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, access can be made to a game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.
[0014] Various frame components are disposed at the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, 18c capable of performing light emission effects according to the game state are disposed at the upper part, right side part, and left side part of the glass frame 15. The decorative devices 18a, 18b, 18c house lighting members such as illumination LEDs 46 (see FIG. 4) inside, and are effect devices that perform light emission effects according to the game state. These decorative devices 18a, 18b, 18c constitute a frame decorative device 18 as a whole.
[0016] Upper speakers 19a are respectively disposed at the upper right corner portion and upper left corner portion of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is disposed at the lower part of the front frame 12. These upper speakers 19a and lower speaker 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed down. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross-shaped key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 may, for example, use the two left and right switches to increase or decrease (+-) the brightness of the performance LED 46, and the two front and rear switches to increase or decrease (+-) the volume of the speaker 19 (upper speaker 19a and lower speaker 19b).
[0019] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.
[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0021] The game state during a variable display game consists of multiple game states. The normal game state is the state in which no special game states occur, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state), in which it is easier to enter the second start entry point of the normal variable prize entry device 37, and a state in the variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability change state, probability change state). Special game states include the jackpot state and the minor win game state (minor win state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state falls into this category. Note that special game states can also be included in the high-base state because they yield a large number of balls. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area.
[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). In this embodiment, when a minor win occurs, the special variable prize winning device 39 is opened, and the game ball enters a specific area 86 (V prize winning slot) within the special variable prize winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines.
[0047] When a game ball enters one of the main prize slots (general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39), the payout control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are installed around the general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39 or their vicinity.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a group of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation game is executed based on the result of the random value for winning determination extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet finished, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory (normal variation reserve) is less than the upper limit, that memory is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined random number extracted based on the passage of a game ball through the normal variation start gate 34 as a start memory that grants the right to execute the normal variation game, up to a predetermined limit.
[0056] The regular diagram start memory (regular diagram hold) stores a random value for determining whether the regular diagram variation display game is a win or a loss. When this random value matches the judgment value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the randomized value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops in a winning state, and the game enters a winning state. At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), and the game ball is allowed to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random numbers as starting memories that grant the right to execute the special figure variable display game, up to a predetermined upper limit, based on the entry of game balls into the starting prize slot 36 and the starting prize slot area (starting slot) of the normal variable prize slot 37.
[0060] When a winning ball is detected to start the special symbol variation display game, various random numbers are extracted, such as the jackpot random value, the jackpot symbol random value, and the variation pattern random value. These random values are stored as special symbol start memories in the special symbol reserve memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 reserve indicator 54 and special symbol 2 reserve indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).
[0062] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game, First Symbol Variable Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (Special Symbol, Special Feature) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping the display of a predetermined result pattern.
[0063] Furthermore, the display device 41 executes a decorative special symbol variation display game that displays multiple types of identification information in a variable manner in accordance with each special symbol variation display game. The identification information in the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.
[0064] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and changing manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images, to enhance the entertainment value.
[0065] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).
[0066] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.
[0068] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.
[0069] Here, I will explain the difference between a big win and a small win.
[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. If there are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, and the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game will be executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). If a start memory for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game is generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.
[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on and power restoration.
[0078] Furthermore, the game control device 100 is equipped with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random numbers stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the figures, the game microcomputer 111 is equipped with a random number generation circuit to generate jackpot random numbers for determining jackpots in the special symbol variation display game, special symbol random numbers for determining jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and variation pattern random numbers for determining variation patterns in the special symbol variation display game (including information on various reach and no reach variation displays and information on the execution time of the special symbol variation display game).
[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0085] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0086] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and are detected.
[0088] Furthermore, various fraud / abnormality sensors 67 (error sensors) are connected to the input unit 120 to detect errors such as fraud or abnormalities in the gaming machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the gaming machine 10, a glass frame opening detection switch provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the gaming microcontroller 111 via the data bus. Data may also be input from the payout control device 200 to the gaming control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).
[0092] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.
[0093] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.
[0095] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.
[0098] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.
[0099] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when the operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.
[0101] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.
[0102] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed during a predetermined period, has reached the difference in balls standard value (predetermined value), and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls during the predetermined period (difference in balls = number of safe balls - number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the difference in balls for condition (1) may be the difference in balls during the predetermined period from the point in time when the difference in balls was at its lowest value to the present, that is, the difference in balls based on the lowest value (the increase in the difference in balls from the lowest value), and may also correspond to the maximum increase in the difference in balls during a day of operation (so-called MY). In addition, the operating conditions may be other; for example, condition (1) may be configured to be that the number of safe balls reaches a predetermined value. Also, condition (2) may be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded during a predetermined period. The number of ejected balls (number of out balls) is the number of game balls ejected from the game area 32 during a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.
[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the difference in balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (difference in balls = number of safe balls - number of balls used). Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the difference in balls is reduced by -1 for each game ball launched by the ball launcher and increased by +1 for each foul ball.
[0105] For example, for a difference of less than 90,000 balls, the safety device will be in an inactive state (not activated, not in an activated warning state, not in an activated state, and not in an activated state). For a difference of 90,000 to 94,999 balls, the safety device will be in an activated warning state, indicating that the safety device will be activated. When the difference of 95,000 balls is reached, the safety device will be in an activated warning state, indicating that the safety device will be activated, or in an activated state, indicating that the safety device is activated (activated state).
[0106] Furthermore, when the number of balls reaches 95,000, the safety device will enter an activation warning state if a big win or a small win is occurring, and will enter an activation state if neither a big win nor a small win is occurring. Therefore, if the safety device is activated before a big win or small win occurs, the game will immediately enter a game stop state (game unavailable state, game prohibited state), and the activation warning state will not occur. Note that the safety device is more likely to be activated before a big win or small win occurs in time-saving states or probability-changing states.
[0107] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device switches from an activated warning state to an activated state (operating state).
[0108] In the operation notification state, the performance control device 300 displays an operation notification (for example, the words "The game will stop soon") on the display device 41. In the operation warning state of the safety device during a minor win or a major win, the performance control device 300 displays an operation warning (for example, the words "The game will stop after the win ends") on the display device 41.
[0109] When the safety device is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays the activation indicator 513 (the words "Stopped") on the display device 41. When the safety device is activated, the game control device 100 sets the safety device activation flag (safety device activation flag) to ON, indicating that the safety device is activated. The safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.
[0110] In the stopped game state, it is not possible to play special symbol variation display games, normal symbol variation display games, or round games (gameplay during big wins or small wins). To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch becomes invalid, the prize entry (winning) becomes invalid, the solenoid stops so that the big prize entry, specific area 86, normal variation prize entry device 37 etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), the launch is stopped, and the unified display device 50 turns off. In the stopped game state, not only is it not possible to continue special symbol variation display games or normal symbol variation display games, but it is also not possible to start new special symbol variation display games or new normal symbol variation display games.
[0111] [Transition state upon power-on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).
[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) capable of emitting light in various colors.
[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.
[0117] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.
[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM in which sound data, including speech, is stored, and an amplifier circuit for amplifying the speech data.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).
[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 and the electronic components controlled by it, which have the configuration described above.
[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random value for determining a win in the regular display based on the input of a game ball detection signal from the gate switch 34a provided in the regular display start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular display variation game is a win or a loss.
[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.
[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.
[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.
[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0130] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays a special result pattern on the special symbol 1 display 51 and the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the display of the loss on the special symbol 1 display 51 and the special symbol 2 display 52.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variable prize winning device 37 to the open state is extended compared to normal by changing one or more of the following: normal variable variation time, normal variable stop time, normal electric release count, normal electric release time, and normal variable probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variable prize winning device 37 than in the normal game state where no special games are played, and the number of executions of the special variable display game per unit time can be increased compared to the normal game state, and the execution interval of the special variable display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. Furthermore, the movable member 37b may be set not to open in the normal operation state (normal variable probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them.
[0138] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended), in which the payout rate (base value) is low because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which there is no normal electric support and no special gameplay is performed (slight time-saving).
[0139] The time-saving state includes a time-saving state that occurs immediately after a big win (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a big win (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support win) without being caused by a big win (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games executed after power-on or after the end of a big win state (excluding the number of games in the probability variation state) reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a big win or hit a time-saving symbol.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state in which the second start memory (special figure 2 start memory, special figure 2 reserve) that remains at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0141] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.
[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).
[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.
[0146] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to the safety device (complete function), and ball counting processing, which updates the counter that counts the number of balls. In the safety device-related processing, safety device-related information, such as the operating status of the safety device, is sent as a command to the performance control device 300, and a safety device operating flag is set to indicate that the safety device is operating.
[0147] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands to the performance control device 300, indicating that the power has been restored or turned on, and RAM initialization-related commands related to RAM initialization. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.
[0148] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. Safety device-related commands include ball difference information commands that indicate the number of balls difference, operation notification commands that correspond to the operation notification state of the safety device, operation warning commands that correspond to the operation warning state of the safety device, and operation in progress commands that correspond to the operation state of the safety device.
[0150] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.
[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserves), which is the number of first start memories (Special Feature 1 Reserves), and the second start memory count (Special Feature 2 Reserve Count), which is the number of second start memories (Special Feature 2 Reserves). The game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can decrease the number of first start memories by 1 at the start of a Special Feature 1 variation display game based on the first start memory, and can decrease the number of second start memories by 1 at the start of a Special Feature 2 variation display game based on the second start memory.
[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include pre-read stop symbol commands that correspond to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on jackpot random numbers or special symbol random numbers saved as the first start memory or second start memory, and pre-read variation pattern commands based on saved variation pattern random numbers.
[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.
[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the nature of the error, the display device 41 may also display the nature of the error.
[0157] When the performance control device 300 receives a ball difference information command, it may display the number of balls on the display device 41. When the performance control device 300 receives an operation notification command, an operation warning command, or an operation command, it displays text on the display device 41 corresponding to each command, such as "Stopping soon," "Stopping after the win ends," or "Stopping."
[0158] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the display device 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.
[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set performances related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and stop symbol command to the performance control device 300.
[0160] In the variation-related effect setting process, it is possible to set pre-announcement effects that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation effects such as pseudo-continuous effects and reach effects on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-continuous effects (number of pseudo-variations) and information on the type of reach effect corresponding to the reach state. A pseudo-continuous effect is an effect in which a predetermined number of pseudo-variations are performed on the display device 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related effect setting process, it is possible to set the lighting pattern of the effect LED 46 and the sound pattern of speakers 19a and 19b according to the pre-announcement effect and variation effect.
[0161] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if a decorative special feature variation display game displayed on the display device 41 in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.
[0163] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying probabilities (reliability) of leading to special outcome patterns (jackpot patterns). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The probability (reliability) of winning a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, a reach state is a state with a higher probability of winning a jackpot compared to a state without a reach state.
[0164] The expected value (reliability) of a special effect (preview) indicates the probability of a big win if that effect is selected, and can be calculated based on the selection rate of that effect when a big win occurs and the selection rate of that effect when a loss occurs. The higher the selection rate of that effect when a big win occurs, the higher the expected value, and the higher the selection rate of that effect when a loss occurs, the lower the expected value. Big wins include the aforementioned V-entry big wins, and the expected value for V-entry big wins is approximately the same as the expected value for minor wins that result in V-entry. In addition to the expected value for big wins, the expected value for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach) can also be set in the same way.
[0165] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.
[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.
[0167] When the performance control device 300 receives a Special Feature 1 Reserve Count command or a Special Feature 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the start memory (reserves) on the display device 41, etc. When the performance control device 300 receives a pre-read command, such as a pre-read variation pattern command or a pre-read stop symbol command, it draws and sets a pre-read performance (pre-read notification performance, pre-read notification) with a lottery probability corresponding to the pre-read command. Examples of pre-read performances include a continuous notification performance and a reserve change display (reserve change notification, reserve change performance). Examples of continuous notification performances include a chance symbol pre-read performance related to decorative stop symbols.
[0168] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as hitting instruction notification commands, it can execute a left-hit instruction display and a right-hit instruction display on the display device 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 that celebrates a V-win.
[0169] Furthermore, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100, in addition to those mentioned above.
[0170] [Types of pre-announcement effects (pre-announcement warning effects)] Figure 5 shows the configuration of the pre-read animation according to this embodiment. The pre-read animation is performed by the animation unit, which includes the display device 41, animation button 25, animation LED 46, and speakers 19a and 19b. The animation unit itself that performs the animation, and / or the elements used for the animation by the animation unit (e.g., display, vibration, light, sound) are referred to as the animation means.
[0171] Figure 5(A) illustrates an example of a hold-change type effect (pre-read effect A, first pre-read effect), and Figure 5(B) illustrates an example of a special pre-read effect (pre-read effect B, second pre-read effect) which is a pre-read effect other than the hold-change type effect. In this way, since hold-change type effects and special pre-read effects can be executed as multiple pre-read effects, the pre-read effects can be varied and the enjoyment of the game can be enhanced.
[0172] The hold change system effect in Figure 5(A) includes a hold change display (hold change notification, hold change effect) that displays a hold display that has changed from the default state (〇) as a display effect, and an incidental effect that may be executed in conjunction with (associated with or accompanying) the hold change display. The incidental effect is executed in association with the hold change display, except in exceptional circumstances where only the hold change display is prohibited. In this embodiment, the incidental effect is a vibration effect in which an effect button 25, which has a motor and is capable of vibrating, vibrates to surprise the player. The effect control device 300 can execute the vibration effect by operating the motor of the effect button 25 via the effect movable body control circuit 334. The display device 41 and the effect button 25 (or display and vibration) used in the hold change system effect are collectively referred to as effect means I (first means). Alternatively, an operation lever (not shown) may vibrate instead of or together with the effect button 25.
[0173] The accompanying effects that can be performed in conjunction with the hold change may be a light guide plate illumination effect in which a light guide plate (not shown) positioned in front of the display device 41 emits light, or an air effect in which air is intermittently ejected from the vents of the operating handle 24. The effect control device 300 can control the effect LED 46, which is the light source for the light guide plate, via the effect LED control circuit 332, and can control the motor or pump for air ejection from the operating handle 24 via the effect movable body control circuit 334.
[0174] At the bottom of the display screen of the display device 41, a start memory display area is provided, consisting of a hold display area (standby hold display area) and a hold consumption area (current hold display area). In the hold display area, hold displays 633a (start memory displays) are displayed as small circles (three are displayed here) corresponding to standby holds (start memories) that have not yet been executed in the special feature variation display game. In the hold consumption area, current hold displays 633b are displayed as large circles (〇) corresponding to start memories related to the variation display game that is currently being executed (consumed). When the special feature variation display game starts, the hold displays displayed in the hold display area move one by one to the right (hold shift), and the single hold display 633a at the far right of the hold display area moves to the hold consumption area, where it is displayed as a current hold display 633b.
[0175] In the hold change display, when a game ball enters the starting prize entry (start prize entry 36 or normal variation prize entry device 37), the form (color, shape, pattern, etc.) of the generated hold display 633a changes from the default form (basic form, normal form) and is displayed accordingly. Depending on the form of the hold display 633a, the expected probability of a jackpot occurring in the special variation display game based on the hold differs. In Figure 5(A), the color of the hold display 633a generated when the game ball enters is displayed in red instead of the default white, indicating that a red hold (●), which has a higher jackpot expectation than a white hold (〇), has occurred, rather than a so-called white hold (〇). In addition, the shape of the hold display 633a generated when the game ball enters may be displayed as a square (□) instead of the default circle (〇). Then, an accompanying effect is executed in conjunction with the hold change display at the time of entry, and the effect button 25 vibrates and shakes due to the operation of its built-in motor. Furthermore, it is also possible to configure the system so that the player is prompted by the vibration effect of the performance button 25 to press it down before the hold changes (including configurations where the hold changes after the operation validity period has elapsed, even without a press operation).
[0176] In this embodiment, the reserve change display and accompanying effects are described as being executed when a game ball enters the game (or at the time of entry), but the reserve change display and accompanying effects may also be executed when the reserve shifts at the start of the special symbol variation display game. Furthermore, the reserve change display and accompanying effects may also be executed for the reserve display 633b during the variation of the reserve consumption section.
[0177] The special pre-announcement effect in Figure 5(B) includes sound output from the upper speaker 19a as an audible effect and illumination of multiple effect LEDs 46 of the decorative devices 18b and 18c (indicated by hatching) as a light effect. For example, the special pre-announcement effect consists of sound output from the upper speaker 19a and red illumination of the decorative devices 18b and 18c. The decorative devices 18b and 18c appear to illuminate entirely due to the diffusion of light from their multiple built-in effect LEDs 46. Thus, in this embodiment, the special pre-announcement effect is a more flashy and eye-catching effect than the hold change type effect.
[0178] Furthermore, the special pre-announcement effect differs from the reserve change effect in terms of its appearance rate per reserve (start memory) and the expected probability (expected jackpot) that the special symbol variation display game related to the pre-announcement target reserve will result in a jackpot. The appearance rate of the pre-announcement effect for a reserve is the appearance rate (probability of appearance) from the time the reserve is entered until that reserve is consumed (until the end of the variation display game related to the reserve). In addition, the special pre-announcement effect differs from the reserve change effect in terms of its effect duration (effect period, effect execution time or execution period). As a result, in addition to the effect unit or effect means used, there are differences between the special pre-announcement effect and the reserve change effect, which can increase the impact of the pre-announcement effect and enhance the enjoyment of the game. For example, the special pre-announcement effect can have a lower appearance rate than the reserve change effect (especially the appearance rate when it is a miss), and a higher jackpot expectation, thereby strengthening the specialness (premium feeling) of the special pre-announcement effect. Furthermore, the probability of winning a jackpot with special pre-announcement effects differs between normal gameplay (low base state) without normal power support and normal power support state (high base state, time-saving state, probability variation state, RUSH state). This creates differences in the probability of winning a jackpot with special pre-announcement effects depending on the gameplay state, adding variety and enhancing the enjoyment of the game. For example, the probability of winning a jackpot with special pre-announcement effects can be increased in normal gameplay and decreased in normal power support state, enhancing the enjoyment of the game in normal gameplay where players don't have high expectations. Conversely, for example, the probability of winning a jackpot with special pre-announcement effects can be decreased in normal gameplay and increased in normal power support state, drawing attention to special pre-announcement effects in normal power support state, where the variation time of the special symbol variation display game tends to be short and monotonous, thus enhancing the enjoyment of the game.
[0179] In addition, sound may be output from the lower speaker 19b instead of or together with the upper speaker 19a. In addition to or together with the decorative devices 18b and 18c, the multiple performance LEDs 46 of the decorative device 18a and the multiple performance LEDs 46 of the upper performance unit 40a and the side performance unit 40b of the game board 30 may light up. The speakers 19a and 19b and the performance LEDs 46 (or sound and light) used in the special pre-announcement performance are collectively referred to as performance means II (second means).
[0180] The special pre-announcement effect is executed independently of the hold change effect. Therefore, as shown in Figure 5(B), even if the hold change display (hold change notification) is not shown, the special pre-announcement effect can still be executed, unlike the aforementioned supplementary effects. Furthermore, both the special pre-announcement effect and the hold change effect can be executed simultaneously. In this way, since the hold change effect and the special pre-announcement effect can be executed independently, one or both can be executed, and the execution patterns of multiple pre-announcement effects can be varied, enhancing the enjoyment of the game.
[0181] Furthermore, the special pre-announcement and hold-change type effects can be customized to enhance the enjoyment of the game. Players can adjust the probability of winning a jackpot and the appearance rate according to the menu screen displayed on the display device 41 by operating the effect button 25 and the directional key switch 450. In addition, the intensity of the sound effects (volume of speakers 19a and 19b) and the intensity of the light effects (brightness of the effect LED 46) in the special pre-announcement effects, and the intensity of the vibration effects (operation amount of the motor built into the effect button 25) in the hold-change type effects can be customized to enhance the enjoyment of the game.
[0182] [Examples of restrictions (prohibition / execution) on pre-announcement effects] Figure 6 is a table showing an example of restrictions on pre-announced effects, illustrating how subsequent pre-announced effects are prohibited or executed by the effect control device 300 when an effect is already in progress.
[0183] For example, the performance control device 300 can prohibit a pre-announcement performance by not generating pre-announcement performance data or signals for the performance LED control circuit 332, the performance movable body control circuit 334, or the sound control unit 314, even if the pre-announcement performance is selected by lottery. Alternatively, the performance control device 300 can also prohibit a pre-announcement performance by not executing the lottery for the pre-announcement performance that is the subject of the prohibition.
[0184] The effects currently being executed are classified into effects α, β, and γ. These effects are executed by effect units (effect means) such as the display device 41 (i.e., display), effect button 25 (i.e., vibration), effect LED 46 (i.e., light), and speakers 19a and 19b (i.e., sound). Effects α, like the hold change effect in Figure 5(A), includes at least one of the display effect of the display device 41 and the vibration effect of the effect button 25, etc. Effects β, like the special pre-read effect in Figure 5(B), includes at least one of the sound effect of sound output from speakers 19a and 19b and the illumination of the effect LED 46 as a light effect. Effects γ is an effect that can disable the special pre-read effect.
[0185] Furthermore, the effects α, β, and γ can be customized to enhance the enjoyment of the game, and players can adjust the probability of winning a jackpot and the appearance rate according to the menu screen displayed on the display device 41 by operating the effect button 25 and the directional key switch 450. In addition, the intensity of the sound effects (volume of speakers 19a and 19b), the intensity of the light effects (brightness of the effect LED 46), and the intensity of the vibration effects (operation amount of the motor built into the effect button 25) can also be customized to enhance the enjoyment of the game.
[0186] Performance α includes a variation-related performance (i.e., a variation display game performance) that is currently running in relation to the variation of the symbols, and a pre-announcement performance that is currently running. Here, the variation-related performance that is currently running is, for example, an SP reach performance as a display on the display device 41, or a vibration performance in which the performance button 25 vibrates to prompt a press operation or surprise the player. Note that the variation-related performance that is currently running is not limited to an SP reach performance, but may also be other reach performances such as an N reach performance or a full rotation reach performance as a display on the display device 41, or other displays such as a predetermined character display or a pseudo-continuous performance. The pre-announcement performance that is currently running is a pre-announcement performance on the display device 41, and is particularly a hold change display, but may also be a display performance of a pre-announcement zone (pre-announcement background) that displays a special background on the display screen of the display device 41. Performance α may be a performance that is related to the probability of winning a jackpot and can suggest the probability of winning a jackpot.
[0187] SP reach effects and vibration effects, which are related to fluctuations, are not triggered by the entry of a game ball and start during the fluctuations independently of the timing of game ball entry. Therefore, their triggers for starting and the timing (duration) during which they can be executed differ from those of reserve change effects and special pre-announcement effects. Furthermore, pre-announcement effects that are already in progress and reserve change effects that are about to be executed have different triggers for starting, as the game ball entry that causes them to start is different for each other.
[0188] Performance β is a variation-related performance that is executed in conjunction with the variation of the symbols, and is a sound or light effect that occurs during the execution of the variation display game. For example, performance β may be executed in response to (and in conjunction with) a pre-announcement performance or variation performance, and may be related to the probability of winning a jackpot, and may be able to suggest the probability of winning a jackpot.
[0189] Sound and light effects, which are part of the fluctuation-related effects, are not triggered by the entry of a game ball, and they start during the fluctuations independently of the timing of the game ball entry. Therefore, the trigger for their initiation and the timing (duration) during which they can be executed differ from those of reserve change effects and special pre-announcement effects.
[0190] Furthermore, effects α and β may be effects that are not related to the probability of winning a jackpot and do not suggest the probability of winning a jackpot. For example, they may be images that are displayed regardless of the probability of winning a jackpot, or sounds and lights that are output regardless of the probability of winning a jackpot.
[0191] The performance γ is a preview with a high jackpot expectation (preview performance) or a performance during the jackpot, etc., and it may be executed using any of the performance units or means such as the display device 41, the performance button 25, the speakers 19a, 19b, the performance LED 46, etc. (display, vibration, sound, light, etc.). In particular, it is preferably executed using the speakers 19a, 19b and the performance LED 46 (sound and light). The performance γ may also be a performance during a small win. In the present embodiment, the performance γ does not include a pre-reading performance, but a configuration including a pre-reading performance is also possible. For example, a plurality of previews with different jackpot expectations may be divided into a first preview with a relatively low jackpot expectation and a second preview with a relatively high jackpot expectation, and the second preview may be set as a preview with a high jackpot expectation. Alternatively, a preview with a jackpot expectation higher than a predetermined value may be set as a preview with a high jackpot expectation. Also, the performance during the jackpot may be an interval performance or an ending performance in addition to the round performance which is the performance during the round.
[0192] Specifically, as the variation-related performance (performance α), when the SP reach performance is being executed on the display device 41 or when the vibration performance is being executed on the performance button 25, even if there is a winning of the game ball, the hold change-based performance is prohibited from being executed. As a result, the player is not distracted by the hold change-based performance at the time of winning, and the player can pay attention to the SP reach performance and the vibration performance as the variation-related performance, thus improving the interest of the game. Also, it is possible to avoid the overlapping of the performance units or means used in this variation-related performance and the hold change-based performance.
[0193] For example, the SP reach performance is a performance in which left and right decorative special symbols are displayed small in a temporarily stopped state at both upper ends of the display screen of the display device 41, and a video (movie) is displayed large in the center of the display screen. When the SP reach performance is being executed, it is also possible to configure such that neither the hold display 633a nor both the hold display 633a and the hold display during variation 633b are displayed on the display device 41.
[0194] Furthermore, since the display device 41 or its display is the same performance unit or performance means used for both the SP reach performance and the hold change display, it is not necessary to prohibit only the hold change display on the display device 41, while the vibration performance of the performance button 25 is not prohibited. In this case, exceptionally, the vibration performance can be executed even without the hold change display.
[0195] When the SP reach animation is not being executed on the display device 41, the reserve change animation can be executed during the symbol change, and the reserve change display can be executed. However, when the vibration animation of the animation button 25 is being executed as a variation-related animation related to the ongoing symbol change, it is prohibited to vibrate the animation button 25 as a reserve change animation upon winning.
[0196] Furthermore, if a player is prompted by the vibration effect of the effect button 25 as a variation-related effect to press it down during the valid operation period, an operation-response effect corresponding to the press down operation may be executed. For example, the operation-response effect may notify the outcome of the ongoing symbol variation (whether the ongoing variation display game is a win or a loss).
[0197] As described above, when performance α is running, the execution of the hold-change type performance can be prohibited so as not to interfere with the other performance, as performance α is a variation-related performance that differs from the hold-change type performance in terms of the trigger for initiation and the timing at which it can be executed. In other words, since performance α and the hold-change type performance use the same performance unit (performance means I), the display device 41 and performance button 25, the hold-change type performance can be prohibited when performance α is running. However, when only a variation-related performance (performance β) that uses a different performance unit from the hold-change type performance, namely speakers 19a, 19b and performance LED 46 (performance means II), is running, the hold-change type performance does not need to be prohibited. In other words, the hold-change type performance does not need to be prohibited by the running performance β.
[0198] Furthermore, as a variation-related effect, instead of uniformly prohibiting the retention change effect upon winning when effect α is running, the probability of executing the retention change effect upon winning (i.e., the selection rate in the lottery upon winning) may differ depending on the difference in the expected value of winning for effect α. This makes the way in which the retention change effect upon winning occurs more complex and enhances the enjoyment of the game. For example, when effect α, which has a high expected value of winning, is running, the probability of executing the retention change effect upon winning can be set low to zero, and when effect α, which has a low expected value of winning, is running, the probability of executing the retention change effect upon winning can be set high. In this case, except for vibration effects that use the same vibration unit (effect button 25), both effect α and the retention change effect can be executed because their content is different (for example, the content of the display effect is different for the retention change display and the reach).
[0199] On the other hand, if the special pre-announcement effect (pre-announcement effect B) is set by the lottery at the time of winning, it will be executed without prohibition even when the variation-related effects (effects α, β) are in progress, except for effect γ. Furthermore, even if the variation-related effects and the special pre-announcement effect use the same effect unit or the same effect means, the special pre-announcement effect can still be executed. If necessary, the special pre-announcement effect will be executed in a different manner to distinguish it from the variation-related effects (see Figure 10B(a)). While the reserve change-type effects are easily restricted by the variation-related effects that are in progress, the special pre-announcement effect, which is more flashy than the reserve change-type effects, is basically not restricted, thus improving the enjoyment of the game.
[0200] Furthermore, when the display device 41 is executing a pre-read animation (animation α), even if a game ball enters the machine, the reserve change animation is prohibited and will not be executed. This prevents additional execution of the pre-read animation, allowing the player to focus on the pre-read animation that is already running, thus improving the enjoyment of the game. In addition, the reserve change animation is prohibited to prevent interference when a pre-read animation (animation α) with a different trigger for initiation or execution timing is already running. In particular, when the same animation unit or the same animation means is used for both the running pre-read animation (animation α) and the reserve change animation upon winning, the need to restrict the execution of the reserve change animation becomes even greater.
[0201] In particular, the pre-announcement effect being executed is the display of a hold change (hold change notification) on the display screen of the display device 41. The hold change display may be a display related to the hold display 633a, or a display related to the hold display 633b during variation. Note that if only the default (〇) hold display is available, the hold change display is not executed, so when a new game ball enters the game, the hold change effect at the time of entry can be executed. Note that the pre-announcement effect being executed may be something other than the hold change display (for example, the display effect of the pre-announcement zone), and the hold change effect at the time of entry may be prohibited even when a pre-announcement effect other than the hold change display is being executed. As an alternative example, if the pre-announcement effect being executed is something other than the hold change display, the hold change effect at the time of entry may be executed without prohibition in order to diversify the effects.
[0202] The pending symbol change display during execution, which prohibits pending symbol change effects upon winning, is, for example, a red pending symbol display that is different from the default color (e.g., white), but it may also be a pending symbol display of another color (e.g., green). Furthermore, this pending symbol change display during execution may be a display that changes in shape rather than color from the default form.
[0203] Furthermore, instead of uniformly prohibiting the prize-winning prize change-related effects when a prize change display is in progress, the probability of executing the prize-winning prize change-related effects may differ depending on the difference in the color of the ongoing prize change (i.e., the difference in the expected value of the prize-winning game based on the prize change display). This makes the way in which prize-winning prize change-related effects occur more complex and enhances the enjoyment of the game. In this case, since the content of the ongoing prize change display (effect α) and the prize-winning prize change-related effects are different (for example, the target prize display is different), both can be executed. For example, when there is a red prize display with a high expected value of winning, the probability of executing the prize-winning prize change-related effects may be set low to zero, and when there is a blue prize display with a low expected value of winning, the probability of executing the prize-winning prize change-related effects may be set higher than the zero in the case of red. Note that the blue prize display has a higher expected value of winning than the default white prize display, but a lower expected value of winning than the red prize display.
[0204] On the other hand, if a special pre-announcement effect (pre-announcement effect B) is set by the lottery at the time of winning, it will be executed without being prohibited even if a pre-announcement effect (especially a reserve change display) is being executed on the display device 41. Reserve change effects are easily restricted by pre-announcement effects that are currently being executed, while special pre-announcement effects, which are more flashy than reserve change effects, are less likely to be restricted, thus improving the enjoyment of the game.
[0205] As described above, when a game ball enters the game, in the performance means I (display device 41 and performance button 25 (display and vibration)) used for the reserve change type performance, the performance α that is already running takes priority over the reserve change type performance caused by the game ball entering the game and continues, and the reserve change type performance is prohibited. However, in performance means II (speakers 19a, 19b and performance LED 46 (sound and light)) which is different from performance means I, the performance β that is currently running does not take particular priority, and the special pre-announcement performance can be executed. For example, the special pre-announcement performance is flashier and more noticeable than the reserve change type performance, and it is good to have a higher expectation of a big win and be of greater importance. For this reason, the pre-announcement performance when a game ball enters the game and the other performances α and β can be flexibly performed according to their characteristics and importance, thereby improving the enjoyment of the game.
[0206] Furthermore, if the reserve change type effect is of greater importance than the special pre-announcement effect (for example, if it has a higher probability of winning), then, conversely, in effect means I, the reserve change type effect can be executed without particular priority being given to effect α which is already in progress, and in effect means II, the effect β which is already in progress is given priority over the special pre-announcement effect triggered by a win and continues, while the special pre-announcement effect is prohibited. It is also possible to compare the probability of winning between effect α and the reserve change type effect, execute the one with the higher probability of winning and prohibit the other, and compare the probability of winning between effect β and the special pre-announcement effect, execute the one with the higher probability of winning and prohibit the other.
[0207] Also, when a preview with a high jackpot expectation or an in-jackpot effect as the effect γ is being executed, even if there is a winning of a game ball, the reservation change type effect (advance preview effect A, first advance preview effect) is prohibited from being executed. By this, players will not be distracted by the reservation change type effect at the time of winning, and can pay attention to the preview with a high jackpot expectation or the in-jackpot effect, so that the interest of the game can be improved. Note that the in-jackpot effect may be replaced with a small win effect. The preview with a high jackpot expectation and the in-jackpot effect start without being triggered by the winning of a game ball and independently of the winning timing of the game ball, so the triggering opportunity and the executable timing are different from those of the reservation change type effect.
[0208] The preview with a high jackpot expectation of the effect γ has a higher jackpot expectation than, for example, the reservation change type effect and / or the special advance preview effect. The preview with a high jackpot expectation is, for example, a confirmed effect executed as a variation-related effect using speakers 19a, 19b and effect LEDs 46 (sound and light). In the confirmed effect, the jackpot expectation is extremely high and the jackpot is almost certain. The in-jackpot effect is, for example, an effect executed during the jackpot using speakers 19a, 19b and effect LEDs 46 (sound and light) as part of the round effect.
[0209] When performance γ is running, special pre-announcement performances (pre-announcement performance B, second pre-announcement performance) are prohibited even if a game ball enters the target area. This prevents players from being distracted by the special pre-announcement performance upon ball entry, allowing them to focus on the announcements with a high probability of a big win and the performances during the big win, thus improving the enjoyment of the game. Also, unlike performances α and β, the special pre-announcement performance upon ball entry is prohibited only when performance γ is running, so it becomes less likely to restrict special pre-announcement performances, which are more flashy than the reserve change performances, thus improving the enjoyment of the game. However, if performance γ and the special pre-announcement performance use the same performance unit (e.g., speakers 19a, 19b or performance LED 46) or the same performance means (e.g., sound or light), then the special pre-announcement performance upon ball entry may be prohibited when performance γ is running in order to avoid duplication of performances using the same performance unit or performance means. Furthermore, it is possible to configure the system so that special pre-announcement effects are prohibited, but reserve change effects are not, when a high-probability-of-a-jackpot-inducing pre-announcement is being performed as effect γ. Additionally, it is possible to configure the system so that special pre-announcement effects are prohibited, but reserve change effects are not, when an effect or notification unrelated to the probability of a jackpot is being performed as effect γ. In particular, when such an effect or notification unrelated to the probability of a jackpot is performed by speakers 19a, 19b or effect LED 46, it is preferable to prohibit special pre-announcement effects so that the effects (e.g., sound and light) do not overlap. For example, since error notifications are likely to be performed by speakers 19a, 19b or effect LED 46, special pre-announcement effects are prohibited, but reserve change effects are not prohibited and are performed while error notifications are being performed.
[0210] Alternatively, when both the γ animation and the special pre-announcement animation use the same animation unit or means, it is possible to configure the system so that the higher the expected probability of a jackpot with the γ animation, the lower the probability of the special pre-announcement animation being executed (i.e., the selection rate in the lottery at the time of winning). This allows players to focus more on the γ animation, as they are less likely to be distracted by the special pre-announcement animation at the time of winning, thus improving the enjoyment of the game. In this configuration, the special pre-announcement animation can still be executed even when using the same animation unit or means as the γ animation. If necessary, the special pre-announcement animation can be executed by changing its form to differ from the γ animation, or by temporarily interrupting the γ animation (see Figures 10B(a) and 10B(b)).
[0211] Furthermore, while performance γ is in progress, the hold change type performance and the special pre-read performance may be prohibited in different ways (prohibition methods) or in the same way. Prohibiting them in different ways increases the flexibility of control, while prohibiting them in the same way simplifies performance control. For example, one such same way is to uniformly prohibit the pre-read performance while performance γ is in progress, regardless of the performance unit or performance means used by performance γ.
[0212] [Example of the production process] Figures 7 and 8 are performance progress diagrams showing an example of the progression of a performance in chronological order. Figure 8 follows Figure 7 and is chronologically continuous with Figure 7. In the performance progress diagram, a performance is displayed as "Forbidden" when it is prohibited by the performance control device 300. Except when it is prohibited, the performance is basically executable by the performance control device 300 (i.e., selectable by lottery) and is displayed as "Enabled". A performance is displayed as "Executed" when it is selected in the lottery of the performance control device 300 and is actually executed without being prohibited.
[0213] In the example of the sequence of events in Figure 7, the situation begins with a reserve count of 1 and the special symbol variation display game is being executed. Here, the reserve count is the special symbol 1 reserve count, and the special symbol variation display game is the special symbol 1 variation display game, but the reserve count may also be the special symbol 2 reserve count, and the special symbol variation display game may also be the special symbol 2 variation display game. The reserve display corresponding to the reserve count is shown, and is an excerpt of the reserve display 633a and the reserve display 633b during variation from Figure 5.
[0214] The symbols in the first special symbol variation display game finish changing, and the symbols in the next special symbol variation display game begin changing. At the start of the change, the number of reserved symbols (start memory) decreases by 1 to 0, and a reserved symbol shift occurs, where the reserved symbols move one by one to the right. There is a stop display time between the end of the change and the start of the change, which is the display time of the stopped symbols, but it is omitted because it is short. During the change of symbols in the special symbol variation display game, sound effects and light effects are executed as effect β as appropriate.
[0215] If a game ball enters the machine before a reach occurs during the reel spin, the reserve change effect, consisting of a reserve change display and vibration effect (vibration upon entry), can be executed without restriction. In other words, the reserve change effect is executed if selected in the lottery at the time of entry, and not executed if not selected in the lottery. Also, before a reach occurs during the reel spin, a special pre-announcement effect is selected to be executed in the lottery at the time of entry, and is actually executed. In addition, the number of reserves increases from 0 to 1 when a game ball enters the machine.
[0216] In Figures 7 and 8, the special pre-announcement effect is longer in duration, more flashy, and more noticeable than the hold-change effect. Also, for example, the special pre-announcement effect appears less frequently than the hold-change effect (especially when it's a miss), and has a higher probability of resulting in a big win. Therefore, the variety of pre-announcement effects can enhance the enjoyment of the game.
[0217] Subsequently, during the fluctuation, an N-Reach (Normal Reach) occurs, which then develops into an SP-Reach. As a special effect α, if a game ball enters the target area while the SP-Reach effect is in progress, the reserve change effect is prohibited and cannot be executed. This allows the player to focus on the SP-Reach effect without being distracted by the reserve change effect. On the other hand, the special pre-read effect is executable, and will be executed if selected in the lottery at the time of entry, and will not be executed if not selected in the lottery (see also Figure 6).
[0218] Furthermore, when a game ball enters the winning slot, the number of reserved balls increases by one to two. Note that, although the reserved ball display 633a and the reserved ball display 633b during variation are not displayed on the display device 41, the reserved ball change effects may be prohibited even if they are displayed.
[0219] After that, the symbols in the special symbol variation display game finish changing, and the symbols in the next special symbol variation display game start changing. The number of reserved balls decreases by 1 from 2 to 1. Then, after the occurrence of an N-reach, a confirmation animation is performed. The confirmation animation is an example of a notification with a high probability of winning, and is an animation γ that can disable special pre-read animations. Even if a game ball enters the machine while the confirmation animation is being performed, both the reserved ball change animation and the special pre-read animation are disabled (see also Figure 6). Due to the entry of a game ball, the number of reserved balls increases by 1 to 2.
[0220] For example, as a confirmation effect, there is a lighting effect that causes predetermined light-emitting objects (light-emitting bodies), such as the decorative device 18a or the upper performance unit 40a, to light up in rainbow colors. In this case, multiple performance LEDs 46 of the predetermined light-emitting object will light up in various colors. Also, for example, as a confirmation effect, there is a sound effect that outputs a confirmation sound from speakers 19a and 19b. Note that if the confirmation effect is a lighting effect, the lighting of the performance LEDs 46 in the special pre-announcement effect is prohibited, but the sound output from speakers 19a and 19b may be performed because the performance unit or performance means is not the same as that of the lighting effect. If the confirmation effect is a sound effect, the sound output from speakers 19a and 19b in the special pre-announcement effect is prohibited, but the lighting of the performance LEDs 46 may be performed because the performance unit or performance means is not the same as that of the sound effect. Also, both a lighting effect and a sound effect may be performed as a confirmation effect. Furthermore, for example, as a confirmation effect, there is a display effect that causes a specific character to appear on the display screen of the display device.
[0221] Next, the symbols in the special symbol variation display game finish changing and the jackpot result is displayed, and the game enters a winning state (jackpot in progress, jackpot state). Note that although the win here is a jackpot, it may be changed to a minor win. Then, as a performance γ of the winning state, when performances such as performances using speakers 19a, 19b and performance LED 46 (sound and light) are being executed, even if a game ball enters the game, both the reserve change performance and the special pre-read performance are prohibited (see also Figure 6). Due to the game ball entering the game, the number of reserved balls increases from 2 to 3. Note that here, the reserved ball display 633a and the reserve ball display 633b during variation are not displayed on the display device 41, but even if they are displayed, the reserved ball change performance may be prohibited.
[0222] Then, as shown in Figure 8, the winning state (jackpot state) ends and the symbols in the special symbol variation display game begin to change. Subsequently, a game ball enters the game during the variation, and as a reserve change effect, the reserve change display and the vibration effect of the effect button 25 when a ball enters are executed without any particular restrictions. Here, the reserve display 633a corresponding to the reserve created by the entry is displayed in red instead of the default white, and the reserve change display (reserve change notification) of the red reserve (●) is executed as a pre-announcement effect. The number of reserves increases by 1 from 2 to 3. In addition, special pre-announcement effects can also be executed without any particular restrictions. Special pre-announcement effects and reserve change effects can be executed simultaneously without restricting or interfering with each other.
[0223] Furthermore, if, as part of the fluctuation-related effects (effect α) during the operation valid period, a vibration effect prompting a downward press is being executed on effect button 25, then the vibration effect for winning on effect button 25 is prohibited and does not need to be executed.
[0224] After that, the symbols in the special symbol variation display game finish changing, and the symbols in the next special symbol variation display game begin changing. The number of reserved symbols decreases from 3 to 2. Also, the position of the red reserved symbol (●) has moved due to the reserved symbol shift.
[0225] Then, as part of the α effect, if a game ball enters the game while the red reserve change display is already in progress, new reserve change effects are prohibited and cannot be executed, while special pre-announcement effects are executed (see also Figure 6). This prevents the reserve change display (reserve change notification) from being executed repeatedly, allowing the player to focus on the red reserve change display that is already in progress. Also, the number of reserves increases by 1 to 3 when a game ball enters the game. After that, the symbols in the special symbol variation display game finish changing.
[0226] The special pre-announcement effect is executed independently of the hold change effect, using a different effect unit or method. Therefore, as shown in Figure 5(B), even if the hold change display is not shown, the special pre-announcement effect can be executed, unlike the aforementioned supplementary effects.
[0227] [Examples of effects units or effects methods used in predictive effects] Figure 9 is a table showing examples of performance units or means used in pre-announcement effects. Examples of performance units include a display device 41, performance buttons 25, performance LEDs 46, speakers 19a and 19b, an operating handle 24, and a performance movable body 44. Other performance units may include sub-display devices other than the display device 41, a vibrating operating lever, a light-emitting light guide plate, etc. In addition to the aforementioned pre-announcement effect A (i.e., hold change type effect) and pre-announcement effect B (i.e., special pre-announcement effect), there may also be a pre-announcement effect C using the operating handle 24 and a pre-announcement effect D using the performance movable body 44.
[0228] In Example 1, pre-announcement effect A (a hold change type effect) is executed by displaying a hold change using the display device 41, and pre-announcement effect B (a special pre-announcement effect) is executed by lighting up the effect LED 46.
[0229] In Example 2, pre-announcement effect A (hold change type effect) is executed using the display device 41 and effect button 25 with a hold change display and vibration, while pre-announcement effect B (special pre-announcement effect) is executed using the effect LED 46 and speakers 19a and 19b with light and sound. Note that Example 2 corresponds to Figures 5-8.
[0230] In Example 3, in addition to Example 2, the pre-announcement effect C is executed by air jetting using the operation handle 24, and the pre-announcement effect D is executed by movements such as movement and rotation using the effect movable body 44.
[0231] In Example 4, the only difference from Example 2 is that the performance button 25 is shared by both pre-announcement performance A and pre-announcement performance B; otherwise, it is the same as Example 2. If pre-announcement performance A and pre-announcement performance B are selected simultaneously by lottery upon winning, only the vibration effect of pre-announcement performance B (special pre-announcement performance) will be executed via performance button 25, with priority over the vibration effect of pre-announcement performance A. Alternatively, the vibration patterns of pre-announcement performance A and pre-announcement performance B may be superimposed to execute both vibration effects.
[0232] Example 5 is a modification of Example 2 in that the display device 41 is shared by both pre-announcement effect A and pre-announcement effect B, but otherwise it is the same as Example 2. Pre-announcement effect A on the display device 41 is a hold change display, and pre-announcement effect B on the display device 41 is a display of the pre-announcement zone (pre-announcement background) and effects, and pre-announcement effect A and pre-announcement effect B can be executed simultaneously when a win occurs without prioritizing one over the other. However, if pre-announcement effect A and pre-announcement effect B are selected simultaneously by lottery when a win occurs, either pre-announcement effect A or pre-announcement effect B may be executed preferentially on the display device 41.
[0233] In Example 6, in addition to Example 5, the pre-read effect C is executed by air jetting using the operation handle 24, and the pre-read effect D is executed by movements such as movement and rotation using the effect movable body 44.
[0234] Furthermore, the display device 41 and performance button 25 used in pre-read performance A are classified as performance means I (first means). The performance LED 46 and speakers 19a, 19b used only in pre-read performance B are classified as performance means II (second means). The operating handle 24 used only in pre-read performance C is classified as performance means III. The performance movable body 44 used only in pre-read performance D is classified as performance means IV. Alternatively, only the performance LED 46 (e.g., the performance LED 46 of decorative devices 18b, 18c) and speaker (e.g., upper speaker 19a) used in pre-read performance B (special pre-read performance) and performance β may be classified as performance means II (second means), while the performance LED 46 (light-emitting means of other decorative devices or performance units) and speaker (sound output means) used in other performances may be classified as other performance means (e.g., performance means V).
[0235] As shown in Examples 4-6, by sharing the first means of presentation (I) between pre-announcement presentation A and pre-announcement presentation B, the means of presentation can be used effectively, and pre-announcement presentation B can also be executed with means of presentation (I), expanding the range of presentations and improving the enjoyment of the game. It is also possible to configure the system so that means of presentation (II) is shared between pre-announcement presentation A and pre-announcement presentation B, either in place of or in conjunction with means of presentation (I).
[0236] [Scenes of the execution / prohibition of the pre-announcement effect] Figure 10A is a time chart showing how the hold change type effect (pre-read effect A) is prohibited when effect α is being executed. Figure 10B is a time chart showing how the special pre-read effect (pre-read effect B) is executed when effect β is being executed.
[0237] In Figure 10A, the effects α, such as the SP reach effect of the display device 41, the vibration effect of the effect button 25, and the pre-read effect currently in progress, are already in progress before the game ball enters the winning position. The execution timing (i.e., the execution period) of the effects α is as follows: for the SP reach effect, it is from a predetermined timing during the reel spin until the end of the spin; for the vibration effect, it is the period during which the operation of pressing the effect button 25 is effective; and for the pre-read effect currently in progress, it is from the occurrence of the reserve related to the pre-read effect until the reserve is consumed or until the end of the special reel spin display game related to the reserve.
[0238] Even if a game ball enters the winning slot while performance α is in progress, the reserve change type performance (pre-announcement performance A) is prohibited and will not be executed. The dotted line indicates the case where the reserve change type performance is executed. As mentioned above, the triggers for starting performance α and the reserve change type performance and the timing at which they can be executed are different.
[0239] The performance control device 300 can prohibit the hold-change type performance by not generating data or signals to the performance LED control circuit 332, the performance movable body control circuit 334, or the sound control unit 314, even if the hold-change type performance itself is selected by lottery while performance α is being executed. The performance control device 300 can also prohibit the hold-change type performance by not executing the lottery for the hold-change type performance itself while performance α is being executed.
[0240] In Figure 10B, the sound and light effects β during the reel spinning are already in progress before the game ball enters the winning position. The timing (i.e., the period during which effects β can be executed) is at any point during the reel spinning. If a game ball enters the winning position while effects β is in progress, the special pre-announcement effect (pre-announcement effect B) can be executed at any point during the execution of effects β. As mentioned above, the triggers for starting effects β and the special pre-announcement effect and the timing at which they can be executed are different.
[0241] In the example in Figure 10B(a), when the sound and light effects are running as effect β, a game ball enters the game, and the sound and light effects are executed (started) as a special pre-announcement effect. After that, effect β continues without interruption, and the special pre-announcement effect is executed simultaneously with effect β.
[0242] Here, the sound effect for effect β is the output of BGM (background music). The sound effect for the special pre-announcement effect is the output of sound effects, and its presentation style differs from that of effect β. Therefore, even when the sound effect for the special pre-announcement effect is executed simultaneously with the sound effect for effect β using the same sound effects unit (speakers 19a, 19b), the player can basically distinguish between the sound effect for the special pre-announcement effect and the sound effect for effect β, making it easier to recognize both sound effects and thus improving the enjoyment of the game. To make it easier for the player to recognize both sound effects, the sound effects for the special pre-announcement effect may be output from the upper speaker 19a, and the BGM for effect β may be output from the lower speaker 19b, thus distinguishing which speakers are used.
[0243] Furthermore, in this case, the light emission effect of effect β is blue light. The light emission effect of the special pre-announcement effect is red light, and the light emission effect of effect β is different from that of effect β. Therefore, players can distinguish between the light emission effect of the special pre-announcement effect and the light emission effect of effect β, and recognize both light emission effects, thereby improving the enjoyment of the game. Note that since the same effect LED 46 cannot emit both blue and red light simultaneously, it is preferable to use multiple effect LEDs 46 of the decorative device 18b to emit red light for the special pre-announcement effect and multiple effect LEDs 46 of the decorative device 18c to emit blue light for effect β, thereby distinguishing which effect LEDs 46 to use. However, it is also possible to configure the same effect LED 46 to emit purple light by simultaneously controlling both blue and red light emission, or to configure the decorative device 18b to emit purple light by separating the multiple effect LEDs 46 of the decorative device 18b into those that emit blue light and those that emit red light.
[0244] In the example in Figure 10B(b), when the sound and light effects are running as effect β, a game ball enters the target area, and the sound and light effects are executed (started) as a special pre-announcement effect. When the special pre-announcement effect starts, effect β is interrupted, and the special pre-announcement effect does not run simultaneously with effect β. When the execution of the special pre-announcement effect finishes, the interrupted effect β resumes.
[0245] In Figure 10B(b), as in Figure 10B(a), for effect β, the sound effect is the output of background music, and the light effect is blue light emission. For the special pre-read effect, the sound effect is the output of a sound effect, and the light effect is red light emission. Therefore, the sound effect and light effect are different in nature between effect β and the special pre-read effect, making them easier to recognize. In Figure 10B(b), furthermore, since effect β is interrupted when the special pre-read effect is executed, the sound effect and light effect of effect β and the special pre-read effect become easier to recognize. Also, since effect β is interrupted when the special pre-read effect is executed, the sound effect of the special pre-read effect and effect β can be executed using the same effect unit (speakers 19a, 19b), and the light effect of the special pre-read effect and effect β can be executed using the same effect unit (effect LED 46). As a result, effect control becomes simpler, and it may be possible to reduce the number of each effect unit (effect LED 46, speaker).
[0246] In Figure 10B(b), for example, when the upper speaker 19a is outputting the background music for effect β, the system switches from the background music to the sound effect for the special pre-announcement effect and outputs it for a predetermined period of time, after which the output of the background music for effect β is resumed. Also, for example, when the entire decorative device 18b,18c is illuminated in blue for effect β by the illumination of multiple built-in effect LEDs 46, the system switches from blue to red for the special pre-announcement effect and illuminates it for a predetermined period of time, after which the illumination of blue for effect β is resumed.
[0247] [Pre-announcement animation for when power is restored after an outage] Figure 11 illustrates the limitations on pre-announcement effects when the gaming machine 10 is restored (power restored, power turned on) after a power outage (power failure).
[0248] In (A), as part of the performance α, a hold change display (red hold (●)) for the hold display 633a and a vibration performance of the performance button 25 are being executed, while as part of the performance β, a sound performance (e.g., BGM output) from the upper speaker 19a and a light performance (e.g., blue light emission) from the decorative devices 18b and 18c are being executed. Then, an error occurs in this situation, and a text display 701 (e.g., "Error occurring") indicating that an error has occurred is displayed on the display screen of the display device 41, and the screen becomes the "Error occurring" screen. Immediately after (A), the gaming machine 10 enters a game stop state (game unavailable state, game prohibited state) in which the game cannot be played.
[0249] Subsequently, in order to resolve the game stoppage state, if a staff member or supervisor at the gaming establishment cuts off the power to the gaming machine 10 and then restores it, the machine will be in the state shown in (B). Note that the error may not only be an error that puts the machine into a game stoppage state where the game cannot be played, but also an error that allows the game to continue without putting the machine into a game stoppage state. In this case, in order to resolve the error, a staff member or supervisor at the gaming establishment may cut off the power to the gaming machine 10 and then restore it.
[0250] Immediately after the power outage in (B), the display screen of the display device 41 will display a text message 703 (for example, "Error Resolved") indicating that the error has been resolved for a predetermined time, and the screen will become the error resolution screen. Alternatively, instead of the error resolution screen, the display screen of the display device 41 may display a text message (for example, "Power Restoring") indicating that power has been restored for a predetermined time, and the screen will become the recovery screen. In this case, the hold change display (effect α) for the hold display 633a, the vibration effect of the effect button 25 (effect α), the sound effect by BGM etc. (effect β), and the light effect such as blue light emission (effect β) that were executed in (A) will be in a non-execution state and will not be executed. Also, in the non-execution state, effect γ will not be executed. Here, it is conceivable that effects α, β, and γ that occurred when an error occurred will continue even after the power outage, but they are deliberately not continued in order to make it clear that the error has been resolved.
[0251] In the non-execution state of these effects α, β, and γ, a new reserve is generated when a game ball enters the field, and a new reserve display 633a is added to the left end as shown in (B). However, in the non-execution state, both the reserve change effect (pre-read effect A) and the special pre-read effect (pre-read effect B) upon entry are prohibited and will not be executed. Furthermore, vibration, sound, and light effects may be mistaken for error notifications, and prohibiting the reserve change effect and the special pre-read effect makes it clearer that the error has been resolved and the game machine 10 is functioning normally. In addition, even in the case of a normal power-on that is not caused by an error, prohibiting the reserve change effect and the special pre-read effect in the non-execution state of effects α, β, and γ immediately after power restoration makes it clearer that the game machine 10 is functioning normally.
[0252] Furthermore, if the non-execution state immediately after power restoration is set to a state where one of the effects α or β (for example, effect α including the vibration effect) is not executed, and one of the hold change effects and the special pre-announcement effects (for example, the more prominent special pre-announcement effect) is not executed in the non-execution state, it will be easier to understand that the gaming machine 10 is functioning normally.
[0253] After a certain amount of time has passed since the power outage was restored, both the reserve change type animation (pre-announcement animation A) and the special pre-announcement animation (pre-announcement animation B) that occur when a prize is won will have their prohibition lifted and will become available to start (execute). The timing at which a pre-announcement animation becomes available for the first time after the power outage was restored may differ depending on the type of pre-announcement animation, or it may be the same. The timing at which it becomes available may be the timing at which a predetermined number of special symbol variation display games have been executed after the power outage was restored. For example, the timing at which the flashy and noticeable pre-announcement animation becomes available may be made earlier, while the timing at which the less noticeable pre-announcement animation becomes available may be made later to avoid the immediate aftermath of the power outage and prevent players from missing it. Alternatively, for example, the timing at which it becomes available may be made the same regardless of the type of pre-announcement animation to simplify the animation control. Furthermore, even for the same pre-announcement animation, the animation control may be made flexible so that the timing at which it becomes available after the power outage is restored differs depending on whether or not a RAM clear (RAM initialization process) is performed, or the animation control may be simplified so that the timing at which it becomes available is the same. For example, since a RAM clear also clears the pending (start memory) (resulting in zero pending items), when a RAM clear is performed, the timing at which the pre-read animation can be started after a power outage is restored can be earlier than when a RAM clear is not performed.
[0254] [Variation] Modifications not mentioned in the above explanation are summarized below. These modifications can also enhance the enjoyment of the game.
[0255] In the embodiments described above, effects such as effect α, effect β, effect γ, hold change effect (pre-read effect A), and special pre-read effect (pre-read effect B) are prohibited or interrupted (Figures 6, 7, 8, and 10B(b)). However, as a modification, in the case of vibration effects, light effects, sound effects, motion effects, and air spray effects, instead of completely preventing their execution by prohibition or interruption, the intensity of these effects may be limited to a lower level than usual (when not restricted) so that they are executed to an extent that is difficult for the player to perceive. For example, when the intensity of an effect (effect parameter) is limited to a low level, it may be set to the minimum level (minimum value) that can be selected by customization or adjustment.
[0256] For example, instead of prohibiting or interrupting, the sound effect may be performed by limiting the volume of speakers 19a and 19b (performance parameter of the sound output means), by limiting the brightness of the performance LED 46 (performance parameter of the light-emitting means), by limiting the amount of movement of the vibrating motor (performance parameter of the vibration means), or by limiting the amount of air ejected (performance parameter of the air ejection means) to perform an air ejection effect.
[0257] Furthermore, as described in the above embodiment, the hold change type effect (pre-announcement effect A) and the special pre-announcement effect (pre-announcement effect B) can be customized by the player. As a modified example, even when the customization screen is displayed on the display device 41, the hold change type effect and the special pre-announcement effect may be executed if a win occurs in order to enhance the enjoyment of the game.
[0258] However, the special pre-announcement effect upon winning (which may also be a hold-change effect) may be configured to be executable only when the customization screen is in the first mode, and not executable when it is in a second mode that differs from the first mode. This prevents the special pre-announcement effect from being executed unnecessarily when the customization screen is in the second mode, and allows the player to concentrate on customization operations. Figures 12(A) and 12(B) illustrate the first mode (e.g., basic mode) and the second mode (e.g., special mode) of the customization screen. Note that in Figures 12(A) and 12(B), the decorative special symbols on the left, right, and center are displayed in the center of the display screen of the display device 41 by scrolling, as indicated by the dotted arrows in the variable display area 610.
[0259] In the first embodiment shown in Figure 12(A), the customization section 710 (customization area) related to customization displays a performance mode display section 712 that shows the current performance mode and a direction key switch image 714 that mimics the direction key switch 450. In the customization screen of the first embodiment as the basic form, the customization section 710 is displayed small and inconspicuous so as not to interfere with other performances, and is displayed during the variation display. The customization section 710 of the first embodiment can also be displayed even when the player is not actually performing a customization operation. The player switches the performance mode (performance style) displayed in the performance mode display section 712 by operating the direction key switch 450 in one direction (customization operation). The performance control device 300 sets the currently displayed performance mode to the current performance mode based on the player's confirmation operation (for example, pressing the performance button 25) or the passage of time.
[0260] There are several performance modes, such as Normal Mode, Premium Mode, and Pre-read Mode. Normal Mode is the standard performance mode and is used by default. Premium Mode is a performance mode in which premium (highly unique) performances are more likely to occur, as long as they do not lose their uniqueness. Pre-read Mode is a performance mode in which the appearance rate of hold-change type performances and / or special pre-read performances, as well as the probability of winning a jackpot, are increased compared to normal.
[0261] In the second embodiment of Figure 12(B), the customization section 710 (customization area enclosed by a square frame) related to customization displays a performance mode display section 712a, 712b, 712c that displays selectable performance modes as a menu of items (options), a direction key switch image 714 that mimics the direction key switch 450, and a performance button image 716 that suggests pressing the performance button 25 as a confirmation operation. During the variation display, the customization screen of the second embodiment, which is a special form, is displayed during customization, such as when a specific operation is performed or when the direction key switch 450 is operated for a long time. Furthermore, if the pre-read up mode is selected during customization in the customization screen of the first embodiment, the customization screen of the second embodiment may be displayed as a menu screen for further detailed selections such as the appearance rate and the level of expected jackpot. For example, a specific operation is pressing the performance button 25, or, if there is a button in the center of the direction key switch 450, pressing this button.
[0262] In the customization screen of the second embodiment, the player selects one of the menu display items (performance mode display units 712a, 712b, 712c) by selecting with the directional key switch 450. The selected item is displayed in a specific display mode (the mode with a thick border in Figure 12(B)). When the player confirms their selection, the performance mode corresponding to the selected item is set as the current performance mode by the performance control device 300.
[0263] In the customization screen of the second embodiment shown in Figure 12(B), the customization unit 710 is displayed large and conspicuous, so even if a special pre-announcement effect is performed, the player may be distracted by the customization screen and not notice it. Therefore, when the customization screen is in the second embodiment, the special pre-announcement effect is not performed unnecessarily, and the player can concentrate on the customization operation. In addition, as another second embodiment, the customization unit 710 may be modified from the first embodiment in other aspects such as color, pattern, or shape, rather than in size or display format (whether or not it is a menu display).
[0264] Furthermore, as a variation, the appearance rate of pre-announcement effects upon winning (such as reserve change effects or special pre-announcement effects) may change, and the period during which these pre-announcement effects are restricted may also change. For example, the lower the appearance rate of the pre-announcement effect upon winning is restricted through customization, the longer the period during which its appearance rate is restricted may be. This allows for effective restriction of the appearance rate and enhances the enjoyment of the game. Also, as described in the above embodiment, when effects α or γ, which have a high probability of winning, are being executed, the execution probability (and therefore the appearance rate) of the pre-announcement effect upon winning can be set to zero, and when effects α or γ, which have a low probability of winning, are being executed, the execution probability (and therefore the appearance rate) of the pre-announcement effect upon winning can be set to a high level. As another variation, the higher the probability of winning for effects α or γ, the longer the execution period of the effect may be. In this way as well, the period during which the pre-announcement effect upon winning is restricted can be changed by changing the appearance rate.
[0265] Furthermore, customization allows for individual adjustment of the appearance rate and jackpot probability of pre-announcement effects (such as hold-change effects and special pre-announcement effects). The period during which pre-announcement effects are restricted (prohibited / executed) may change depending on the combination of appearance rate and jackpot probability. This allows for various variations in the characteristics of pre-announcement effects, thereby enhancing the enjoyment of the game. For example, using the customization screen (menu display) of the second type, players can select and customize the pre-announcement effect (hold-change effect or special pre-announcement effect) to be adjusted, along with the parameter (appearance rate or jackpot probability) and its value or level (high or low).
[0266] [Effects of the embodiment or its modified form] In this embodiment, the gaming machine 10 is capable of executing a game (e.g., a special symbol variation display game), and can execute effects related to the game by multiple means. In the gaming machine 10, the right to execute a game can be stored as an execution memory based on the entry of a game ball into an execution area (e.g., an execution entry port 36, a normal variation execution device 37). The means can execute effects at least when a game ball is entered and at other times. Multiple means can execute pre-announcement effects that can hint at the outcome of the game in advance before the game based on the execution memory is executed. When the first effect (e.g., effect α) is being executed by the first means (e.g., effect means I), the first pre-announcement effect (e.g., a hold change effect, a pre-announcement effect A) is not executed by the first means. The first effect and the first pre-announcement effect have different triggers for starting or different timings for execution. When a second performance (e.g., performance β) is being executed by a second means (e.g., performance means II), a second pre-read performance (e.g., a special pre-read performance, pre-read performance B) can be executed by the second means. The second performance and the second pre-read performance differ in their triggers for starting or the timing at which they can be executed.
[0267] Furthermore, the statement that "the second pre-reading effect can be executed by the second means while the second effect is being executed by the second means" includes the ability to execute both the second effect and the second pre-reading effect simultaneously by the second means, as well as the ability to interrupt the second effect being executed by the second means and simultaneously begin executing the second pre-reading effect by the second means.
[0268] In the gaming machine 10 according to this embodiment, when a game ball enters the game, the first means continues the already running animation (first animation) which takes precedence over the pre-announcement animation triggered by the game ball entering the game. However, when a game ball enters the game, the second means can execute the pre-announcement animation without any particular priority given to the already running animation (second animation). Therefore, depending on the characteristics of the means capable of executing the animation (ease of control, power consumption, visibility, etc.) and the importance of the pre-announcement animation in that means (flashiness, expectation of a big win, etc.), it is possible to select whether or not to prioritize the already running animation over the pre-announcement animation at the time of the game ball entering the game for each means. As a result, it is possible to flexibly perform the pre-announcement animation at the time of the game ball entering the game or other animations, thereby improving the enjoyment of the game.
[0269] In this embodiment, when the first performance (e.g., performance α) is being executed by the first means (e.g., performance means I), the first pre-read performance (e.g., pre-read performance A) is not executed by the first means. The first performance and the first pre-read performance have different triggers for initiation or execution timings. When the second performance (e.g., performance β) is being executed by the second means (e.g., performance means II), the second pre-read performance (e.g., pre-read performance B) can be executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings. Furthermore, when the first performance (e.g., performance α) is being executed by the first means (e.g., performance means I), the second pre-read performance can be executed by the second means (e.g., performance means II). Therefore, pre-read performances can be executed without being prohibited (unaffected) by performances being executed using different means, ensuring opportunities for pre-read performances to be executed and improving the enjoyment of the game. Similarly, while the second performance (e.g., performance β) is being performed by the second means (e.g., performance means II), the first pre-read performance can be performed by the first means (e.g., performance means I).
[0270] In this embodiment, when the first performance is being executed by the first means, the first pre-read performance is not executed by the first means. The first performance and the first pre-read performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-read performance can be executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings. Furthermore, the performance time and appearance rate differ between the first pre-read performance and the second pre-read performance. Therefore, in addition to the available means (performance means), differences arise between the first pre-read performance and the second pre-read performance, which can enhance the enjoyment of the game by making the pre-read performances more varied. Also, for example, the appearance rate of one of the first pre-read performances or the second pre-read performance can be made lower than the other to increase its specialness (premium feel). This can further enhance the enjoyment of the game.
[0271] In this embodiment, when the first performance is being executed by the first means, the first pre-read performance is not executed by the first means. The first performance and the first pre-read performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-read performance can be executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings. Furthermore, when the second pre-read performance is executed while the second performance is being executed, the second pre-read performance is executed in the second means in a different performance manner than the second performance, regardless of when it is executed during the execution of the second performance. Therefore, even if the second pre-read performance (e.g., special pre-read performance) and the second performance (e.g., performance β) are executed simultaneously by the same second means (e.g., performance means II) at any given time, the performance manners of the two performances are different, making it easier for the player to distinguish and recognize the second pre-read performance and the second performance, thereby improving the enjoyment of the game.
[0272] In this embodiment, when the first performance is being executed by the first means, the first pre-read performance is not executed by the first means. The first performance and the first pre-read performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-read performance can be executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings. Furthermore, if the power is interrupted and then restored while the first or second performance is being executed, the first or second performance will be in a non-execution state where it is not executed, and in this non-execution state, the first or second pre-read performance will not be executed. Therefore, when the gaming machine 10 is restored after an interruption (power outage), it becomes easier to see that the gaming machine 10 is functioning normally, improving the enjoyment of the game. For example, when the gaming machine 10 is restored after an interruption (power outage) due to an error, it becomes easier to see that the error has been resolved.
[0273] In this embodiment, when the first performance is being executed by the first means, the first pre-announcement performance is not executed by the first means. The first performance and the first pre-announcement performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-announcement performance can be executed by the second means. The second performance and the second pre-announcement performance have different triggers for initiation or execution timings. Furthermore, when the third performance (for example, performance means II) is being executed by the second means (for example, performance γ such as a preview with a high probability of winning or a performance during a win), the second pre-announcement performance (for example, a special pre-announcement performance) is not executed by the second means. Therefore, players will not be distracted by the second pre-announcement performance when a game ball enters the game, and will be able to focus on the third performance, thereby improving the enjoyment of the game. Furthermore, unlike the first effect (e.g., effect α) and the second effect (e.g., effect β), the second pre-announcement effect upon winning is prohibited only when the third effect (effect γ) is in progress. Therefore, the second pre-announcement effect (e.g., special pre-announcement effect) is less restricted than the first pre-announcement effect (e.g., hold change effect), creating a difference between the first and second pre-announcement effects and enhancing the enjoyment of the game.
[0274] In this embodiment, when the first performance is being executed by the first means, the first pre-read performance is not executed by the first means. The first performance and the first pre-read performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-read performance can be executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings. Furthermore, when the third performance (e.g., performance γ, such as a notification with a high probability of winning or a performance during a win) is being executed by the second means (e.g., performance means II), the second pre-read performance (e.g., a special pre-read performance) is not executed by the second means. And when the first performance (e.g., performance α) is being executed by the first means (e.g., performance means I), the second pre-read performance can be executed by the second means (e.g., performance means II). Therefore, pre-read performances can be executed without being prohibited (unaffected) by performances being executed using different means, ensuring opportunities for pre-read performances to be executed and improving the enjoyment of the game. Similarly, while the second performance (e.g., performance β) is being performed by the second means (e.g., performance means II), the first pre-read performance can be performed by the first means (e.g., performance means I).
[0275] In this embodiment, when the first performance is being executed by the first means, the first pre-announcement performance is not executed by the first means. The first performance and the first pre-announcement performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-announcement performance can be executed by the second means. The second performance and the second pre-announcement performance have different triggers for initiation or execution timings. Furthermore, when the third performance (for example, performance means II) is being executed by the second means (for example, performance γ such as a pre-announcement with a high probability of winning or a performance during a win), the second pre-announcement performance (for example, a special pre-announcement performance) is not executed by the second means. The performance time and appearance rate differ between the first pre-announcement performance and the second pre-announcement performance. Therefore, players will not be distracted by the second pre-announcement performance when a game ball enters the game, and will be able to focus on the third performance, thereby improving the enjoyment of the game. Furthermore, for example, the appearance rate of one of the first and second pre-announcement effects can be made lower than the other to enhance its uniqueness (premium feel). This can improve the enjoyment of the game.
[0276] In this embodiment, when the first performance is being executed by the first means, the first pre-read performance is not executed by the first means. The first performance and the first pre-read performance have different triggers for initiation or execution timings. When the second performance is being executed by the second means, the second pre-read performance can be executed by the second means. The second performance and the second pre-read performance have different triggers for initiation or execution timings. Furthermore, when the third performance (for example, performance γ such as a highly anticipated jackpot announcement or a performance during a jackpot) is being executed by the second means (for example, performance means II), the second pre-read performance (for example, a special pre-read performance) is not executed by the second means. And, when the second pre-read performance is executed while the second performance is being executed, the second pre-read performance is executed in the second means in a different performance mode than the second performance, regardless of when it is executed during the execution of the second performance. Therefore, players will no longer be distracted by the second pre-announcement animation when a game ball enters a prize, and will be able to focus on the third animation, thus improving the enjoyment of the game. In addition, even if the second pre-announcement animation and the second animation are executed simultaneously using the same second method, the animation styles of the two animations are different, making it easier for players to distinguish and recognize the second pre-announcement animation and the second animation, thus improving the enjoyment of the game.
[0277] In this embodiment, when the first effect is being executed by the first means, the first pre-reading effect is not executed by the first means. The first effect and the first pre-reading effect differ in the trigger for starting or the executable timing. When the second effect is being executed by the second means, the second pre-reading effect can be executed by the second means. The second effect and the second pre-reading effect differ in the trigger for starting or the executable timing. Furthermore, when the third effect (for example, effect γ such as a预告 with a high jackpot expectation or an effect during a jackpot) is being executed by the second means (for example, effect means II), the second pre-reading effect (for example, a special pre-reading effect) is not executed by the second means. And when power is restored after a power failure during the execution of the first effect or the second effect, the first effect or the second effect enters a non-execution state where it is not executed, and in this non-execution state, the first pre-reading effect or the second pre-reading effect is not executed. Therefore, the player will not be distracted by the second pre-reading effect when the game ball wins, etc., and the player can focus on the third effect, thus improving the interest of the game. Also, when the gaming machine 10 is restored (powered on) after a power failure (blackout), it becomes easy to understand that the gaming machine 10 is normal, improving the interest of the game.
[0278] In this embodiment, regarding the first effect being executed, the execution probability (for example, the selection rate in the lottery at the time of winning) of executing the first pre-reading effect may differ according to the expectation of the game resulting in a special result. Therefore, the way the first pre-reading effect (for example, a hold change type effect) occurs becomes complicated, improving the interest of the game. For example, when the first effect (effect α) with a high jackpot expectation is being executed, the execution probability of the first pre-reading effect (hold change type effect) at the time of winning is lowered, and when the first effect (effect α) with a low jackpot expectation is being executed, the execution probability of the first pre-reading effect at the time of winning is increased.
[0279] In this embodiment, the first pre-reading effect may be executed according to the degree of expectation that the game will have a special result regarding the first effect. Therefore, the manner in which the first pre-reading effect (for example, a hold change-based effect) occurs becomes complicated, and the interest of the game can be improved. For example, when the hold change display being executed as the first effect is red with a high jackpot expectation, the execution probability of the first pre-reading effect at the time of winning is lowered, and when the hold change display being executed as the first effect is blue or the default color (for example, white) with a low jackpot expectation, the execution probability of the first pre-reading effect at the time of winning is increased.
[0280] In this embodiment, when the execution of the second pre-reading effect is started by the second means while the second effect is being executed by the second means, the second effect may be interrupted and the execution of the second pre-reading effect may be started. Therefore, the effect by the second means is switched from the second effect being executed to the second pre-reading effect, and the second effect and the second pre-reading effect by the second means do not overlap. For this reason, it becomes easier to distinguish and recognize the second effect and the second pre-reading effect, and the interest of the game can be improved. In addition, when the execution of the second pre-reading effect is started by the second means while the second effect is being executed by the second means, the effect being executed by a means (effect means) different from the second means may be continuously maintained as it is. Thereby, even when the execution of the second pre-reading effect is started, other effects as much as possible are continued by means other than where the second pre-reading effect is not executed, and the interest of the game can be improved.
[0281] In this embodiment, when the second pre-reading effect is being executed by the second means, the second effect may not be executed by the second means. Therefore, when the second pre-reading effect is being executed by the second means, even if the second effect can be executed by the second means, the already executed second pre-reading effect is prioritized and continued to be executed as it is. Therefore, when the importance (grandeur or jackpot expectation, etc.) of the second pre-reading effect is high, the second pre-reading effect can be executed without being hindered by the second effect by the second means, and the interest of the game can be improved.
[0282] In this embodiment, the first means can execute the second pre-announcement effect while the first effect is being executed by the first means. For example, both the first effect and the second pre-announcement effect can be executed simultaneously by the first means, or the first effect being executed by the first means can be interrupted while the execution of the second pre-announcement effect is started by the first means. Therefore, the first means can be used effectively, and the second pre-announcement effect can also be executed by the first means, expanding the range of effects and improving the enjoyment of the game.
[0283] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. Also, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.
[0284] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. [Explanation of Symbols]
[0285] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)
Claims
[Claim 1] In a gaming machine capable of running a game and executing game-related effects by multiple means, The right to execute the game can be stored as an activation memory based on the entry of a game ball into the activation area. The above means makes it possible to perform a performance at least when a game ball enters a prize and at other times when a prize is not won. Multiple means can perform a pre-announcement effect that can predict the outcome of the game in advance, before the game based on the startup memory is executed. When the first performance is being executed by the first means, the first pre-read performance may not be executed by the first means. The first performance and the first pre-announcement performance differ in the trigger for initiation or the timing at which they can be executed. When the second performance is being executed by the second means, the second pre-read performance can be executed by the second means. The aforementioned second effect and the aforementioned second pre-announcement effect differ in the trigger for initiation or the timing at which they can be executed. When the second pre-read animation is executed while the second animation is in progress, the second pre-read animation is executed in the second means in a different animation manner from the second animation, regardless of when it is executed during the execution of the second animation. When the first performance is executed with a first expectation level as the expectation level of a special outcome in the game, the probability of the first pre-announcement performance being executed is higher compared to when it is executed with a second expectation level. The gaming machine is characterized in that the probability of a game based on the start memory of the target of the second pre-reading effect resulting in a special outcome differs between the first game state and the second game state.