Gaming machine
The gaming machine improves player enjoyment by incorporating variable game states and dynamic patterns, enhancing engagement through adjustable difficulty and reward probabilities.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-07-30
- Publication Date
- 2026-06-24
Smart Images

Figure 0007879617000001 
Figure 0007879617000002 
Figure 0007879617000003
Abstract
Description
[Technical Field]
[0001] This invention relates to a gaming machine. [Background technology]
[0002] Gaming machines capable of performing so-called pre-announcement effects have been known for some time (for example, Patent Document 1). [Prior art documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2024-062716 [Overview of the project] [Problems that the invention aims to solve]
[0004] However, there was room to improve the enjoyment of the game in conventional gaming machines.
[0005] Therefore, the present invention aims to improve the enjoyment of games. [Means for solving the problem]
[0006] In a typical embodiment of the present invention, strangeA gaming machine capable of generating a bonus after the end of a variable game in which a dynamic pattern has been executed, the machine is capable of executing a first game state and a second game state which is more advantageous than the first game state, the variable pattern includes one or more first short variable patterns that can be selected in the first game state, one or more first long variable patterns that can be selected in the first game state, one or more second short variable patterns that can be selected in the second game state, and one or more second long variable patterns that can be selected in the second game state, wherein the variable time of the first short variable pattern is shorter than a predetermined first reference time, the variable time of the first long variable pattern is longer than the first reference time, the variable time of the second short variable pattern is shorter than a predetermined second reference time, and the variable time of the second long variable pattern is longer than the second reference time, and in the first game state, when the pre-reading effect and the first short variable pattern are selected, the expected value of generating the bonus can be set to a predetermined first expected value, and the pre-reading effect The settings are configured. And when the first long variation pattern is selected, the expected value can be made lower than the first expected value, and / or the pre-reading effect is setting When the first long variation pattern is selected without being performed, the expected value can be set to a predetermined second expected value, and in the second game state, the pre-reading effect is setting In this case, a gaming machine is provided that makes it possible to set the expected value to a predetermined third expected value regardless of whether the second short variation pattern or the second long variation pattern is selected. [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 perspective 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 flowchart shows the details of the process for generating performance commands. [Figure 6] This flowchart shows the details of the process for determining the normal fluctuation pattern. [Figure 7] This figure shows an example of a variation pattern table for normal gameplay. [Figure 8] This flowchart shows the details of the process for determining the variation pattern during RUSH mode. [Figure 9] This figure shows an example of a variation pattern table for RUSH. [Figure 10] This flowchart shows the details of the jackpot game execution determination process according to the first embodiment. [Figure 11] This flowchart shows the details of the performance control process. [Figure 12] This figure shows an example of a variable performance table. [Figure 13] This flowchart shows the process for determining whether a jackpot game is executed according to the second embodiment. [Modes for carrying out the invention]
[0009] 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] [First Embodiment] (Overall diagram of the gaming machine) Figure 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. In this embodiment, the gaming machine 10 is a sealed-type gaming machine (smart pachinko machine), and the game balls, which serve as the game medium, circulate inside the gaming machine and are not assigned as game value to a tray such as an upper tray. Instead of game mediums (game balls), game value is assigned as numerical data. Note that the configuration of the following embodiment can also be applied to gaming machines that are not sealed-type.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the pivot end that is attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit.
[0012] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent material, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent material holding frame that holds the transparent material.
[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.
[0014] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, and 18c, capable of illuminating according to the game state, are installed on the upper, right, and left sides of the glass frame 15. Each decorative device 18a, 18b, and 18c houses lighting components such as LEDs 46 (see Figure 4) and is an illuminating device that performs illuminating effects according to the game state. These decorative devices 18a, 18b, and 18c together constitute the frame decorative device 18.
[0016] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, a lower speaker 19b is provided at the bottom of the gaming machine 10. The lower speaker 19b is installed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross-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 or intensity 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 (normal game, playing normally) is the game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state), in which it is 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 game state (jackpot state, jackpot game) and the minor win game state (minor win state, minor win game). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a frame control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] (Game board) Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and each variable display area displays identification information (special symbols) or images that enhance the variable display game. If there are other displays capable of displaying images besides the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41 and be movable from around the display device 41 to the front center as part of the performance, and can also function as a performance movable body 44.
[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 bodies 44.
[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, special feature 1 starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special feature variation display game. In the game area 32 to the right of the window section 40, below the regular feature 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, special feature 2 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 feature 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 (1+Type machine). In this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and a game ball enters a specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines. For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.
[0047] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, or the special variable prize slot 39, the frame control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are provided around the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slot 39.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game, variable game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a number of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation display game is executed based on the determination result of the regular display winning random value (random value for winning determination) extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values (normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values are also extracted to distribute (draw) the winning results, and both the normal variation win random values and normal variation winning symbol random values are stored as start memory.
[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops at the winning result, and the game enters a winning state (normal symbol winning state). At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 (special figure 1 starting slot) and the starting prize slot area of the normal variable prize slot 37 (special figure 2 starting slot), up to a predetermined upper limit.
[0060] When a winning ball is detected to start the special symbol variation display game, various random values are extracted, such as random values for determining the win, random values for the winning symbols (special symbol random values), and random values for the variation pattern. These random values are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special figure 1 variation 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 variation display game on the special figure 2 display 52 based on a win in the special figure 2 start slot or a second start memory (special figure 2 start memory, special figure 2 hold).
[0062] Special Symbol 1 Variable Display Game (First Special Symbol Variable Display Game, First Symbol Variable Game) and Special Symbol 2 Variable Display Game (Second Special Symbol Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (special symbols, special symbols) in a variable manner on the Special Symbol 1 display 51 and Special Symbol 2 display 52, and then stopping to display a predetermined result pattern. The predetermined result patterns that are stopped to display on the Special Symbol 1 display 51 and Special Symbol 2 display 52 include jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), time-saving symbols (support jackpot stop symbols), and losing symbols (losing stop symbols).
[0063] Furthermore, the display device 41 executes a decorative special 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 variable manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images (picture images), to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented in the display device 41, either in place of or in conjunction with the decorative special symbol variation display game, in which identification information (decorative regular symbols, decorative regular symbols) changes over time in accordance with the regular symbol variation display game (symbol variation game) on the regular symbol display device 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.
[0065] When a game ball enters the starting prize slot 36 (special symbol 1 starting slot) or the normal variation prize slot 37 (special symbol 2 starting slot) at a predetermined timing (when the random value used for determining a win 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 variation 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 numbers such as "777" are lined up).
[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 starting prize slot 36 (special symbol 1 starting slot) or the normal variation prize slot 37 (special symbol 2 starting slot) at a predetermined timing (when the random value used for determining a win at the time of prize detection is a minor win value), a special result pattern (minor win result pattern) is derived from the displayed symbols as a result of the special symbol variation display game, and the game enters a minor win state. In response to this, the display pattern of the display device 41 becomes the minor win result pattern. In this embodiment, a random value used for determining a win is also used for determining a minor win, but the minor win value (minor win determination value) is different from the big win value (big win determination value). Alternatively, a minor win random value may be used for determining a minor win.
[0068] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (big win game state, special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.
[0069] Here, I will explain the difference between a big win and a small win.
[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] (Game control device) Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.
[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies of recovery (restoration, recovery) from a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.
[0078] Furthermore, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the frame control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores, for example, a variation pattern table that defines the relationship between multiple variation patterns (variation type and variation time) that define the execution time (variation time) of the special feature variation display game, the content of the effects, and whether or not a reach state occurs, and predetermined variation pattern random values, as well as judgment values for various random numbers.
[0083] In particular, the variation pattern table of this embodiment consists of variation pattern tables I-1 to I-4 used for normal gameplay and variation pattern tables II-1, II-3, and II-4 used for RUSH. Each of these variation pattern tables defines multiple variation patterns with different variation times, and the variation pattern random value (selection rate) assigned to each variation pattern, depending on whether or not a pre-reading effect is set (selected) in the variation game and whether or not a jackpot has been won. For the sake of simplification, in the following, variation pattern tables I-1 to I-4 used for normal gameplay will be collectively referred to as "Variation Pattern Table I," and variation pattern tables II-1, II-3, and II-4 used for RUSH will be collectively referred to as "Variation Pattern Table II."
[0084] Furthermore, in this embodiment, "pre-announcement effect" refers to an effect that notifies (suggests) the player that a jackpot has been won with a certain level of confidence (expected value) in the variable game of the winning start memory (hold) such as the first start entry point (special figure 1 start entry point, start entry point 36) or the second start entry point (special figure 2 start entry point), triggered by the winning of the above entry point. In particular, the pre-announcement effect can be realized by any display, light emission, sound output, operation of the effect movable body 44, or a combination of two or more of these, which can make the player recognize the intended notification content (increased expectation of winning a jackpot with the winning hold). In addition, the pre-announcement effect includes so-called pre-reveal effect. In particular, the pre-announcement effect in this embodiment refers to an effect in which the player is notified (suggested) that they have won a jackpot with a higher degree of confidence (higher confidence than other pre-announcement effects) in a spinning game prior to the spinning game of the reserved (start memory) that was generated when a ball entered a predetermined entry point such as the starting entry point 36 or the second starting entry point (special feature 2 starting entry point), and this notification (suggestion) is performed in a spinning game prior to the spinning game of the reserved.
[0085] Furthermore, the above-mentioned variation pattern table I and / or variation pattern table II may each include a table for determining the second half variation pattern, which is the variation pattern after reaching the "reach" state (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 reaching the "reach" state (such as a first half variation group table or a first half variation pattern selection table).
[0086] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the frame control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the diagram, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and no-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.
[0087] Furthermore, when the CPU 111a detects that a game ball has entered a designated starting prize slot, it appropriately sets (selects) a pre-announcement animation, and based on whether or not the pre-announcement animation is set and the result of whether or not a jackpot is won, it selects one of the variation pattern tables I (for normal gameplay) or one of the variation pattern tables II (for RUSH) stored in the ROM 111b. In addition, the CPU 111a determines a variation pattern from the variation pattern random values obtained by referring to the selected variation pattern table, generates an animation control command that includes the variation pattern, and stores it in the buffer 133 of the output unit 140.
[0088] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0089] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize slot switch 35a of the general prize slot 35, the starting slot 1 switch 36a in the starting prize slot 36, the starting slot 2 switch 37a in the normal variable prize slot device 37, and the large prize slot switch 39a of the special variable prize slot device 39. The outputs from the gate switch 34a, prize slot switch 35a, starting slot 1 switch 36a, starting slot 2 switch 37a, and large prize slot 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 slot 1 switch 36a and the starting slot 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.
[0090] 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 (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 or the like (not shown) and detected.
[0091] Furthermore, the input unit 120 is connected to various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud or abnormalities in the gaming machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the gaming machine 10, a glass frame opening detection switch (door opening / closing sensor) provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch, door opening / closing sensor) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0092] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the game microcontroller 111 via the data bus. Data may also be input from the frame control device 200 to the game control device 100 via the input unit 120.
[0093] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.
[0094] 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).
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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).
[0103] (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 unavailable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (jackpot games and small jackpot games) cannot be played when operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. 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.
[0104] 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.
[0105] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the value of the counting counter capable of counting (measuring) MY (counter value) has reached a reference value (predetermined value, 95000 in this embodiment), and (2) neither a big win nor a small win is occurring. MY is the increase in the number of game balls from a reference point, based on the point at which the number of game balls was at its lowest (when the player's loss of game balls was at its maximum) when the results of gameplay during the day's operation of the amusement parlor (day's operation of the amusement machine 10) are obtained. The counting counter (which may also be called a reference value counter), which is a counter for counting MY, basically counts the value obtained by subtracting the number of balls dispensed (number of balls out) from the number of safe balls (number of safe balls - number of balls dispensed), but if the counting counter is 0, it does not subtract even if there are balls dispensed (out) (counter value ≥ 0). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the operating conditions may be other. For example, condition (1) could be set to the number of safe balls or a specific number of balls (number of safe balls - number of balls dispensed) reaching a standard value. Also, condition (2) could be set to the special variable prize winning device not being activated, or the large prize winning opening not being open.
[0106] In this embodiment, the number of safe balls is the total number of prize balls that have been decided to be awarded (basically equal to the number of prize balls actually awarded) (number of acquired balls, number of balls dispensed). The number of dispensed balls (number of out balls) is the number of game balls dispensed from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter increases when a prize is awarded by the number of prize balls awarded, and decreases when one game ball is dispensed from the game area 32, as the number of dispensed balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains at 0). The counting counter can be set, for example, by providing a memory area in the RAM 111c of the game control device 100 to store the counter value.
[0107] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used. Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the counter value of the counting counter is decreased by -1 each time a game ball is launched by the ball launcher, and increased by +1 each time a foul ball occurs.
[0108] For example, when the counter value is less than 90000, the safety device (complete function) status becomes inactive (the normal state where complete function activation warning, complete function activation announcement, or complete function activation notification is not executed). When the counter value is between 90000 and 94999, the safety device status becomes a complete function activation warning state, which notifies (warns) of the possibility that the safety device may activate. When the counter value reaches 95000, the status becomes a complete function activation announcement state, which notifies (announces) that the safety device will activate (is scheduled to activate), or a complete function activation notification state (activated state, in-operation state), which means the safety device is currently activated.
[0109] When the counter value reaches 95000 (reference value), in the case of a big win or a small win, it enters the complete function operation notice state, and in the case of neither a big win nor a small win, it enters the complete function operation notification state. Therefore, if the safety device enters the complete function operation notification state (operating state) before a big win or a small win occurs, a game stop state (game unavailable state, game prohibited state) will occur immediately, and the complete function operation notice state will not occur. Note that in the time-saving state, the probability change state, etc., it is easy for the safety device to enter the complete function operation notification state (operating state) before a big win or a small win occurs.
[0110] On the other hand, when a big win or a small win ends and it is no longer in the big win or small win state, the safety device shifts from the complete function operation notice state to the complete function operation notification state (operating state, operating state).
[0111] In the complete function operation warning state, the effect control device 300 displays a complete function operation warning on the display device 41 to warn of the possibility of the complete function operation. As the complete function operation warning, the remaining number (the difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is counted down and displayed, and a predetermined character display (for example, "Stopping soon") is displayed. In the complete function operation notice state of the safety device during a small win or a big win, the effect control device 300 displays a complete function operation notice (for example, the character "It will stop after the win ends") on the display device 41 to announce the operation of the complete function.
[0112] When the safety device is activated and the complete function is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays a complete function activation notification (for example, the words "Stopped Playing") on the display device 41 to indicate that the complete function is activated. When the game control device 100 enters the complete function activation notification state (activated state) of the safety device, it 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.
[0113] In the stopped game state, special symbol variation display games, normal symbol variation display games, and round games (gameplay during big wins or small wins) cannot be played. To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch is disabled, the prize entry (winning) is disabled, the solenoid stops so that the big prize entry, specific area 86, normal variation prize device 37, etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), and the integrated display device 50 and performance display device 152 turn off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started. Note that a configuration is also possible in which the launch of game balls is not stopped in the stopped game state. In the stopped game state, all light-emitting parts (LEDs) of the integrated display device 50 and performance display device 152 turn off (all off). However, the configuration is not limited to this, and in the game-stopped state, the light-emitting parts (LEDs) of the integrated display device 50 and the performance display device 152 may be partially lit (partially lit), fully lit (fully lit), or maintained in the state before the game stopped. Furthermore, in the game-stopped state, a security signal may be generated and output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game-stopped state may be output to the test firing device (a configuration in which no test firing signal is output is also possible). In the game-stopped state, the performance control device 300 may turn off all of the performance LEDs 46 (fully off), or light up some or all of them. However, during an error, some or all of the performance LEDs 46 may light up red. Also, in the game-stopped state, the performance control device 300 may stop the audio output from the speaker 19 and make it silent (a configuration that does not make it silent is also possible).
[0114] (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).
[0115] 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.
[0116] 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.
[0117] (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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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).
[0124] 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.
[0125] 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.
[0126] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0127] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.
[0128] (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 diagram (regular diagram win random value) based on the input of a game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular diagram variation display game is a win or a loss.
[0129] 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.
[0130] 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 outcome of the special figure 1 variable display game (random value for determining the outcome) 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.
[0131] 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 win of the special figure 2 variable display game (random value for determining the win) 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.
[0132] The CPU 111a of the game control device 100 then outputs control signals (performance control commands) including the judgment results of the special figure 1 variation display game and the special figure 2 variation display game to the performance control device 300. 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 symbols in a variation 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 balls flowing down the game area 32 into the starting prize area (start prize opening 36, normal variation prize device 37).
[0133] 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 performance control commands 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 performances related to the game (variation display games, etc.).
[0134] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0135] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal power opening time and the number of normal power openings associated with each normal power hit result may be changed depending on the type of time-saving state (normal power support state). Also, the high probability state (probability change state) and the time-saving state can occur independently, and it is possible for both to occur simultaneously or for only one to occur. In this embodiment, in particular, the game state in which the time-saving state or the above-mentioned probability change state and the time-saving state occur simultaneously is referred to as "RUSH" or "during RUSH".
[0141] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state, in which the payout rate (base value) is as low as the normal game state because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which no special gameplay is performed (of course, it may also be treated as a time-saving state).
[0142] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0143] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0144] 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).
[0145] 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.
[0146] 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).
[0147] 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.
[0148] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variation prize slot 37 (second starting slot) and a start memory is generated, a pre-determination (pre-read determination) is performed to determine the game result based on the prize in advance, before the start of the special variation display game based on the start memory. The game control device 100 is configured as a pre-determination means (pre-read determination means) that can determine the result of the variation display game in advance before the variation display game based on the start memory is executed. In this embodiment, the game control device 100 generates a pre-read performance command flag that commands the execution of a pre-read performance according to the game result based on the prize in the pre-read determination.
[0149] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to safety devices (complete function), and counting processing, which updates the counter value of a counting counter capable of counting MY. In safety device-related processing, safety device-related information, such as the safety device's complete function activation notification status (operation status), is sent as a command to the performance control device 300, and a safety device activation flag is set to indicate that the safety device is operating.
[0150] 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.
[0151] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0152] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include counter information commands that indicate the counter value of a counting counter that can count MY, operation warning commands corresponding to the safety device complete function operation warning state, operation notification commands corresponding to the safety device complete function operation notification state, and operation in progress commands corresponding to the safety device complete function operation notification state (operation state).
[0153] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.
[0154] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.
[0155] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the starting prize entry port 36 (first starting port) or the normal variation prize entry device 37 (second starting port) and a first starting memory or second starting memory is generated. The pre-read command includes a pre-read stop symbol command corresponding to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, miss stop symbol) based on the random values for win determination and special symbol random values saved as the first starting memory or second starting memory, a pre-read performance command flag, and a pre-read variation pattern command based on the saved variation pattern random values.
[0156] 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.
[0157] The performance control device 300 performs processing according to various commands received from the game control device 100, for example, as follows:
[0158] 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.
[0159] 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.
[0160] When the performance control device 300 receives a counter information command, it displays information regarding the counter value of the counting counter on the display device 41. As information regarding the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95000). However, it is not limited to this, and a count-up display showing the counter value as is may also be used. When the performance control device 300 receives an operation warning command, an operation notification command, or an operation command, it displays text on the display device 41 corresponding to the respective command, such as "Stopping soon," "Stopping after the win ends," or "Stopping." Furthermore, when the performance control device 300 receives an operation warning command, it allows and enables the start of the countdown display regarding the counter value.
[0161] 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.
[0162] When the performance control device 300 receives a variation command indicating a variation pattern and a decorative stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and decorative stop symbol command to the performance control device 300.
[0163] In the variation-related performance setting process, a lottery is performed using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stopped symbol, etc., to specifically set (select) pre-announcement performances that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation performances such as pseudo-continuous performances and reach performances on the display device 41, and decorative stopped symbols. The variation command may include information on the number of pseudo-continuous performances (number of pseudo-variations) and information on the type of reach performance corresponding to the reach state. A pseudo-continuous performance is a performance in which a predetermined number of pseudo-variations are performed on the display device 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related performance setting process, the lighting pattern of the performance LED 46 and the sound pattern of speakers 19a and 19b can be set according to pre-announcement performances and variation performances.
[0164] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage where a part of the display result of the decorative special figure variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition of being in a special result mode. When the display result becomes a special result mode on the effective line of the display device 41 (for example, on a line in the vertical or horizontal direction), the game state becomes a special game state that is advantageous for the player. Also, a state where variable display is performed in a plurality of variable display areas while maintaining the state where the special result modes are aligned (so-called full rotation reach) is also included in the reach state.
[0165] Therefore, for example, when the decorative special figure variation display game displayed on the display device 41 corresponding to the special figure variation display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas of the display device and then stops the variable display in the order of left, right, middle, etc. to display the result mode, a state where the variable display stops in a state (for example, the same identification information) that satisfies the condition of being in a special result mode in the left and right variable display areas becomes the reach state.
[0166] And in the reach state, a plurality of reach effects can be executed. As systems (types) of reach effects with different expectations (winning probabilities, reliabilities) of deriving special result modes (big win modes and small win modes), for example, normal reach (N-reach) and each special reach (sp-reach) are set. The expectation (reliability) of a big win increases in the order of no reach (normal variation) < N-reach < sp-reach. Also, the state where the reach state occurs is a state with a higher probability of becoming a big win compared to the case where the reach state does not occur.
[0167] 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.
[0168] Furthermore, the appearance rate (occurrence rate) of an effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) during the lottery for that effect. For example, the appearance rate per spin display game (or per start memory in the case of the pre-announcement effect described later) is the sum of (probability of losing × selection rate when it is a loss) and (probability of winning × selection rate when it is a win). Also, the appearance rate of an effect may be set for each period within a single spin display game (for example, for the first half and the second half) (that is, the selection rate of the effect may be adjusted in accordance with each period and the lottery for the effect may be conducted).
[0169] 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.
[0170] 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.
[0171] When the performance control device 300 receives a Special Symbol 1 Reserve Count command or a Special Symbol 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the Special Symbol Start Memory (Special Symbol Reserve) on the display device 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may also display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the display device 41 or the like. When the performance control device 300 receives a Pre-read command, such as a Pre-read Performance Command Flag, a Pre-read Variation Pattern Command, and a Pre-read Stop Symbol Command, it draws and sets a Pre-read Notification Performance (Pre-read Performance, Pre-read Notification) with a probability corresponding to the Pre-read command. Examples of Pre-read Performances include Consecutive Notification Performances and Reserve Change Notifications. Examples of Consecutive Notification Performances include Chance Eye Pre-read Performances related to Decorative Stop Symbols. The pending change notification indicates that the display method of the pending display (color, shape, pattern, effect, etc.) changes from the normal one, suggesting that the probability of the variable display game based on the pending display being a win is higher than when the pending display does not change (normal).
[0172] 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.
[0173] Furthermore, the performance control device 300 is capable of receiving commands necessary for control from the game control device 100, in addition to those mentioned above. In addition, when the performance control device 300 of this embodiment detects a customization operation by the player (operation on the directional key switch 450 or the performance button 25) during a variable game (variable display game, symbol variation game) or demo screen display, it determines the performance mode of various effects according to that operation.
[0174] The following describes in more detail the performance command generation process, the jackpot game execution determination process, and the performance control process in this embodiment.
[0175] (Generating performance commands) The gaming machine 10 (in particular, the gaming control device 100) of this embodiment performs the performance command generation process described below.
[0176] Figure 5 is a flowchart detailing the process of generating performance commands. As shown in the figure, the performance command generation process begins with the detection of a game ball entering a predetermined winning slot (especially the starting winning slot 36 and the special feature 2 starting slot) (S100), followed by the execution of a starting memory process (S200) in which various random values are stored as starting memory, and then a pre-read judgment is performed (S300).
[0177] More specifically, in the pre-reading determination, the game control device 100 determines whether or not to set a pre-reading effect by referring to a predetermined pre-reading effect execution determination table based on the game result based on the start memory. Then, if the game control device 100 sets a pre-reading effect to set, it turns on the pre-reading effect command flag, and if not, it turns off the pre-reading effect command flag. In particular, in this embodiment, the game control device 100 determines whether or not a jackpot has been won by comparing the random value for win determination included in the start memory (hold) related to the winnings with the jackpot determination value stored in the ROM 111b. Then, if the current game state is in RUSH mode and a jackpot has not been won, the pre-reading effect command flag is turned off (the pre-reading effect is not set).
[0178] Next, it is determined whether the current game state is normal gameplay (S400). If the result of this determination is positive (the current game state is normal gameplay), the normal gameplay variation pattern determination process (S500) is executed.
[0179] Figure 6 is a flowchart detailing the process for determining the normal variation pattern. In the normal variation pattern determination process, one of the variation pattern tables I and II is selected (S510~S570) based on whether or not a pre-read animation is set (whether or not the pre-read animation command flag is turned on in S400) and whether or not a jackpot has been won in the variation game.
[0180] More specifically, if a pre-announcement effect is set and a jackpot has been won, select variation pattern table I-1 (Yes in S510, Yes in S520, and S540). If a pre-announcement effect is set and a jackpot has not been won, select variation pattern table I-2 (Yes in S510, No in S520, and S550). Furthermore, if a pre-announcement effect is not set and a jackpot has been won, select variation pattern table I-3 (No in S510, Yes in S530, and S560). Furthermore, if a pre-announcement effect is not set and a jackpot has not been won, select variation pattern table I-4 (No in S510, No in S530, and S570).
[0181] Next, the game control device 100 refers to the selected variation pattern table to determine the variation pattern for the variation game (S580). More specifically, the game control device 100 refers to the selected variation pattern table to determine the corresponding variation pattern from the variation pattern random values stored as start memory in the start memory process (S200).
[0182] FIG. 7 is a diagram showing an example of a variable pattern table I for normal games. In particular, FIGS. 7(a) to 7(d) show the details of each variable pattern table I-1 to I-4, respectively. Note that each numerical value shown in FIG. 7 and FIG. 9 described later is an example and does not limit the technical scope of the present invention. In addition, in the present embodiment, for the sake of simplification, the description will be made ignoring the change in the variable pattern (variable time) according to the start memory number (remaining hold number). On the other hand, the change in the variable pattern (variable time) according to the remaining hold number may be considered as appropriate.
[0183] In the present embodiment, in each variable pattern table I, a plurality (three in the figure) of short variable patterns (hereinafter referred to as "first short variable patterns") P having a variable time shorter than a predetermined first reference time X (for example, 30 [s]) SI1 ,P SI2 ,P SI3 and a plurality (four in the figure) of long variable patterns (hereinafter referred to as "first long variable patterns") P having a variable time longer than the first reference time X LI1 ,P LI2 ,P LI3 ,P LI4 are defined. In the following, for the sake of simplification of description, each first short variable pattern P SI1 ,P SI2 ,P SI3 is collectively referred to as "each first short variable pattern P SI ", and each first long variable pattern P LI1 ,P LI2 ,P LI3 ,P LI4 is collectively referred to as "first long variable pattern P LI ".
[0184] Further, the first reference time X is such that each variable pattern that can be selected in a normal game is composed of a first short variable pattern P SI consisting of one or a plurality of variable patterns having a relatively short variable time and a first long variable pattern P LI consisting of one or a plurality of variable patterns having a relatively long variable time.This is defined as a threshold for dividing the game into two categories. The first reference time X can be set arbitrarily, taking into consideration the impression given to the player by the length of the variation time, assuming normal gameplay. Note that a different first reference time X may be set for each variation pattern table I-1 to I-4.
[0185] Then, each first short-term variation pattern P SI Each of these is defined with a variation time of 6[s], 9[s], and 20[s], and a different variation pattern random value (selectivity) is assigned to each variation pattern table I-1 to I-4. LI Each of these parameters is assigned a variation time of 60[s], 90[s], 120[s], and 300[s], and a different variation pattern random value (selectivity) is assigned to each variation pattern table I-1 to I-4.
[0186] More specifically, the variation pattern table I-1 shown in Figure 7(a) is the table used to determine the variation pattern when a jackpot is won during normal gameplay and a pre-announcement effect is selected. The variation pattern table I-2 shown in Figure 7(b) is the table used to determine the variation pattern when a jackpot is not won during normal gameplay and a pre-announcement effect is selected. The variation pattern table I-3 shown in Figure 7(c) is the table used to determine the variation pattern when a jackpot is won during normal gameplay and a pre-announcement effect is not selected. The variation pattern table I-4 shown in Figure 7(d) is the table used to determine the variation pattern when a jackpot is not won during normal gameplay and a pre-announcement effect is not selected.
[0187] In the variation pattern table I-1 shown in Figure 7(a), the first short variation pattern P SI2 A random value of "0-4" (selectivity: 1 / 200) is assigned to the variation pattern. Also, the first short variation pattern P SI3A random value of "5-14" (selectivity: 2 / 200) is assigned to the variation pattern. Meanwhile, the first short variation pattern P SI1 No random value (selectivity) for the variation pattern is assigned to this (it is set to a null value). Therefore, when variation pattern table I-1 is selected, the first short variation pattern P SI1 This will not be set.
[0188] Furthermore, in variation pattern table I-1, the first long variation pattern P LI1 A random value of "15-399" (selectivity: 77 / 200) is assigned to the variation pattern. Also, the first long variation pattern P LI2 A random value range of "400-849" (selectivity: 90 / 200) is assigned to the variation pattern. Furthermore, the first long variation pattern P LI3 A random value range of "850-994" (selectivity: 29 / 200) is assigned to the variation pattern. Then, the first long variation pattern P LI4 A random value between 995 and 999 (selection rate: 1 / 200) is assigned to this variable pattern.
[0189] Therefore, if variation pattern table I-1 is selected, each variation pattern P will be selected under the selection rate specified for each. SI2 , P SI3 , P LI1 , P LI2 , P LI3 , and P LI4 One variation pattern will be determined from among them. On the other hand, in the example of variation pattern table I-1 shown in Figure 7(a), the first long variation pattern P LI The total selection rate is the first short-term fluctuation pattern P SI This is set higher than the total selection rate. As a result, when a jackpot is won with a pre-announcement effect during normal gameplay, both long-time variation patterns (hereinafter referred to as "long variation effects") and short variation patterns (hereinafter referred to as "short variation effects") can be selected, but the long variation effect is more likely to be selected. Conversely, the short variation effect is more likely to be selected than the long variation effect, so that each variation pattern P SI2 , P SI3, P LI1 , P LI2 , P LI3 , and P LI4 The distribution of random values for the fluctuation pattern can be adjusted.
[0190] In the variation pattern table I-2 shown in Figure 7(b), all first short variation patterns P SI1 , P SI2 , P SI3 No random value (selectivity) for the variation pattern is assigned (it is set to a null value). Therefore, when variation pattern table I-2 is selected, any of the first short variation patterns P SI1 , P SI2 , P SI3 This also means that it will not be set.
[0191] On the other hand, in variation pattern table I-2, the first long variation pattern P LI1 A random value of "0 to 749" (selectivity: 150 / 200) is assigned to the variation pattern. Also, the first long variation pattern P LI2 A random value range of "750~974" (selectivity: 45 / 200) is assigned to the variation pattern. Furthermore, the first long variation pattern P LI3 A random value of the variation pattern "975~999" (selection rate: 5 / 200) is assigned to it. Note that the first long variation pattern P LI4 No random value (selectivity) for the variation pattern is assigned to this (it is set to a null value). Therefore, when variation pattern table I-2 is selected, the first long variation pattern P LI4 This will not be set.
[0192] Therefore, if variation pattern table I-2 is selected, each first long variation pattern P LI1 , P LI2 , and P LI3Only will be determined according to the selection rate assigned to each. That is, when a big win is not selected during normal gaming with a prediction effect, a variation pattern with a short variation time is not selected. Therefore, when a short variation effect is selected during normal gaming with a prediction effect, a big win in the variation game will be determined. Conversely, when a long variation effect is selected during normal gaming with a prediction effect, a big win in the variation game will not be determined.
[0193] In the variation pattern table I-3 shown in FIG. 7(c), for the first short variation pattern P SI3 the variation pattern random number values "0 to 9" (selection rate: 2 / 200) are assigned. On the other hand, for the first short variation patterns P SI1 and P SI2 no variation pattern random number values (selection rate) are assigned (set to null values). Therefore, when the variation pattern table I-3 is selected, neither the first short variation patterns P SI1 nor P SI2 will be set.
[0194] Also, in the variation pattern table I-3, for the first long variation pattern P LI1 the variation pattern random number values "10 to 399" (selection rate: 78 / 200) are assigned. Furthermore, for the first long variation pattern P LI2 the variation pattern random number values "400 to 849" (selection rate: 90 / 200) are assigned. Also, for the first long variation pattern P LI3 the variation pattern random number values "850 to 994" (selection rate: 29 / 200) are assigned. And for the first long variation pattern P LI4 the variation pattern random number values "995 to 999" (selection rate: 1 / 200) are assigned.
[0195] Therefore, when the variation pattern table I-3 is selected, under the selection rates determined for each, each variation pattern P SI3 、P LI1 、P LI2 、P LI3 、and P LI4One variation pattern will be determined from among them. In the example of the variation pattern table I-3 shown in FIG. 7(c), the total selection rate of each first long variation pattern P LI exceeds the selection rate of the first short variation pattern P SI3 . Thus, when a jackpot winning occurs without a prediction effect during normal game play, although both the long variation effect and the short variation effect can be selected, the long variation effect is more likely to be selected. Note that the distribution of variation pattern random values in each variation pattern P SI3 , P LI1 , P LI2 , P LI3 , and P LI4 may be adjusted so that the short variation effect is more likely to be selected than the long variation effect.
[0196] In the variation pattern table I-4 shown in FIG. 7(d), the variation pattern random value "0 to 449" (selection rate: 90 / 200) is assigned to the first short variation pattern P SI1 . Also, the variation pattern random value "450 to 799" (selection rate: 70 / 200) is assigned to the first short variation pattern P SI2 . Further, the variation pattern random value "800 to 899" (selection rate: 20 / 200) is assigned to the first short variation pattern P SI3 .
[0197] Also, in the variation pattern table I-4, the variation pattern random value "900 to 949" (selection rate: 10 / 200) is assigned to the first long variation pattern P LI1 . Also, the variation pattern random value "950 to 999" (selection rate: 10 / 200) is assigned to the first long variation pattern P LI2 . Note that no variation pattern random value (selection rate) is assigned to the first long variation pattern P LI3 and the first long variation pattern P LI4 (it is set to a null value).
[0198] Therefore, when the variation pattern table I-4 is selected, under the selection rates determined for each, each variation pattern P SI1 , PSI2 , P SI3 , P LI1 , and P LI2 One variation pattern will be determined from among them. In the example of the variation pattern table I-4 shown in FIG. 7(d), the total selection rate of each first short variation pattern P SI is set higher than the total selection rate of each first long variation pattern P LI1 . Thus, when a jackpot is not won without a prediction effect during normal gameplay, although both the long variation effect and the short variation effect can be selected, the short variation effect is more likely to be selected than the long variation effect.
[0199] Also, when the variation pattern table I-4 is selected, the first long variation patterns P LI3 and P LI4 will not be set. In particular, the first long variation pattern P LI4 is not set even when the variation pattern table I-2 is selected (when a jackpot with a prediction effect is won) as described above. Therefore, when a long variation effect having a variation time longer than a certain length is selected without a prediction effect during normal gameplay, the jackpot win in the corresponding variation game is determined.
[0200] Then, referring to one variation pattern table selected through any of S540 to S570, the variation pattern in the corresponding variation game is determined (S580). More specifically, the game control device 100 refers to the selected variation pattern table and determines the corresponding one variation pattern from the variation pattern random number value stored as start storage in the start storage process (S200).
[0201] Returning to FIG. 5, if the determination result of S400 is negative (if the current game state is in RUSH), the RUSH-time variation pattern determination process (S600) is executed.
[0202] FIG. 8 is a flowchart showing details of the RUSH time-varying pattern determination process. In the RUSH time-varying pattern determination process, first, it is determined whether a pre-read effect is set (whether the pre-read effect command flag is on in S400) (S610). And if the result of the determination is affirmative (the pre-read effect is set), the variation pattern table II-1 is selected (S630).
[0203] On the other hand, if the result of the determination in S610 is negative (the pre-read effect is not set), When the pre-read effect is not set (No in S610), one of the variation pattern tables II-3 and II-4 is selected according to the determination result of whether a jackpot is won in the variation game (S620 to S650). More specifically, when a jackpot is won, the variation pattern table II-3 is selected (Yes in S620 and S640). On the other hand, when a jackpot is not won, the variation pattern table II-4 is selected (No in S620 and S650).
[0204] FIG. 9 is a diagram showing an example of the variation pattern table II-1 at the time of RUSH. In particular, FIGS. 9(a) to 9(c) show details of each of the variation pattern tables II-1, II-3, and II-4, respectively.
[0205] In the present embodiment, in each variation pattern table II, a plurality (two in the figure) of short variation patterns (hereinafter referred to as "second short variation patterns") P that take a variation time shorter than a predetermined second reference time Y (for example, 20 [s]), SII1 , P SII2 and a plurality (three in the figure) of long variation patterns (hereinafter referred to as "second long variation patterns") P that take a variation time longer than the second reference time Y, LII1 , P LII2 , P LII3 are defined. Hereinafter, for the sake of simplicity of description, each second short variation pattern P SII1 , P SII2 is collectively referred to as "each second short variation pattern P SII " or "second short variation pattern PSII This is referred to as "and each second long variation pattern P LII1 ,P LII2 ,P LII3 This encompasses "each second long variation pattern P". LII " or "Second long variation pattern P LII It is called "".
[0206] Furthermore, the second reference time Y is a second short-variation pattern P consisting of one or more variation patterns with relatively short variation times, which are selected from each variation pattern that can be chosen during RUSH. SII And a second long variation pattern P consisting of one or more variation patterns with relatively long variation times. LII This is defined as a threshold for dividing the game into two categories. The second reference time Y can be set arbitrarily, taking into consideration the impression given to the player regarding the length of the variation time, assuming that the game is in RUSH mode. In particular, considering that the average time per variation game during RUSH mode is shorter than that during normal gameplay, the second reference time Y can be set to a shorter time than the first reference time X used during normal gameplay.
[0207] And each second short-term variation pattern P SII Each of these is defined with a variation time of 2[s] and 15[s], respectively, and different variation pattern random values (selectivity) are assigned to them for each variation pattern table II-1, II-3, and II-4. LII Each of these parameters is assigned a variation time of 20[s], 30[s], and 200[s], respectively, and a different variation pattern random value (selectivity) is assigned to each variation pattern table II-1, II-3, and II-4.
[0208] More specifically, the variation pattern table II-1 shown in Figure 9(a) is used to determine the variation pattern when a jackpot is won during RUSH mode and a pre-announcement effect is selected. The variation pattern table II-3 shown in Figure 9(b) is used to determine the variation pattern when a jackpot is won during RUSH mode and a pre-announcement effect is not selected. The variation pattern table I-4 shown in Figure 9(c) is used to determine the variation pattern when a jackpot is not won during RUSH mode and a pre-announcement effect is not selected.
[0209] In the variation pattern table II-1 shown in Figure 9(a), the second short variation pattern P SII1 A random value of "0-4" (selectivity: 1 / 200) is assigned to the variation pattern. Then, the second short variation pattern P SII2 A random value between "5" and "9" (selection rate: 1 / 200) is assigned to the variable pattern.
[0210] Furthermore, in Variation Pattern Table II-1, the second long variation pattern P LII1 A random value of "10-449" (selectivity: 88 / 200) is assigned to the variation pattern. Also, the second long variation pattern P LII2 A random value range of "450~994" (selectivity: 109 / 200) is assigned to the variation pattern. Furthermore, the second long variation pattern P LII3 A random value between 995 and 999 (selection rate: 1 / 200) is assigned to the variable pattern.
[0211] Therefore, if variation pattern table II-1 is selected, each variation pattern P will be determined under the selection rate specified for each. SII1 , P SII2 , P LII1 , P LII2 , and P LII3 One variation pattern will be determined from among them. On the other hand, in the example of variation pattern table II-1 shown in Figure 9(a), each second long variation pattern P LII The total selection rate for each second short-term fluctuation pattern P SIIIt is set higher than the total selection rate. As a result, when a jackpot is won with a pre-announcement effect during RUSH, both long and short variation effects can be selected, but the long variation effect is more likely to be selected. Furthermore, each variation pattern P is set so that the short variation effect is more likely to be selected than the long variation effect. SII1 , P SII2 , P LII1 , P LII2 , and P LII3 The distribution of random values for the variation patterns may be adjusted. Additionally, the distribution of random values for the variation patterns may be adjusted so that the relative likelihood of long variation sequences being selected (high selection rate) is reversed when variation pattern table I-1 is selected during normal gameplay (when a jackpot is won with a pre-announcement sequence) and when variation pattern table II-1 is selected during RUSH (when a jackpot is won with a pre-announcement sequence).
[0212] As described above, when a jackpot is won during RUSH accompanied by a pre-announcement effect, both long and short variation effects can be selected. On the other hand, in this embodiment, as described above, during RUSH, the pre-announcement effect is not set when a jackpot is not won. In other words, during RUSH, if the pre-announcement effect is set, a jackpot is guaranteed regardless of the length of the determined variation pattern (the variation effect that is executed).
[0213] In the variation pattern table II-3 shown in Figure 9(b), the second short variation pattern P SII2 A random value of "0-4" (selectivity: 1 / 200) is assigned to the variation pattern. Meanwhile, the second short variation pattern P SII1 No random value (selectivity) for the variation pattern is assigned to this (it is set to a null value). Therefore, when variation pattern table II-3 is selected, the second short variation pattern P SII1 This will not be set.
[0214] On the other hand, in Variation Pattern Table II-3, the second long variation pattern P LII1A variable pattern random value "5 to 449" (selection rate: 89 / 200) is assigned to it. Also, for the second longest variable pattern P LII2 A variable pattern random value "450 to 994" (selection rate: 109 / 200) is assigned to it. Further, for the second longest variable pattern P LII3 A variable pattern random value "995 to 999" (selection rate: 1 / 200) is assigned to it.
[0215] Therefore, when the variable pattern table II-3 is selected, under the respective determined selection rates, one variable pattern is determined from each of the variable patterns P SII2 、P LII1 、P LII2 、and P LII3 . In the example of the variable pattern table II-3 shown in FIG. 9(b), the total selection rate of each second longest variable pattern P LII exceeds the selection rate of the second shortest variable pattern P SII2 . As a result, when a jackpot win occurs without a prediction effect during normal games, both the long variable effect and the short variable effect can be selected, but the long variable effect is more likely to be selected. Note that the distribution of the variable pattern random values in each of the variable patterns P SII2 、P LII1 、P LII2 、and P LII3 may be adjusted. Also, the distribution of the variable pattern random values may be adjusted so that the relationship between the relative ease of selection (the height of the selection rate) of the long variable effect and the short variable effect is reversed between the case where the variable pattern table I-3 is selected during normal games (jackpot win without a prediction effect) and the case where the variable pattern table II-3 is selected during RUSH (jackpot win without a prediction effect).
[0216] In the variable pattern table II-4 shown in FIG. 9(c), a variable pattern random value "0 to 899" (selection rate: 180 / 200) is assigned to the second shortest variable pattern P SII1 . Also, for the second shortest variable pattern P SII2A random value between 900 and 974 (selection rate: 15 / 200) is assigned to the variable pattern.
[0217] Furthermore, in Variation Pattern Table II-4, the second long variation pattern P LII1 A random value of the variation pattern "975~994" (selectivity: 4 / 200) is assigned to it. Furthermore, the second long variation pattern P LII2 A random value of the variation pattern "995~999" (selectivity: 1 / 200) is assigned to it. Meanwhile, the second long variation pattern P LII3 No random value (selectivity) for the variation pattern is assigned to this (it is set to a null value). Therefore, when variation pattern table I-4 is selected, the second long variation pattern P LII3 This will not be set.
[0218] Therefore, if variation pattern table II-4 is selected, each variation pattern P will be determined under the selection rate specified for each. SII1 , P SII2 , P LII1 , and P LII2 One variation pattern will be determined from among them. In the example of variation pattern table II-4 shown in Figure 9(c), each second short variation pattern P SII The total selection rate for each second long variation pattern P LII This is set higher compared to the total selection rate. As a result, when a jackpot is not won during RUSH without a pre-announcement animation, both long and short variation animations can be selected, but the short variation animation is more likely to be selected than the long variation animation.
[0219] Furthermore, in Variation Pattern Table II-4, the second long variation pattern P LII3 No random value (selectivity) for the variation pattern is assigned (it is set to a null value). Therefore, when variation pattern table II-4 is selected, the second long variation pattern P LII3This setting will not be applied. Therefore, if a long variation animation with a certain length of variation time is selected during RUSH without a pre-announcement animation, a jackpot win in that variation game will be confirmed.
[0220] Then, by referring to a variation pattern table selected via one of S630 to S650, the variation pattern for the variation game is determined (S660). More specifically, the game control device 100 refers to the selected variation pattern table and determines a corresponding variation pattern from the variation pattern random values stored as start memory in the start memory processing (S200).
[0221] Returning to Figure 5, the game control device 100 generates a command (variation command) that includes the variation pattern determined through the normal variation pattern determination process or the RUSH variation pattern determination process described above (S700).
[0222] (Determination process for executing a jackpot game) The gaming machine 10 of this embodiment (in particular, the gaming control device 100) performs the following jackpot game execution determination process in parallel with, or after, the process for determining the variation pattern described in Figure 6.
[0223] Figure 10 is a flowchart detailing the process for determining whether a jackpot game is executed according to this embodiment. As shown in the figure, the process for determining whether a jackpot game is executed determines whether the start memory related to the winning combination (S100) is correct (S700).
[0224] If a jackpot has been won (Yes in S700), the game control device 100 determines whether a game ball has entered a designated prize slot (S710). More specifically, within a determination period arbitrarily determined within the period of the variable game in which the jackpot was won, the game control device 100 determines that a game ball has entered a designated prize slot (for example, the starting prize slot 36) if it detects that a predetermined number of game balls (one or more) or more have entered the designated prize slot. On the other hand, if the number of game balls that have entered the starting prize slot 36 within the above determination period is less than the above determination number, it determines that no game balls have entered the designated prize slot. The determination period can be set to coincide with the period during which the jackpot has been announced during the variable game in question.
[0225] Then, if the result of S710 is positive, the jackpot game is stopped (S720), and a special mode is executed (S730).
[0226] More specifically, in special mode, a special notification execution command is generated to cause the performance control device 300 to execute a notification (special notification) indicating that a jackpot game will not be executed. This generated special notification execution command is then included in the performance control command to be transmitted to the performance control device 300. The special notification execution command may also include a command to instruct the performance control device 300 to issue a notification (such as a screen display and / or sound) indicating the occurrence of a predetermined warning or error. Furthermore, in special mode, a notification in a predetermined manner may be executed using a device under the control of the game control device 100, such as the all-in-one display device 50.
[0227] Furthermore, it is also possible to adopt a method of releasing (or canceling) the execution of the special mode when predetermined release conditions are met (such as detection of operation on specific switches). In addition, when the execution of the special mode is released or canceled, it is also possible to adopt a method of eliminating the jackpot game that was scheduled to be played and returning to the normal game or the game state before the start of the special mode, or to make the jackpot game that was scheduled to be played playable. Furthermore, when the jackpot game is eliminated and the game state returns to the normal game or the game state before the start of the special mode, it is also possible to adopt a method of performing an effect that notifies or suggests that the jackpot game has been eliminated.
[0228] According to the jackpot game execution determination process of this embodiment, if a prize is awarded to a predetermined prize slot (a prize slot where an award is not expected in that situation) after a jackpot has been won (especially after the jackpot has been announced), a special mode is executed without executing the jackpot game, thereby preventing unintended operations by the player (such as operations intended for fraudulent activity).
[0229] In particular, as can be seen from Figures 7 and 9 above, when a pre-read animation is set, the conditions for the variation pattern that can lead to a jackpot game (whether it is a short variation or a long variation) differ between normal gameplay and RUSH mode. On the other hand, the conditions for canceling a jackpot game (executing a special mode) are set to be the same in all game states (winning into a designated winning slot). Furthermore, in this embodiment, the winning that serves as the indicator for determining whether to cancel a jackpot game is winning into the same starting winning slot 36 that triggers the pre-read animation. In other words, in this embodiment, a jackpot game is canceled when a winning into the same starting winning slot 36 that triggers the pre-read animation is achieved.
[0230] On the other hand, if the judgment in S710 determines that no game balls entered the designated prize slot, a jackpot game is executed after the end of the current variable game (S740).
[0231] (Performance control processing) In this embodiment, the gaming machine 10 (particularly the performance control device 300) performs the performance command generation process described below upon receiving a performance control command from the gaming control device 100.
[0232] Figure 11 is a flowchart detailing the performance control process. As shown in the figure, in the performance command generation process, it is first determined whether the performance control command includes the special notification execution command described above (S1000).
[0233] If the result of the determination is positive, a special notification is executed based on special notification data stored in ROM 321 beforehand (S1500). Here, the special notification includes an indication that a jackpot game will not be played, which is performed by sound output from speaker 19, light emission from a predetermined light-emitting element (LED), or a combination of two or more of these on the display device 41. In addition, as a special notification, instead of or in conjunction with the indication that a jackpot game will not be played, a predetermined warning or indication of the occurrence of an error (screen display and / or sound, etc.) may be performed. Furthermore, while the special notification (special mode) is being executed, the types of error notifications that can be executed may be limited compared to when the special notification is not being executed. This makes it easier for the player's attention to be directed to the special notification and makes it possible to more reliably recognize the information indicated by the special notification (that a jackpot game will not be played).
[0234] Therefore, when the performance control device 300 receives a special notification execution command, it will forcibly execute the same type of special notification without executing the pre-read performance and the variation performance, regardless of whether a pre-read performance has been set by the game control device 100, whether the game state is normal gameplay or RUSH mode, and the determined variation pattern (variation time). As a result, the same information (that a jackpot game will not be executed) is notified to the player regardless of the game situation, making it possible to more reliably recognize this information.
[0235] On the other hand, if the result of S1000 is negative, the performance mode is set (S1100). More specifically, the performance control device 300 identifies information about the game state (whether it is in normal gameplay or RUSH mode) and the determined variation pattern from the received performance control command, and refers to the identified information and the currently set performance mode to determine one performance mode from a predetermined number of performance modes.
[0236] In this embodiment, the multiple performance modes that can be set during normal gameplay include a first normal performance mode for displaying various objects (such as decorative symbols and game-related characters) on the display device 41 in a predetermined manner during a variable game, and a second normal performance mode for displaying various objects (such as the design of decorative symbols and the type of characters) in a different manner from the first normal performance mode.
[0237] Furthermore, the multiple performance modes that can be set during RUSH include a first RUSH performance mode for displaying various objects (such as decorative symbols and game-related characters) on the display device 41 during the variable game in a predetermined manner, and a second RUSH performance mode for displaying various objects (such as the design of decorative symbols and the type of characters) in a different manner from the first RUSH performance mode. In addition, the content of the display performance (so-called notification performance) for notifying that a jackpot has been won may be different from that of the first RUSH performance mode and the second RUSH performance mode.
[0238] Furthermore, the determination of either the normal mode 1 or normal mode 2 during normal gameplay, and / or the determination of either the RUSH mode 1 or RUSH mode 2 during RUSH, may be made by the player through customization operations.
[0239] Next, the system refers to the pre-read command included in the performance control command to determine whether a pre-read performance is set (S1200).
[0240] If it is determined that a pre-announcement effect is set, the pre-announcement effect is determined (S1200). More specifically, the effect control device 300 determines a pre-announcement effect by referring to a pre-prepared pre-announcement effect table based on the effect mode determined in S1100 and the variation commands included in the effect control command (especially the variation pattern determined in S580).
[0241] Then, if it determines whether to set a pre-read animation (S1300), or if it determines that no pre-read animation has been set (No. in S1200), it determines a variation animation (S1400). More specifically, the animation control device 300, based on the animation mode and variation pattern determined in S1100, refers to a pre-prepared variation animation table to determine a variation animation (in particular, the stopping display of decorative symbols and the manner of reach animations during the variation game).
[0242] Figure 12 shows an example of a variation effect table. As shown in the figure, in the variation effect table, each variation effect is associated with each variation pattern and each effect mode.
[0243] As can be seen from Figure 12(a), each variation pattern P that can be selected during normal gameplay SI1 , P SI2 , P SI3 , P LI1 , P LI2 , P LI3 , and P LI4 In this case, different types of variation effects are defined depending on whether the normal first effect mode or the normal second effect mode is set. On the other hand, as already explained, when a pre-read effect is set and each first short variation pattern P SI2 and P SI3 If any of the options shown in Figure 7 are selected, a jackpot is guaranteed. Therefore, if a pre-announcement animation is performed during normal gameplay and each of the first short variation patterns P SI2 and P SI3If any of the above is selected, a jackpot is guaranteed regardless of the set performance mode. More specifically, if the pre-read performance is executed and one of the following is selected as the variation performance: "Normal Variation Performance 3", "Normal Variation Performance 4", "N Reach Performance 1", and "N Reach Performance 2" as shown in Figure 12(a), a jackpot is guaranteed.
[0244] Furthermore, during normal gameplay, if a pre-announcement effect is selected and each of the first long variation patterns P LI1 , P LI2 , and P LI3 If any of the following is selected, regardless of the set performance mode, a jackpot win is not guaranteed. More specifically, if the pre-read performance is executed and one of the following is selected as the variation performance: "sp reach performance 1", "sp reach performance 2", "sp reach performance 3", "sp reach performance 4", "sp reach performance 5", and "sp reach performance 6" as shown in Figure 12(a), a jackpot win is not guaranteed. On the other hand, during normal gameplay, the first long variation pattern P LI4 If this option is selected, a jackpot is guaranteed regardless of whether the pre-read animation is performed or not, and regardless of the animation mode set. More specifically, if either "sp reach animation 7" or "sp reach animation 8" shown in Figure 12(a) is selected as the variation animation, a jackpot is guaranteed regardless of whether the pre-read animation is performed or not.
[0245] Furthermore, as can be seen from Figure 12(b), each variation pattern P that can be selected during RUSH is shown. SII1 , P SII2 , P LII1 , P LII2 , and P LII3In this game, different types of variation effects are defined depending on whether the RUSH first effect mode or the RUSH second effect mode is set. On the other hand, during RUSH, if a pre-read effect is set, a jackpot is guaranteed regardless of which variation pattern is selected. Therefore, if a pre-read effect is executed during RUSH, a jackpot is guaranteed regardless of the type of variation pattern (length of variation) and the effect mode set. More specifically, if a pre-read effect is executed, a jackpot is guaranteed even if any of the variation effects shown in Figure 12(b) are selected, such as "Normal Variation Effect 5", "Normal Variation Effect 6", "N Reach Effect 3", "N Reach Effect 4", "sp Reach Effect 9", "sp Reach Effect 10", "sp Reach Effect 11", "sp Reach Effect 12", "sp Reach Effect 13", and "sp Reach Effect 14".
[0246] Furthermore, if a pre-announcement effect is not selected during RUSH, and the variation pattern P SII1 , P SII2 , P LII1 , and P LII2 If either of these is selected, regardless of the set performance mode, a jackpot is not guaranteed. On the other hand, during RUSH, the second long variation pattern P LII3 If this option is selected, a jackpot is guaranteed regardless of whether the pre-announcement animation is performed or not, and regardless of the animation mode set. More specifically, if either "sp reach animation 13" or "sp reach animation 14" shown in Figure 12(b) is selected, a jackpot is guaranteed regardless of whether the pre-announcement animation is performed or not.
[0247] In the variation animation table shown in Figure 12, one variation animation is defined for each animation mode set for each variation pattern. However, this is not the only option; a variation animation table may be used in which multiple variation animations are defined for each animation mode set for each variation pattern, and one variation animation may be determined by random number generation from among these multiple variation animations.
[0248] Returning to Figure 11, once the variation effect is determined in S1400, various effects are executed by referring to the effect mode, pre-read effect, and variation effect defined in each step (S1600). More specifically, the effect control device 300 controls the display on the display device 41, the illumination of various light-emitting elements (LEDs), the sound output by each speaker 19, and the operation of each effect movable element 44 in order to realize the defined effect mode, pre-read effect, and variation effect.
[0249] Through the process described above, during normal gameplay, if a short variation animation accompanied by a pre-announcement animation is performed, a jackpot win can be guaranteed. Therefore, during normal gameplay, when a pre-announcement animation that suggests a high probability of winning a jackpot (low selection rate for misses or high selection rate for wins) and a short variation animation that suggests a low probability of winning a jackpot (high selection rate for misses or low selection rate for wins) are performed simultaneously, the player can be given the understanding that a jackpot win is guaranteed. Furthermore, if a long variation animation is performed accompanied by a pre-announcement animation, the player can be given the understanding that a jackpot win is not guaranteed. In other words, the probability of winning a jackpot in relation to the combination of the length of the pre-announcement animation and the variation animation can be perceived by the player as having the opposite relationship to the normally predicted probability.
[0250] On the other hand, during RUSH mode, if a pre-announcement animation is present, regardless of the length of the reel spin animation, it can give the player the understanding that a jackpot is guaranteed. This allows the player to be reminded of the difference in the implications (whether or not a jackpot has been won) derived from the combination of pre-announcement animations and each reel spin animation during normal gameplay and during RUSH mode.
[0251] (Effects of the first embodiment) In this embodiment, a game machine 10 is provided in which, upon winning a prize in a predetermined starting prize-winning means (starting prize-winning opening 36), a pre-reading effect and a variation pattern can be selected, and if a specific result (winning a jackpot) is derived by the win / fail judgment, a bonus (winning game) can be generated after the end of the variation game in which the variation pattern (variation effect) was executed. This game machine 10 can execute a first game state (normal game) and a second game state (RUSH) which is more advantageous than the first game state. The variation pattern is one or more first short variation patterns P that can be selected in the first game state. SI And, one or more first long variation patterns P that can be selected in the first game state. LI And, one or more second short variation patterns P that can be selected in the second game state. SII And, one or more second long variation patterns P that can be selected in the second game state. LII This includes the first short-term variation pattern P. SI The variation time is shorter than a predetermined first reference time X, and the first long variation pattern P LI The variation time is longer than the first reference time X. Also, the second short variation pattern P SII The variation time is shorter than a predetermined second reference time Y, and the second long variation pattern P LII The time of variation is longer than the second reference time Y.
[0252] Then, in the first game state (normal gameplay), the pre-announcement effect and the first short variation pattern P are displayed. SI When selected, the expected probability of generating a bonus (the expected probability of winning a jackpot) can be set to a predetermined first expected probability (guaranteed jackpot). In addition, the pre-reading effect and the first long variation pattern P LI When this is selected, it is possible to make the above expectation level lower than the first expectation level (not guaranteed to win the jackpot). Furthermore, if the pre-read animation is not selected, the first long variation pattern P LI4 When this option is selected, it is possible to set the expected value to a predetermined second expected value (guaranteed jackpot).
[0253] On the other hand, in the second game state (RUSH), when a pre-announcement effect is selected, the second short variation pattern P is selected. SII and the second long variation pattern PLII Regardless of which option is selected, the above expected value can be set to the predetermined third expected value (guaranteed jackpot).
[0254] This allows the game to be designed so that, in the first game state (normal gameplay), when a short variation pattern (short variation pattern) accompanied by a pre-announcement effect is executed, there is a certain or higher probability of winning a specific result (jackpot). Therefore, when a short variation pattern, which is perceived as having a low probability of winning a jackpot, is executed accompanied by a pre-announcement effect, which is perceived as having a high probability of winning a jackpot, the player can be made to believe that there is a high probability of winning a jackpot. Furthermore, when a long variation pattern (long variation pattern), which is performed accompanied by a pre-announcement effect, is executed, the probability of winning a jackpot can be designed so that there is a certain or lower probability of winning a jackpot. Therefore, when a long variation pattern, which is perceived as having a high probability of winning a jackpot, is executed accompanied by a pre-announcement effect, which is perceived as having a high probability of winning a jackpot, the player can be made to believe that there is a low probability of winning a jackpot. As a result, the probability of winning a jackpot in relation to the combination of the length of the pre-announcement effect and the variation pattern can be perceived by the player as being inversely related to the normally predicted probability, thereby expanding the variety of effects and improving the game's appeal.
[0255] On the other hand, if a pre-announcement effect is present during the second game state (RUSH), regardless of the length of the selected variation pattern (variation effect), it can be assumed that a jackpot is won with a certain probability or higher. Therefore, when a pre-announcement effect is performed in the second game state, regardless of the length of the variation effect accompanied by the pre-announcement effect, the player can be made to believe that there is a high probability of winning a jackpot. This makes it possible to emphasize the difference in the implications (effective jackpot probability) derived from the combination of pre-announcement effects and each variation effect in the first and second game states, and can lead to an expansion of further variations in the effects.
[0256] Furthermore, in the first game state (normal gameplay), a variation animation of a certain length or longer (first long variation pattern P) LI4When executing this, the probability of winning a jackpot can be increased (especially making a jackpot guaranteed) regardless of whether or not the pre-read animation is executed. Also, even in the second game state (during RUSH), a variation animation of a certain length or longer (second long variation pattern P) can be executed. LII3 When executing this, the probability of winning a jackpot can be increased (especially making a jackpot guaranteed), regardless of whether or not the pre-announcement animation is executed. Therefore, the variety of animations in each game state can be further expanded.
[0257] Furthermore, in the gaming machine 10 of this embodiment, when the expected value reaches the first expected value in the first game state (normal gameplay), a pre-reading effect is set and the first short variation pattern P SI2 or P SI3 When selected, the expectation level becomes the second expectation level in the first game state (normal gameplay) (when no pre-read animation is set and the first long variation pattern P LI4 When this option is selected, and / or when the expected value becomes the third expected value during the second game state (RUSH) (when a pre-reading effect is set), if predetermined conditions including the entry of a game ball are met (if S710 in Figure 10 is Yes), it is possible to not grant (execute) the bonus (jackpot game) even if a specific result (jackpot win) is derived by the win / fail judgment.
[0258] This means that even if a player has won a jackpot in a variable game under the above circumstances, if circumstances arise that would prevent the jackpot game from being played (such as a game ball entering an unexpected prize slot), the bonus (jackpot game) can be prevented from being played.
[0259] Furthermore, in this embodiment, a game machine 10 is provided in which, upon winning a prize in a predetermined starting prize-winning means (starting prize-winning opening 36), it is possible to select a pre-reading effect and a variation pattern, and when a specific result (winning a jackpot) is derived by the win / fail judgment, a bonus (winning game) is generated after the end of the variation game in which the variation pattern (variation effect) was executed. In this game machine 10, a first game state (normal game) and a second game state (RUSH) which is more advantageous than the first game state can be executed. The variation pattern is one or more first short variation patterns P that can be selected in the first game state. SI And, one or more first long variation patterns P that can be selected in the first game state. LI And, one or more second short variation patterns P that can be selected in the second game state. SII And, one or more second long variation patterns P that can be selected in the second game state. LII This includes the first short-term variation pattern P. SI The variation time is shorter than a predetermined first reference time X, and the first long variation pattern P LI The variation time is longer than the first reference time X. Also, the second short variation pattern P SII The variation time is shorter than a predetermined second reference time Y, and the second long variation pattern P LII The time of variation is longer than the second reference time Y.
[0260] Then, in the first game state (normal gameplay), the pre-announcement effect and the first short variation pattern P are displayed. SI When selected, the expected probability of generating a bonus (the expected probability of winning a jackpot) can be set to a predetermined first expected probability (guaranteed jackpot). In addition, the pre-reading effect and the first long variation pattern P LI When this is selected, it is possible to make the above expectation level lower than the first expectation level (not guaranteed to win the jackpot). Furthermore, if the pre-read animation is not selected, the first long variation pattern P LI4 When this option is selected, it is possible to set the expected value to a predetermined second expected value (guaranteed jackpot).
[0261] On the other hand, in the second game state, the first performance mode (first performance mode during RUSH) and the second performance mode (second performance mode during RUSH) can be set as performance modes that define the manner of display that is performed in conjunction with the second short variation pattern or the second long variation pattern. When a pre-read performance is selected, the second short variation pattern P is set in both the first performance mode during RUSH and the second performance mode during RUSH. SII and the second long variation pattern P LII Regardless of which option is selected, the above expected value can be set to the predetermined third expected value (guaranteed jackpot).
[0262] This allows the game to be designed so that, in the first game state (normal gameplay), when a short variation pattern (short variation pattern) accompanied by a pre-announcement effect is executed, there is a certain or higher probability of winning a specific result (jackpot). Therefore, when a short variation pattern, which is perceived as having a low probability of winning a jackpot, is executed accompanied by a pre-announcement effect, which is perceived as having a high probability of winning a jackpot, the player can be made to believe that there is a high probability of winning a jackpot. Furthermore, when a long variation pattern (long variation pattern), which is performed accompanied by a pre-announcement effect, is executed, the probability of winning a jackpot can be designed so that there is a certain or lower probability of winning a jackpot. Therefore, when a long variation pattern, which is perceived as having a high probability of winning a jackpot, is executed accompanied by a pre-announcement effect, which is perceived as having a high probability of winning a jackpot, the player can be made to believe that there is a low probability of winning a jackpot. As a result, the probability of winning a jackpot in relation to the combination of the length of the pre-announcement effect and the variation pattern can be perceived by the player as being inversely related to the normally predicted probability, thereby expanding the variety of effects and improving the game's appeal.
[0263] On the other hand, if a pre-announcement effect occurs during the second game state (RUSH), regardless of the selected variation pattern and the current performance mode, it is possible to create a situation where a jackpot is won with a certain probability or higher. Therefore, when a pre-announcement effect is executed in the second game state, regardless of the length of the variation effect accompanied by the pre-announcement effect or the set performance mode, the player can be made to believe that there is a high probability of winning a jackpot. This makes it possible to emphasize to the player the difference in the implied content (actual jackpot expectation) derived from the combination of pre-announcement effects and each variation effect in the first and second game states, regardless of the current performance mode, and can lead to an expansion of performance variations.
[0264] Furthermore, in the first game state (normal gameplay), a variation animation of a certain length or longer (first long variation pattern P) LI4 When executing this, the probability of winning a jackpot can be increased (especially making a jackpot guaranteed) regardless of whether or not the pre-read animation is executed. Also, even in the second game state (during RUSH), a variation animation of a certain length or longer (second long variation pattern P) can be executed. LII3 When executing this, the probability of winning a jackpot can be increased (especially making a jackpot guaranteed), regardless of whether or not a pre-announcement animation is performed and the content of the animation mode that is set. Therefore, the variety of animations in each game state can be further expanded.
[0265] Furthermore, in this embodiment, a game machine 10 is provided in which, upon winning a prize in a predetermined starting prize-winning means (starting prize-winning opening 36), it is possible to select a pre-reading effect and a variation pattern, and when a specific result (winning a jackpot) is derived by the win / fail judgment, a bonus (winning game) is generated after the end of the variation game in which the variation pattern (variation effect) was executed. In this game machine 10, a first game state (normal game) and a second game state (RUSH) which is more advantageous than the first game state can be executed. The variation pattern is one or more first short variation patterns P that can be selected in the first game state. SI And, one or more first long variation patterns P that can be selected in the first game state. LIAnd, one or more second short variation patterns P that can be selected in the second game state. SII And, one or more second long variation patterns P that can be selected in the second game state. LII This includes the first short-term variation pattern P. SI The variation time is shorter than a predetermined first reference time X, and the first long variation pattern P LI The variation time is longer than the first reference time X. Also, the second short variation pattern P SII The variation time is shorter than a predetermined second reference time Y, and the second long variation pattern P LII The time of variation is longer than the second reference time Y.
[0266] Then, in the first game state (normal gameplay), the first short variation pattern P SI or the first long variation pattern P LI As performance modes that define the manner of display associated with the above, a first performance mode (normal first performance mode) and a second performance mode (normal second performance mode) can be set. Furthermore, a pre-read performance and a first short variation pattern P SI When selected, in both the normal first performance mode and the normal second performance mode, the expected probability of generating a bonus (the expected probability of winning a jackpot) can be set to a predetermined first expected probability (guaranteed jackpot). In addition, the pre-read performance and the first long variation pattern P LI When this is selected, it is possible to make the above expectation level lower than the first expectation level (not guaranteed to win a jackpot) in both the normal first performance mode and the normal second performance mode. Furthermore, the pre-read performance and the first long variation pattern P LI When this option is selected, it is possible to make the expected value lower than the expected value in the first mode (meaning a jackpot is not guaranteed) in both the normal first performance mode and the normal second performance mode.
[0267] On the other hand, in the second game state (RUSH), when a pre-announcement effect is selected, the second short variation pattern P is selected. SII and the second long variation pattern P LII Regardless of which option is selected, the above expected value can be set to the predetermined third expected value (guaranteed jackpot).
[0268] As a result, in the first game state (normal gameplay), when a short variation pattern (short variation pattern) accompanied by a pre-announcement effect is executed, regardless of the current game mode, it is possible to create a situation where a specific result (jackpot) is won with a certain probability or higher. Therefore, when a short variation pattern, which is perceived as having a low probability of winning a jackpot, is executed accompanied by a pre-announcement effect, which is perceived as having a high probability of winning a jackpot, the player can be made to believe that there is a high probability of winning a jackpot, regardless of the current game mode. Furthermore, when a long variation pattern (long variation pattern), which is performed accompanied by a pre-announcement effect, is executed, regardless of the current game mode, it is possible to create a situation where the probability of winning a jackpot is below a certain level. Therefore, when a long variation pattern, which is perceived as having a high probability of winning a jackpot, is executed accompanied by a pre-announcement effect, the player can be made to believe that there is a low probability of winning a jackpot, regardless of the current game mode. Therefore, the probability of winning a jackpot in relation to the combination of the length of the pre-announcement and variation effects can be perceived by the player as being inversely related to the normally predicted probability, thereby expanding the variety of effects and improving the level of enjoyment. In particular, the relationship between the combination of the length of the pre-announcement and variation effects and the probability of winning a jackpot will be maintained regardless of the setting of the effect mode that determines the display manner accompanying the variation effect. Therefore, it is possible to make it easier for players to recognize the relationship between the combination and the probability of winning a jackpot, thereby further improving the level of enjoyment.
[0269] On the other hand, if a pre-announcement effect is present during the second game state (RUSH), regardless of the length of the selected variation pattern (variation effect), it can be assumed that a jackpot is won with a certain probability or higher. Therefore, when a pre-announcement effect is performed in the second game state, regardless of the length of the variation effect accompanied by the pre-announcement effect, the player can be made to believe that there is a high probability of winning a jackpot. This makes it possible to emphasize the difference in the implications (effective jackpot probability) derived from the combination of pre-announcement effects and each variation effect in the first and second game states, and can lead to an expansion of further variations in the effects.
[0270] Furthermore, in the first game state (normal gameplay), a variation animation of a certain length or longer (first long variation pattern P) LI4 When executing this, regardless of whether a pre-read animation is performed or not, and regardless of the content of the animation mode set, the probability of winning a jackpot can be increased (especially making a jackpot guaranteed). Also, even in the second game state (during RUSH), a variation animation of a certain length or longer (second long variation pattern P) can be performed. LII3 When executing this, the probability of winning a jackpot can be increased (especially making a jackpot guaranteed), regardless of whether or not the pre-announcement animation is executed. Therefore, the variety of animations in each game state can be further expanded.
[0271] [Second Embodiment] The second embodiment will be described below. In each embodiment described below, elements similar to those described in the previous embodiment will be denoted by the same reference numerals, and their descriptions will be omitted. In particular, this embodiment provides a jackpot game execution determination process that differs from that of the first embodiment.
[0272] Figure 13 is a flowchart detailing the process for determining whether a jackpot has been won according to this embodiment. As shown in the figure, in the jackpot execution determination process of this embodiment, if it is determined in S700 that a jackpot has been won, it is determined whether or not the ball has entered the first prize slot (S711).
[0273] More specifically, the game control device 100 determines that a game ball has entered the starting prize slot 36 if it detects that a predetermined number of game balls (one or more) or more have entered the starting prize slot 36 during a first determination period, which can be arbitrarily determined within the period of a variable game in which a jackpot is won. On the other hand, if the number of game balls that have entered the starting prize slot 36 during the first determination period is less than the first determination number, it determines that a game ball has not entered the starting prize slot. The first determination period can be set, for example, to coincide with the period during which the jackpot is announced during a variable game in which a jackpot is won.
[0274] Then, if the result of the judgment in S711 is positive, it is determined whether or not a ball has entered the second prize slot (S712). More specifically, the game control device 100 determines that a ball has entered the second prize slot if it detects that a predetermined number of game balls (one or more) or more have entered the special figure 2 start slot during a second judgment period of a predetermined length determined from the timing when a ball has entered the first prize slot. On the other hand, if the number of game balls that have entered the special figure 2 start slot during the above second judgment period is less than the above second judgment number, it is determined that a ball has not entered the second prize slot. The second judgment period is determined, for example, from the timing when the notification of a jackpot win begins, as an appropriate period from the perspective of determining whether the amount of operation on the operation handle 24 is intended to result in a ball entering the special figure 2 start slot.
[0275] Then, if the result of the judgment in S712 is positive, the special mode (S730) described in the first embodiment is executed. On the other hand, if the result of the judgment in S711 is negative (it is determined that the ball has not entered the first prize slot), or if the result of the judgment in S712 is negative (it is determined that the ball has entered the second prize slot), a jackpot game is executed after the end of the variable game (S740).
[0276] According to the jackpot game execution determination process of this embodiment described above, if an unexpected entry into the first prize slot (an entry into the starting prize slot 36, which is played in a way different from when intending to enter the special variable prize slot 39) is detected after a jackpot has been won, particularly after the jackpot has been announced in the variable game in which the jackpot was won, a special mode can be executed without executing the jackpot game.
[0277] On the other hand, even if entry into the first prize slot is detected, if entry into the second prize slot is detected, the jackpot game can be executed. Therefore, if the game machine 10 is configured as a type of machine that requires entry into the special symbol 2 start slot after winning a jackpot (a so-called V-ST machine, etc.), if a player unintentionally causes a game ball to enter the start prize slot 36 due to factors such as an error in the amount of operation of the operating handle 24, the jackpot game will not be executed, thus preventing a situation that would disadvantage a player who is playing the game properly.
[0278] (Effects of the second embodiment) In the gaming machine 10 of this embodiment, the predetermined conditions including the entry of a game ball include entry into the first starting entry means (starting entry opening 36), which is at least one of the multiple starting entry means (starting entry opening 36 and starting opening shown in Figure 2).
[0279] As a result, in a variation game after a specific result (winning the jackpot) has been determined by the win / fail judgment, if an unexpected entry into the first starting entry method (starting entry slot 36) occurs, the bonus (jackpot game) will not be granted (executed), thereby deterring fraudulent activity.
[0280] Furthermore, in the gaming machine 10 of this embodiment, if a ball enters the second starting prize entry means (special figure 2 starting entry), which is different from the first starting prize entry means (starting prize entry 36), it is possible to grant (execute) a bonus (jackpot game).
[0281] As a result, even if a ball enters the starting entry point 36 during a spinning game after a jackpot has been won, if a ball enters the special symbol 2 starting entry point that is expected in that situation, the jackpot game can be executed, preventing situations that would disadvantage players who are playing the game legitimately.
[0282] [Differentiation] Variations not mentioned in the above explanation are summarized below.
[0283] (1) In the above embodiment, a configuration was described in which the "first expected value," "second expected value," and "third expected value" are all guaranteed to result in a jackpot (probability of winning a jackpot = 100%). However, the embodiment is not limited to this, and the "first expected value," "second expected value," and "third expected value" may be set to any value (<100%) that is higher than a predetermined standard expected value. Furthermore, the "first expected value," "second expected value," and "third expected value" may all be the same value, or at least one of them may be different from the others, or they may all be different values.
[0284] (2) In each of the above embodiments, an example was described in which the "bonus" that can occur after the end of a variable game in which a variable pattern has been executed is a jackpot game. On the other hand, the "bonus" is not limited to a jackpot game, but may also be an element that can be beneficial to the player (for example, a probability change state, a time reduction state, a minor win game, and a transition to a high base state with a higher payout rate compared to normal gameplay).
[0285] (3) The specific contents of the variation pattern table I for normal gameplay and variation pattern table II for RUSH shown in Figure 7 are examples and can be changed as appropriate. For example, in each of the above embodiments, it is assumed that the same variation pattern (variation time) is defined in each variation pattern table I-1 to I-4 for normal gameplay, but different variation patterns (variation times) may be defined for each variation pattern table I-1 to I-4. Similarly, each variation pattern table II-1, II-3, and II-4 for RUSH may also have their own variation patterns (variation times).
[0286] (4) In each of the above embodiments, it is assumed that the same first reference time X is used as an indicator to distinguish between short and long variations in each variation pattern table I-1 to I-4 for normal gameplay. However, the invention is not limited to this, and the first reference time X may be changed for each variation pattern table I-1 to I-4. For example, different values of the first reference time X may be set for variation pattern tables I-1 and I-2 (Figures 7(a) and 7(b)), which assume that a pre-read effect is set, and for variation pattern tables I-3 and I-4 (Figures 7(c) and 7(d)), which assume that a pre-read effect is not set. Similarly, different second reference times Y may be set for each variation pattern table II-1, II-3, and II-4 for RUSH. For example, you may set different values for the second reference time Y: Variation pattern table II-1 (Figures 9(a) and 9(b)), which assumes that the pre-read animation is set, and tables II-3 and II-4 (Figures 9(c) and 9(d)), which assume that the pre-read animation is not set.
[0287] (5) In each of the above embodiments, examples were described in which either the first normal performance mode or the second normal performance mode is set as the performance mode during normal gameplay, and either the first RUSH performance mode or the second RUSH performance mode is set as the performance mode during RUSH. On the other hand, it is also possible to adopt a configuration in which three or more performance modes are set as the performance modes during normal gameplay and / or RUSH. Furthermore, specific changes in display patterns due to the setting of different performance modes include, for example, changing only the background while displaying the same decorative design or characters.
[0288] (6) In addition, while the variation performance table shown in Figure 12 defines different variations in performance depending on the performance mode for the same determined variation pattern, a variation performance table that defines the same variation performance for the same determined variation pattern regardless of the performance mode may be adopted. Furthermore, a variation performance table that defines different variations in performance depending on whether or not a pre-read performance is set for the same determined variation pattern may be adopted, or a variation performance table that defines different variations in performance depending on both whether or not a pre-read performance is set and the type of performance mode set for the same determined variation pattern may be adopted.
[0289] (7) The fulfillment of the predetermined conditions for discontinuing the awarding of a prize (execution of a jackpot game) is not limited to the entry of a game ball into the starting prize entry 36. For example, the fulfillment of the predetermined conditions may be defined as when a prize is awarded to the large prize entry of the normal variable prize entry device 37, the general prize entry 35, and / or the special variable prize entry device 39. Furthermore, in a game machine that has multiple prize entry points that trigger a special variable display game, the fulfillment of the predetermined conditions may be defined as when a prize is awarded to one or both of those prize entry points. In addition, the first prize entry point explained in S711 of Figure 13 and the second prize entry point explained in S712 may be defined based on the number of prize balls awarded. For example, the first prize slot (the slot that determines whether a prize is awarded to cancel a jackpot game) may be a prize slot (prize device) that awards more balls, and the second prize slot (the slot that determines whether a prize is awarded to cancel the cancellation of a jackpot game) may be a prize slot (prize device) that awards fewer balls. Furthermore, as a predetermined condition for canceling the awarding of a prize, a second condition different from the first condition may be established in place of, or together with, the conditions concerning the awarding of game balls to each of the above prize slots (hereinafter referred to as the "first condition"). That is, a manner in which the awarding of a prize (execution of a jackpot game) is canceled when the above second condition is satisfied (regardless of whether the first condition is satisfied or not) may be adopted, or a manner in which the awarding of a prize (execution of a jackpot game) is canceled when both the first and second conditions are satisfied. The second condition includes, for example, the occurrence of a predetermined error or other event that necessitates the suspension of a jackpot game or the game including the jackpot game, or the detection of a signal that suggests the occurrence of such an event.
[0290] (8) The specific notification provided in the special mode (S730) which is performed in place of a jackpot game is not limited to the form described in the above embodiment, and any notification form can be adopted as long as it can suggest to the player that a jackpot game will not be performed.
[0291] (9) Furthermore, when executing the special mode (S730), it is also possible to stop all games, including jackpot games (more specifically, stop special symbol variation display games and normal symbol variation display games). In particular, in this case, it is also possible to use a method that provides notification in the special mode that the game will be forcibly terminated (such as a predetermined game termination display). It is also possible to use a method that provides special notification in the special mode (an indication that the jackpot game will not be executed) while restricting the execution of other notifications and effects (such as previews). Alternatively, it is also possible to use a method that allows the execution of other notifications and effects in conjunction with the execution of the special notification.
[0292] (10) The gaming machine 10 described in the above embodiment may be further configured to allow the player to customize whether or not to execute a pre-read animation and / or to adjust the appearance rate of the pre-read animation (including 0%). Furthermore, the relationship between the characteristics of each variation pattern (length of variation animation) and the probability of winning a jackpot (expected value) may be changed according to the customization content of the customization operation. More specifically, when the execution of a pre-read animation is permitted by customization, a short variation pattern (P) accompanied by the execution of a pre-read animation may be used. SI ,P SII ) and long variation patterns (P LI ,P LII ) A configuration may be adopted in which a certain level of expectation of winning a jackpot is stipulated for any of the above. Also, if the execution of pre-read effects is permitted by customization, the short variation pattern (P SI ,P SII ) and long-term fluctuation patterns (P LI ,P LII A configuration that minimizes the difference in expected values defined for each of the above may also be adopted.
[0293] (11) Furthermore, the scope of matters described in the original specification, etc., of this application includes: "If a specific result (winning the jackpot) is derived through the hit / fail judgment and predetermined conditions including the entry of a game ball are met (if S710 in Figure 10 is Yes, or if both S711 and S712 in Figure 13 are Yes), it is possible to transition to a special mode (S730) that notifies that the bonus (jackpot game) will not be granted (executed)." The special mode can be deactivated by a predetermined deactivation operation (operation on a specific switch). The game machine "10" includes a feature that, once the special mode is deactivated, allows the player to switch to a game state other than the bonus game state (jackpot game), such as a normal game.
[0294] (12) Furthermore, the specific control logic described in each of the above embodiments is merely an example and does not limit the scope of the present invention. That is, the specific control logic for carrying out the present invention can be appropriately modified within the scope that satisfies the constituent elements of the invention as described in the claims of this application. For example, in each of the above embodiments, a logic was described in which the game control device 100 determines whether or not to execute a pre-read animation and transmits information (pre-read animation command flag) according to the determination result to the animation control device 300. On the other hand, instead, the animation control device 300 may determine whether or not to execute a pre-read animation. In this case, for example, the control logic shown in (i) to (iv) below can be adopted. (i) The game control device 100, depending on the current game state (whether in normal gameplay or RUSH mode) and the result of winning a jackpot, refers to one of the following: the variation pattern table for when a jackpot is won during normal gameplay, the variation pattern table for when a jackpot is not won during normal gameplay, the variation pattern table for when a jackpot is won during RUSH mode, and the variation pattern table for when a jackpot is not won during RUSH mode, and determines the variation pattern (variation time) of the variation game related to the winning combination detected according to the variation pattern random value (selection rate) defined in each table, and transmits it to the performance control device 300. Note that the selection rate defined in each variation pattern table includes, as with the tables shown in Figures 7 and 9, a variation pattern that is not selected when a jackpot is not won, regardless of whether or not there is a pre-reading effect (the first long variation pattern P during normal gameplay). LI4and the second long variation pattern P during RUSH LII3 Trends such as those mentioned above are also reflected. (ii) The performance control device 300 takes performance control commands (especially variation patterns) from the game control device 100 as input, refers to a reference time (first reference time X or second reference time Y) corresponding to the current game state, and determines the variation pattern to be a short variation pattern (P SI ,P SII ) and long-term fluctuation patterns (P LI ,P LII Determine which of the following applies. (iii) The performance control device 300, based on the judgment result regarding the length of the above-mentioned variation pattern and the information on the success or failure result included in the performance control command, refers to a predetermined pre-read performance table to determine whether or not to execute a pre-read performance, and if so, the type of performance to execute it. The pre-read performance table is defined to satisfy the following conditions. In the first game state (normal gameplay), The determined variation pattern is the first short variation pattern P. SI If the player has also won a jackpot, the execution or non-execution of the pre-announcement animation is determined by a predetermined selection rate. The determined variation pattern is the first short variation pattern P. SI If the player has not won a jackpot, only the option to not execute the pre-announcement animation will be selected (execution will not be selected). The determined variation pattern is the first long variation pattern P. LI If the player has also won a jackpot, the execution or non-execution of the pre-announcement animation is determined by a predetermined selection rate. The determined variation pattern is the first long variation pattern P. LI If the player has not won a jackpot, the execution or non-execution of the pre-announcement animation is determined by a predetermined selection rate. • In the second game state (RUSH), The determined variation pattern is the second short variation pattern P. SII If the player has also won a jackpot, the execution or non-execution of the pre-announcement animation is determined by a predetermined selection rate. The determined variation pattern is the second short variation pattern P.SII If the player has not won a jackpot, only the option to not execute the pre-announcement animation will be selected (execution will not be selected). The determined variation pattern is the second long variation pattern P. LII If the player has also won a jackpot, the execution or non-execution of the pre-announcement animation is determined by a predetermined selection rate. The determined variation pattern is the second long variation pattern P. LII If the player has not won a jackpot, only the option to not execute the pre-announcement animation will be selected (execution will not be selected).
[0295] (iv) The performance control device 300 determines the variation performance by referring to the variation performance table shown in Figure 12, based on the determined variation pattern and the performance mode defined in the same manner as in each of the embodiments described above.
[0296] By adopting the control logic described in (i) to (iv) above, during normal gameplay, pre-announcement effects and the first short variation pattern P will be displayed. SI When this is selected, the expected probability of generating a bonus (the expected probability of winning a jackpot) can be set to a predetermined first expected probability (guaranteed jackpot). In addition, the pre-reading effect and the first long variation pattern P LI When this is selected, it is possible to make the above expectation level lower than the first expectation level (not guaranteed to win the jackpot). Furthermore, if the pre-read animation is not selected, the first long variation pattern P LI4 When selected, the expected value can be set to the predetermined second expected value (guaranteed big win). Furthermore, during RUSH, when a pre-read animation is selected, the second short variation pattern P SII and the second long variation pattern P LII Regardless of which option is selected, the above expected value can be set to the predetermined third expected value (guaranteed jackpot).
[0297] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.
[0298] 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]
[0299] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)
Claims
1. A gaming machine capable of generating a bonus after the end of a variable game in which a variable pattern has been executed, It is possible to execute a first game state and a second game state that is more advantageous than the first game state. The aforementioned variation pattern is One or more first short-term variation patterns that can be selected in the first game state, One or more first long variation patterns that can be selected in the first game state, One or more second short variation patterns that can be selected in the second game state, The system includes one or more second long variation patterns that can be selected in the second game state, The variation time of the first short variation pattern is shorter than a predetermined first reference time, and the variation time of the first long variation pattern is longer than the first reference time. The variation time of the second short variation pattern is shorter than a predetermined second reference time, and the variation time of the second long variation pattern is longer than the second reference time. In the aforementioned first game state, When a pre-announcement effect is set and the first short variation pattern is selected, the expected value of generating the bonus can be set to a predetermined first expected value, and / or when a pre-announcement effect is set and the first long variation pattern is selected, the expected value can be set lower than the first expected value, and / or When the aforementioned pre-reading effect is not set and the first long variation pattern is selected, the expected value can be set to a predetermined second expected value. In the second game state, When the aforementioned pre-reading effect is set, it is possible to set the expected value to a predetermined third expected value regardless of whether the second short variation pattern or the second long variation pattern is selected. Gaming machine.
2. When the expected value in the first game state becomes the first expected value or the second expected value, and / or when the expected value in the second game state becomes the third expected value, if predetermined conditions including the entry of a game ball are met, it is possible not to grant the bonus even if the bonus would be generated by the win / fail judgment. The gaming machine according to claim 1.
3. The aforementioned predetermined conditions include winning a prize in the first starting prize-winning means, which is at least one of the multiple starting prize-winning means provided. The gaming machine according to claim 2.
4. If a prize is won using a second starting prize-winning method different from the first starting prize-winning method, the aforementioned bonus can be awarded. The gaming machine according to claim 3.