Gaming machine
The gaming machine optimizes effect processing through lottery and control mechanisms, addressing complexity and control burden issues to enhance efficiency.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2023-06-24
- Publication Date
- 2026-07-09
AI Technical Summary
The complexity of effect processing in gaming machines, such as pachinko machines, leads to increased control burden, hindering efficiency.
A gaming machine with lottery and effect control mechanisms that utilize random number generation, performance determination, and reference information to streamline effect processing, allowing for multiple performance lotteries and efficient visual effects management.
Improves the efficiency of visual effects processing by simplifying and optimizing the control burden in gaming machines.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a gaming machine, for example, a pachinko machine, a lottery related to winning is performed upon the entry of a ball into the start port, and in a symbol variation display game, various game effects (such as a preview effect) related to the lottery result are generated to make the game enjoyable (for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, when diversifying the effects to make the game enjoyable, the effect processing becomes complicated and the control burden increases.
[0005] Therefore, an object of the present invention is to provide a gaming machine capable of improving the efficiency of effect processing.
Means for Solving the Problems
[0006] The above object of the present invention is achieved by the following means. (1) lottery means for executing a winning lottery, effect control means for controlling an effect related to the result of the winning lottery, A gaming machine comprising: <00000X7>The effect control means includes: random number generation means for generating a random number within a predetermined range, random number acquisition means for acquiring a value obtained by correcting the random number acquired from the random number generation means as a random number value for effect lottery, Includes a performance determination means that performs a performance lottery process regarding the content of the performance in the aforementioned performance and determines the performance to be performed, The aforementioned performance determination means is the random number for the performance lottery. of The aforementioned performance lottery process is configured to be executed multiple times. Also The aforementioned Direction determining means This includes the first reference information determined before the lottery process is executed, and the second reference information determined by the lottery process. It is possible to refer to , In subsequent lottery processes for different performance content than the current performance lottery process, the system is configured to refer to the second reference information and determine the performance content of the performance. A gaming machine characterized by the following features. [Effects of the Invention]
[0007] According to the present invention, the efficiency of the visual effects processing can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is an external view of a gaming machine according to one embodiment of the present invention (first embodiment). [Figure 2] This diagram shows the game board and the action buttons. [Figure 3] This is a schematic diagram of the control device. [Figure 4A] This is an explanatory diagram for describing the different types of prizes. [Figure 4B] This is an explanatory diagram for describing the types of V. [Figure 4C] This is an explanatory diagram for describing the losing types and special time-saving types. [Figure 4D] This is an explanatory diagram for illustrating the state of slight time reduction. [Figure 5A] This is an explanatory diagram for describing the screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram for describing the pre-announcement effect. [Figure 6] This is a diagram showing the game flow (transitions between game states). [Figure 7] It is an explanatory diagram used to explain the game state transition related to the short state at the start of a game. [Figure 8A] It is a flowchart showing the first half of the main control side main process. [Figure 8B] It is a flowchart showing the second half of the main control side main process. [Figure 9] It is a flowchart showing the main control side timer interrupt process. [Figure 10] It is a flowchart showing the special symbol management process in FIG. 9. [Figure 11] It is a flowchart showing the special figure 1 start port check process in FIG. 10. [Figure 12] It is a flowchart showing the special symbol variation start process in FIG. 10. [Figure 13] It is a flowchart showing the special symbol variation process in FIG. 10. [Figure 14A] It is a flowchart showing the first half of the special symbol confirmation time process in FIG. 10. [Figure 14B] It is a flowchart showing the second half of the special symbol confirmation time process in FIG. 10. [Figure 15] It is a flowchart showing the special electric accessory management process in FIG. 9. [Figure 16] It is a flowchart showing the small hit process in FIG. 15. [Figure 17] It is a flowchart showing the big winning port winning number confirmation process in FIG. 16. [Figure 18] It is a flowchart showing the special electric accessory operation status - specific process in FIG. 17. [Figure 19] It is a flowchart showing the timer interrupt internal and external process (performance display monitor process) in FIG. 9. [Figure 20] It is a flowchart showing the out - of - area RAM clear check process in FIG. 19. [Figure 21] It is a flowchart showing the operation confirmation process in FIG. 19. [Figure 22] It is a flowchart showing the display data update process in FIG. 19. [Figure 23] This is a flowchart showing the main processing on the production control side. [Figure 24] This flowchart shows the timer interrupt processing for the performance control side. [Figure 25] This is a diagram showing the distribution and assignment number table for the variation pattern. [Figure 26] This figure shows the distribution table for losing fluctuation patterns (normal mode). [Figure 27] This figure shows the distribution table for losing fluctuation patterns (during a slight time reduction). [Figure 28] This figure shows the distribution table for losing patterns (during the time-saving mode). [Figure 29] (a) This figure shows the LED data table for the identification display unit, and (b) this figure shows the LED data table for decimal values. [Figure 30] This is an explanatory diagram illustrating the memory area on the main control board. [Figure 31] This is an explanatory diagram for describing in-domain error information and out-of-domain error information. [Figure 32] This is a block diagram illustrating the schematic configuration of a control device according to another embodiment (second embodiment) of the present invention. [Figure 33A] This is a flowchart showing the first half of the main processing on the main control side according to the second embodiment. [Figure 33B] This is a flowchart showing the latter half of the main processing on the main control side according to the second embodiment. [Figure 34] This is a flowchart showing the main control side main processing (second half) related to the ball removal state monitoring configuration of the second embodiment. [Figure 35] This figure shows the source code for a portion of the main control side processing (processing S059, S065, and S037) in Figure 34. [Figure 36] This flowchart shows the 4ms timer interrupt processing according to the second embodiment. [Figure 37] This is a flowchart showing the input management process in Figure 36. [Figure 38A] Figure 37 is a flowchart showing the process for storing award-winning events. [Figure 38B] This flowchart shows an example of the process for storing award-winning events in other processes. [Figure 39] This is a flowchart showing the ring buffer storage process in Figure 38A. [Figure 40] This is a flowchart showing the 108ms timer interrupt processing according to the second embodiment. [Figure 41A] Figure 40 is a flowchart showing the first half of the message transmission process. [Figure 41B] This is a flowchart showing the latter half of the message transmission process in Figure 40. [Figure 42] This is a flowchart showing the serial output process in Figures 41A and 41B. [Figure 43A] This is a flowchart showing the first half of the ring buffer transmission process in Figure 41B. [Figure 43B] This is a flowchart showing the latter half of the ring buffer transmission process in Figure 41B. [Figure 44] This is a flowchart showing the latter half of the main processing on the main control side according to another embodiment (third embodiment) of the present invention. [Figure 45] This is a flowchart showing the 54ms timer interrupt processing according to the third embodiment. [Figure 46A] This is a flowchart showing the first half of the message transmission process in Figure 45. [Figure 46B] This is a flowchart showing the latter half of the message transmission process in Figure 45. [Figure 47] This is a flowchart showing the message reception process in Figure 45. [Figure 48] This is an explanatory diagram for describing the notification message and response message regarding the installation of a gaming machine. [Figure 49] This is an explanatory diagram for explaining the information notification message for gaming machines. [Figure 50A] This is an explanatory diagram for describing the type information (higher byte side) related to the game information (2-byte structure) in the game machine information notification message. [Figure 50B]This diagram explains the count information (lower byte) related to the game information (2-byte structure) in a game machine information notification message, and shows an example of game information (type information + count information). [Figure 50C] This diagram shows an example of game information (type information + count information). [Figure 50D] This diagram shows an example of game information (type information + count information). [Figure 50E] This diagram shows an example of game information (type information + count information). [Figure 50F] This diagram shows an example of game information (type information + count information). [Figure 50G] This is a flowchart showing the frame-side performance information monitoring process. [Figure 50H] This figure shows an example of how count information is used in performance information status notifications. [Figure 51] This is an explanatory diagram for explaining the information response messages of gaming machines. [Figure 52] This is an explanatory diagram illustrating the ring buffer and shift buffer according to the present invention. [Figure 53] This figure shows the switch count table used for the prize event memory processing (Figures 38A and 38B) shown in Figure 37. [Figure 54] This figure shows the game information table (type information + count information) used in the ring buffer transmission process shown in Figure 43B. [Figure 55] The sphere display process is shown below. [Figure 56] This is a diagram showing a display conversion table for the number of game balls displayed. [Figure 57] This is a time chart used to illustrate another embodiment (fourth embodiment) of the present invention, where (a) shows the case of the conventional determination method and (b) shows the case of the determination method of the fourth embodiment. [Figure 58] This is an explanatory diagram for describing the different types of jackpots. [Figure 59] This figure shows a specific example of a jackpot type according to another embodiment (fifth embodiment) of the present invention. [Figure 60]This figure shows a specific example of a jackpot type according to another embodiment (fifth embodiment) of the present invention. [Figure 61] This figure shows an example of a performance pattern (chance performance) related to the morning state. [Figure 62] This figure shows an example of a performance pattern (chance performance) related to the morning state. [Figure 63] This figure shows an example of a presentation style (chance-building presentation) related to the morning state. [Figure 64] This is an explanatory diagram illustrating an example of the appearance of the left-handed hitting instruction animation. [Figure 65] This is a flowchart showing the command analysis process for the lottery during the command analysis process in Figure 23. [Figure 66] This flowchart shows the lottery process when a command is received during the command analysis process. [Figure 67] This is a flowchart showing the lottery process at the start of the fluctuation in Figure 66. [Figure 68] Figure 67 is a flowchart showing the variable initialization process at the start of the lottery. [Figure 69] Figure 67 is a flowchart showing the control component creation process (at the start of variation). [Figure 70] This is a flowchart showing the process for starting the lottery, as shown in Figure 67. [Figure 71A] This is a flowchart showing the first half of the lottery execution process in Figure 70. [Figure 71B] This flowchart shows the latter half of the lottery execution process in Figure 70. [Figure 71C] This flowchart shows a modified version of the latter part of the lottery execution process in Figure 70. [Figure 71D] This flowchart shows another variation of the latter part of the lottery execution process in Figure 70. [Figure 72] Figure 71B is a flowchart showing the lottery flag part setting process during the lottery execution process. [Figure 73] Figure 71B is a flowchart showing the lottery reservation setting process during the lottery execution process. [Figure 74] This is a flowchart showing the lottery table selection process in Figure 70. [Figure 75] This is a flowchart showing the initialization process of the lottery completion variable in Figure 67. [Figure 76A] This figure shows a portion of the offset parts storage area. [Figure 76B] This figure shows a portion of the offset parts storage area. [Figure 76C] This figure shows a portion of the offset parts storage area. [Figure 76D] This figure shows a portion of the offset parts storage area. [Figure 77A] This figure shows a portion of the memory area for variation lottery reservation information. [Figure 77B] This figure shows a portion of the memory area for variation lottery reservation information. [Figure 77C] This figure shows a portion of the memory area for variation lottery reservation information. [Figure 77D] This figure shows a portion of the memory area for variation lottery reservation information. [Figure 78A] This figure shows a portion of the processing result storage area (related to variation patterns). [Figure 78B] This figure shows a portion of the processing result storage area (related to variation patterns). [Figure 78C] This figure shows a portion of the processing result storage area (related to variation patterns). [Figure 78D] This figure shows a portion of the processing result storage area (related to variation patterns). [Figure 78E] This figure shows a portion of the processing result storage area (related to variation patterns). [Figure 78F] This figure shows a portion of the processing result storage area (related to variation patterns). [Figure 78G] This diagram shows the processing result storage area (related to pattern selection). [Figure 78H] This figure shows the processing result storage area (related to the reunion bonus). [Figure 78I] This diagram shows the processing result storage area (related to Suddenly Lucky Patrol). [Figure 79] This is a diagram showing a table for variation numbers. [Figure 80] This diagram shows a table for storing sheet numbers. [Figure 81A] This diagram shows the first half of the table for sheet numbers. [Figure 81B] This diagram shows the first half of the table for sheet numbers. [Figure 82A] This figure shows the offset data table (sub-variation pattern). [Figure 82B] This diagram shows the offset data table (for pattern drawing T1-T5). [Figure 82C] This is a diagram showing the offset data table (reunion bonus). [Figure 82D] This is a diagram showing the offset data table (Suddenly Lucky Patrol). [Figure 83] This figure shows the offset parts count table. [Figure 84A] This figure shows the first half of distribution 000 ([TH_001] sub-variation pattern T1). [Figure 84B] This figure shows the latter half of distribution 000 ([TH_001] sub-variation pattern T1). [Figure 85A] This diagram shows the first half of distribution 001 ([TH_004] Symbol drawing T1). [Figure 85B] This diagram shows the latter half of distribution 001 ([TH_004] Symbol drawing T1). [Figure 86A] This diagram shows the first half of distribution 002 ([TH_004] Symbol drawing T2). [Figure 86B] This diagram shows the latter half of distribution 002 ([TH_004] Symbol drawing T2). [Figure 87A] This diagram shows the first half of distribution 003 ([TH_004] Symbol drawing T3). [Figure 87B] This diagram shows the latter half of distribution 003 ([TH_004] Symbol drawing T3). [Figure 88A]This diagram shows the first half of distribution 004 ([TH_004] Symbol drawing T4). [Figure 88B] This diagram shows the latter half of distribution 004 ([TH_004] Symbol drawing T4). [Figure 89A] This diagram shows the first half of distribution 005 ([TH_004] Symbol drawing T5). [Figure 89B] This diagram shows the latter half of distribution 005 ([TH_004] Symbol drawing T5). [Figure 90] This is a diagram showing allocation 006 ([TH_272] Reunion Bonus). [Figure 91] This is a diagram showing distribution 007 ([TH_273] Sudden Lucky Patrol). [Figure 92] This diagram shows the lottery flag parts information table (for [TH_001] sub-variation patterns). [Figure 93] This diagram shows the lottery flag parts information table ([TH_004] for pattern lottery). [Figure 94A] This diagram shows the first half of the lottery call setting table ([TH_001] for sub-variation patterns). [Figure 94B] This diagram shows the latter half of the lottery call setting table ([TH_001] for sub-variation patterns). [Figure 95] This diagram shows the lottery call setting table ([TH_004] for drawing patterns). [Figure 96] This diagram shows the table for selecting the lottery table ([TH_004] for drawing patterns). [Figure 97A] This diagram shows the main type of fluctuation, the sub-type of fluctuation, and some of the relationships between them. [Figure 97B] This diagram shows the main type of fluctuation, the sub-type of fluctuation, and some of the relationships between them. [Figure 97C] This diagram shows the main type of fluctuation, the sub-type of fluctuation, and some of the relationships between them. [Figure 97D] This diagram shows the main type of fluctuation, the sub-type of fluctuation, and some of the relationships between them. [Figure 97E]This diagram shows the main type of fluctuation, the sub-type of fluctuation, and some of the relationships between them. [Figure 97F] This diagram shows the main type of fluctuation, the sub-type of fluctuation, and some of the relationships between them. [Figure 98A] [TH_001] This figure shows a partial example of setting lottery flag information based on sub-variation patterns. [Figure 98B] [TH_001] This figure shows a partial example of setting lottery flag information based on sub-variation patterns. [Figure 98C] [TH_001] This figure shows a partial example of setting lottery flag information based on sub-variation patterns. [Figure 98D] [TH_001] This figure shows a partial example of setting lottery flag information based on sub-variation patterns. [Figure 98E] [TH_001] This figure shows a partial example of setting lottery flag information based on sub-variation patterns. [Figure 98F] [TH_001] This figure shows a partial example of setting lottery flag information based on sub-variation patterns. [Figure 99A] This is part of an explanatory diagram used to describe the sub-variation types. [Figure 99B] This is part of an explanatory diagram used to describe the sub-variation types. [Figure 99C] This is part of an explanatory diagram used to describe the sub-variation types. [Figure 99D] This is part of an explanatory diagram used to describe the sub-variation types. [Figure 99E] This is part of an explanatory diagram used to describe the sub-variation types. [Figure 99F] This is part of an explanatory diagram used to describe the sub-variation types. [Figure 100] This is an explanatory diagram for describing the type of another embodiment. [Figure 101] This is an explanatory diagram used to illustrate examples of customization settings. [Figure 102] [TH_004] This is an explanatory diagram for describing the types of items to be drawn in the drawing process for the pattern drawing T1 to T5. [Figure 103][TH_001] This figure shows an example of setting lottery flag information based on the pattern lottery T1~T5. [Figure 104] [TH_004] This figure shows an example of setting reservation information based on a pattern lottery. [Figure 105] This is a diagram showing the distribution table related to the title change announcement. [Figure 106] This diagram shows the distribution table related to the final winner / loser button lottery. [Figure 107] This is an explanatory diagram for explaining the counting notification system. [Figure 108] This figure shows an example of a presentation related to count notification. [Figure 109A] This is a front view of a gaming machine having a seat-removal stopper structure according to one embodiment of the present invention. [Figure 109B] This is a front view of a gaming machine having a seat-removal stopper structure according to another embodiment of the present invention. [Figure 110] This is an explanatory diagram illustrating the relationship between the sound output timing of earphones and speakers when earphones are connected and when they are not. [Figure 111] This figure shows examples of gameplay effects related to setting up the game environment. [Figure 112] This figure shows an example of the visual effects related to the volume setting screen. [Figure 113] This figure shows an example of a volume switch for hall management. [Modes for carrying out the invention]
[0009] [First Embodiment] Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. In the embodiments described below, a pachinko gaming machine will be used as an example of the gaming machine according to the present invention.
[0010] <1. Overview of the configuration: Figures 1 and 2> Referring to Figures 1 and 2, an overview of the configuration of a pachinko game machine according to one embodiment of the present invention (first embodiment) will be described. Figure 1 is a front perspective view showing the external appearance of a pachinko game machine according to one embodiment of the present invention, and Figure 2 is a diagram showing the front side of the game board.
[0011] The pachinko game machine 1 shown in Figure 1 (hereinafter abbreviated as "game machine 1") has a wooden outer frame 4, to which a picture frame-shaped front frame 2 is attached in an openable and closable manner. A game board 3 (see Figure 2) is mounted inside a game board storage frame (not shown) attached to the back of the front frame 2, and the game area 3a formed on the surface of the game board 3 faces the opening of the front frame 2. A glass door 6 supporting transparent glass is provided on the front side of this game area 3a. Various control boards (see Figure 3) for controlling game operation are arranged on the back side of the game board 3.
[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it in one direction, the lock on the glass door 6 to the front frame 2 is released, allowing the glass door 6 to be opened forward. By operating it in the other direction, the lock on the front frame 2 to the outer frame 4 is released, allowing the door to be opened forward.
[0013] Below the glass door 6, a front control panel 7 is positioned, which is integrally formed with the front frame 2. The front control panel 7 is provided with an upper receiving unit 8, and this upper receiving unit 8 has an upper receiving tray 9 for storing the dispensed game balls. Note that the glass door 6 and the front control panel 7 do not necessarily have to be a door structure that can be opened to the front as a single unit; they may each be a door structure that can be opened and closed independently.
[0014] The upper tray unit 8 is also equipped with a ball release button 14 for removing the game balls stored in the upper tray 9 to the bottom of the game machine 1, a ball dispensing button 11 for requesting the dispensing of game balls from the game ball dispensing device (not shown) on the island equipment side, and a card return button 12 for requesting the return of a valuable medium inserted into the game ball dispensing device.
[0015] The upper tray unit 8 is also equipped with a push-button type performance button 13 (first operating means) that functions as an operating means that can be operated by the player, and a cross-shaped directional key 75 (second operating means) consisting of an up button 75a, a right button 75b, a down button 75c, and a left button 75d, which can be used for input in the up, down, left, and right directions. These operating means are also used, for example, when the player makes their preferred settings (game settings) in the "player-participatory performance" or "game environment setting screen" described later. If a predetermined operation (for example, a single press, a long press, or repeated presses) is performed within a predetermined operation acceptance valid period (button valid period), a performance corresponding to that operation will be executed. In addition, the game environment setting allows for multiple game environment settings, such as volume adjustment (adjustment of the volume of sound performances (voices, etc.) output from the speaker 46 described later) and light intensity adjustment (light intensity of decorative lamps 45 and performance LEDs described later).
[0016] Furthermore, the performance button 13 and the directional keys 75 are equipped with built-in lamps (button LEDs 13b), and the differences in the illumination patterns of the button LEDs 13b (for example, on, blinking, off, etc.) allow for notification of the operation acceptance valid period (while blinking or on) and the operation acceptance invalid period (while off).
[0017] Furthermore, a firing operation handle 15 for operating the firing device 32 (see Figure 3) is provided on the right end of the front control panel 7. This firing device 32 functions as a firing means capable of firing game balls toward the game area 3a, and in this embodiment, it has a firing capacity of about 100 balls per minute.
[0018] Furthermore, speakers 46 (sound effect means (sound output means)) that produce sound effects through acoustics are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15. In addition, multiple decorative lamps 45 (light effect means (light emission means)) that produce light effects through light decoration are provided in appropriate places such as the periphery of the front frame of the glass door 6 and the game board (Figure 2).
[0019] (Game board: Figure 2) Next, with reference to Figure 2, the configuration of the game board 3 will be explained. As shown in the figure, the game board 3 has ball guide rails 5 mounted in an annular shape as board surface partitioning members to guide the launched game balls. The roughly circular area surrounded by these ball guide rails 5 is the game area 3a, and the four corners are non-game areas.
[0020] A liquid crystal display (LCD) 36 is provided approximately in the center of this game area 3a. Under the control of the performance control unit 24, which will be described later, the liquid crystal display 36 independently displays various effects as images within a predetermined display area (symbol variation display area), including the variation display operation (variation display and stop display) of multiple types of decorative symbols (for example, the "left symbol," "middle symbol," and "right symbol" shown in Figure 5A) consisting of numbers, characters, and symbols.
[0021] Furthermore, a center ornament 48 is provided within the game area 3a, surrounding the display surface of the liquid crystal display device 36 from a distance. The center ornament 48 is provided along the front side of the game board 3 and integrally comprises a front mounting plate 48a fixed to the game board 3 and a frame portion 48b that forms the outer perimeter of the center ornament 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from surrounding game balls and also functions as a path distribution means that allows the path of the game balls to be divided to the left or right depending on the force or stroke length of the launch of the game balls. In this embodiment, a movable area through which game balls can pass is formed between the upper surface of the center ornament 48 and the ball guide rail 5. Game balls launched into the upper side of the game area 3a by the launching device 32 are divided to the left or right at the upper side of the frame portion 48b and flow down either the left-down path 3b on the left side of the center ornament 48 or the right-down path 3c on the right side.
[0022] In addition, the non-game area near the upper right edge (upper right corner) of the game board 3 serves as various function display sections. A special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means) are provided, which are configured by arranging in a row 7-segment displays (with dots) corresponding to the upper start port 34 (for the first special symbol) and the lower start port 35 (for the second special symbol). In the special symbol display devices 38a and 38b, a'special symbol variable display game' is executed by the variable display operation (variable display and stop display) of the'special symbol' represented by 7 segments. And in the above liquid crystal display device 36, in synchronization with the variable display of the special symbol by the special symbol display devices 38a and 38b, a decorative symbol is variably displayed by an image, and a 'decorative symbol variable display game' is executed together with various preview effects (effect images). Details of the special symbol variable display game and the decorative symbol variable display game will be described later.
[0023] Also, in the various function display sections, adjacent to the special symbol display devices 38a and 38b, a composite display device (LED display for reserved composite display) 38c composed of a plurality of LED displays including 7-segment displays (with dots) is arranged. The reason for calling it 'composite' is that it is a reserved, time-shortening, high-probability composite display device having a display function for a plurality of state information such as the display of the number of operation-reserved balls of special symbol 1, the display of the number of operation-reserved balls of special symbol 2, the display of the number of operation-reserved balls of the normal symbol, the state notification of being advantageous for right hitting, the state notification during the operation of the variable time shortening function (during time shortening), and the state notification during the high-probability state (during high probability).
[0024] Furthermore, next to the composite display device 38c, the various function display units are provided with a standard symbol display device 39a (standard symbol display means) which consists of multiple LEDs. In this embodiment, the standard symbol display device 39a executes a 'standard symbol variation display game' through the variation display operation of the "standard symbols" represented by each LED. For example, as a variation display operation, the standard symbols represented by the LEDs repeatedly light up and turn off, and after the variation time has elapsed, the result of the standard symbol variation display game is announced by the combination of the lighting and turning off states of the multiple LEDs. Further details about the standard symbol variation display game will be explained later.
[0025] Adjacent to the regular pattern display device 39a, a right-handed shooting display device 39b is provided. This right-handed shooting display device 39b indicates, through a combination of the on / off states of the LED, whether "right-handed shooting," where the player aims to have the game ball pass through the right-downward path 3c, or "left-handed shooting," where the player aims to have the game ball pass through the left-downward path 3b, is advantageous. For example, if the LED is lit, it indicates that right-handed shooting is advantageous; if it is off, it indicates that left-handed shooting is advantageous.
[0026] Furthermore, adjacent to the right-hand hitting display device 39b, there is a round number display device 39c which consists of multiple LEDs (round indicator LEDs). This round number display device 39c notifies the specified number of rounds (maximum number of rounds) related to the big win or V win described later, based on the combination of the on and off states of the multiple LEDs.
[0027] Below the center ornament 48, a regular variable prize winning device 41 (regular electric mechanism) is provided, with an upper starting port 34 (first special symbol starting port: first starting means) and a lower starting port 35 (second special symbol starting port: second starting means), and detection sensors 34a and 35a (upper starting port sensor 34a, lower starting port sensor 35a: see Figure 3) are formed inside each to detect the passage of the game ball.
[0028] The upper starting opening 34, which is the first special symbol starting opening, is a prize-winning opening related to the starting conditions for the variable display operation of the first special symbol (hereinafter, the first special symbol will be referred to as "special symbol 1," and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "prize-winning device with a fixed winning rate" that does not have a "starting opening opening / closing means" that can open or enlarge the starting opening. In this embodiment, due to the action of the game ball falling direction changing members in the game area 3a (for example, game pins (not shown), windmill 44, center ornament 48, etc.), the upper starting opening 34 is configured to be easily entered (prized) for game balls that have flowed down the left downward path 3b, while it is configured to be difficult or impossible for game balls that have flowed down the right downward path 3c to enter.
[0029] The standard variable prize winning device 41 is configured as a "variable prize winning rate type prize winning device" that can vary the rate at which game balls enter the starting opening by means of opening and closing the starting opening. In this embodiment, the starting opening opening and closing means is provided with a pair of left and right movable wing pieces (movable members) 47, and by opening and closing these movable wing pieces 47, the lower starting opening 35, which is the second special symbol starting opening, can be opened or enlarged.
[0030] Furthermore, the lower starting port 35 of the normal variable prize winning device 41 is a prize winning port related to the starting conditions for the variable display operation of the second special symbol (hereinafter, the second special symbol will be referred to as "special symbol 2," and sometimes abbreviated as "special symbol 2") in the special symbol display device 38b (second special symbol display device). The prize winning area of this lower starting port 35 is configured to change between an open state (easy prize winning state) that facilitates winning, and a closed state (difficult prize winning state) that makes winning more difficult or impossible than the open state, depending on the operating state (operated or inoperated) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is inoperated, the lower starting port 35 is kept in a closed state (impossible prize winning state) that makes winning impossible.
[0031] Furthermore, on both sides of the normal variable prize winning device 41, there are a total of five general prize winning openings 43: four on the left side (43a-43d) and one on the right side (43e). Inside each of these, there is a general prize winning opening sensor 43h (see Figure 3) that detects the passage of a game ball.
[0032] Furthermore, a normal symbol start opening 37 (third starting means), consisting of a passage gate through which game balls can pass, is provided diagonally to the upper right of the normal variable prize winning device 41, that is, above the middle of the rightward flow path 3c. This normal symbol start opening 37 is a prize winning opening related to the starting conditions for the variable display operation of the normal symbols (hereinafter, normal symbols may be abbreviated as "normal symbols") in the normal symbol display device 39a, and a normal symbol start opening sensor 37a (see Figure 3) for detecting passing game balls is formed inside it. In this embodiment, the normal symbol start opening 37 is formed only on the rightward flow path 3c side and not on the leftward flow path 3b side, but it is not limited to this and may be formed on both flow paths.
[0033] In the path from the normal symbol start opening 37 to the normal variable prize winning device 41 within the rightward flow path 3c, there is a special variable prize winning device 52 (special electric mechanism) configured to open or enlarge the large prize winning opening 50 by a retractable opening door 52b, and a large prize winning opening sensor 52a (see Figure 3) is formed inside it to detect game balls that have entered the large prize winning opening 50.
[0034] Furthermore, within the large prize opening 50, there is a V-prize opening (specific area (not shown)) into which game balls can be entered, and a specific area sensor 51a (see Figure 3) that detects game balls that have entered the V-prize opening. Game balls that have entered the large prize opening 50 can be guided to the V-prize opening by a V-guiding device (not shown). This V-guiding device is configured to be controllable between an open state (easy V-prize state) that facilitates entry into the V-prize opening (V-prize), and a closed state (difficult or impossible V-prize state) that makes entry more difficult or impossible than the open state. When the V-guiding device is not operating, it maintains a closed state (impossible V-prize state) that makes entry into the V-prize opening impossible. In this embodiment, when predetermined conditions are met, the V-guiding device is controlled to an operating state, and V-prize is enabled. If a game ball enters the V-prize slot during this V-prize validity period (when the specific area sensor 51a detects the game ball), a "V-prize" as described below will occur.
[0035] The area around the large prize opening 50 is a bulging portion (decorative member) 55 that protrudes from the surface of the game board 3, and the upper edge 55a of this bulging portion 55 forms the downstream guide portion of the rightward flow path 3c. When the large prize opening 50 is closed by the open door 52b (large prize opening closed state), the upper edge 55a of this bulging portion 55 forms a continuous surface, thereby forming a part of the downstream guide portion (upper edge 55a) of the rightward flow path 3c. Furthermore, in the downstream area of the rightward flow path 3c, in the area above the upper edge 55a of the bulging portion 55, more precisely in the game area above the large prize opening 50, a flow path correction plate 51d is provided protruding almost parallel to the direction of the flow of the game balls, and its function is to guide the flowing game balls toward the large prize opening 50.
[0036] (The process of the game ball entering the 50-prize winning slot) The process by which the game ball enters the large prize opening 50 is as follows: The game ball, having passed through the movable area between the upper surface of the center ornament 48 and the ball guide rail 5, flows down along the top surface (upper edge) 55a of the bulging part 55 that protrudes from the game board 3 and functions as a guide for the game ball. The game ball then comes into contact with the right end of the flow path correction plate 51d that protrudes from the surface of the game board 3, thereby correcting the direction of the game ball's flow toward the large prize opening 50 (downward). At this time, if the large prize opening 50 is covered by the retractable opening door 52b (large prize opening closed state), the game ball rolls over it and is further guided toward the tulip-type normal variable prize device 41 (lower starting opening 35) by a gauge configuration (arrangement of game pins) not shown. At this time, if the lower starting opening 35 is in a state where it can be entered (starting opening open), a game ball can be entered into the lower starting opening 35. However, if the open door 52b is retracted into the game board and the large prize opening 50 is open (large prize opening open), the game ball will be guided into the large prize opening 50.
[0037] In this embodiment, if the player aims the launch position towards the special variable prize winning device 52 (i.e., aims so that the game ball passes through the rightward downward path 3c), the configuration makes it difficult or impossible for the game ball to be guided towards the upper starting opening 34. Therefore, if the "large prize winning opening is closed," unless the movable wing piece 47 of the normal variable prize winning device 41 is activated, it is difficult or impossible for the game ball to enter each starting opening 34, 35.
[0038] When classifying the above-mentioned prize-winning means according to which of the left or right flow paths they belong to, that is, whether the game balls flowing down the left flow path 3b or the right flow path 3c can win a prize, the prize-winning means belonging to the left flow path 3b include the upper starting opening 34, the lower starting opening 35, and the left general prize-winning openings 43a to 43d, while the prize-winning means belonging to the right flow path 3c include the upper starting opening 34, the lower starting opening 35, the regular pattern starting opening 37, the large prize-winning opening 50, and the right general prize-winning opening 43e. Note that the lower starting opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is open (starting opening open state), and it is possible to win a prize from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when a game ball passes through (enters) the normal symbol starting opening 37 located on the right side of the game area 3a, so it can be said that it is essentially a prize-winning means that belongs only to the rightward downward path 3c. In addition, the large prize opening 50 belongs only to the rightward downward path 3c, and only game balls coming from the rightward downward path 3c can enter it.
[0039] (A configuration that favors right-handed hitters under specific conditions) In the gaming machine 1 of this embodiment, when the player aims to have the game ball pass through the rightward downward path 3c using "right-handed shooting," the game ball is more likely to enter the normal symbol starting opening 37, but it is difficult or impossible for the game ball to be guided to the upper starting opening 34. Therefore, in the "large prize opening closed state," unless the movable wing piece 47 of the normal variable prize winning device 41 is activated, it is difficult or impossible for the game ball to enter each starting opening 34, 35. However, when the "electric support state (starting opening easy entry state)" described later occurs, this movable wing piece 47 operates with an opening and closing pattern that is at least more advantageous than in the normal game state (normal state). Therefore, in this electric support state (electric support state), it is more advantageous to aim to have the game ball pass through the rightward downward path 3c than to aim to have the game ball pass through the leftward downward path 3b using "right-handed shooting." On the other hand, in the "no electric support state (difficult to enter the starting gate)" state, it is considered advantageous to aim for the game ball to pass through the left-flowing downward path 3b, rather than aiming for the game ball to pass through the right-flowing downward path 3c, which is called "right-handed shooting." In other words, whether it is advantageous for the player to shoot left-handed or right-handed can change depending on the game state. As will be explained in more detail later, game states related to the electric support state include the "time-saving state" and the "probability change state," while game states related to the no-electric support state include the "normal state" and the "hidden probability state."
[0040] Each of the above-mentioned prize-winning openings, such as the upper starting opening 34, lower starting opening 35, regular symbol starting opening 37, large prize-winning opening 50, or general prize-winning openings 43a to 43e, functions as a prize-winning means located within the game area 3a. Furthermore, detection sensors or switches such as the upper starting opening sensor 34a, lower starting opening sensor 35a, regular symbol starting opening sensor 37a, large prize-winning opening sensor 52a, or general prize-winning opening sensor 43h (corresponding to each of the general prize-winning openings 43a to 43e), which are provided in conjunction with each prize-winning opening, function as a "prize-winning detection means" for detecting game balls that have entered the prize-winning means. The number, shape, and position of each of the above-mentioned prize-winning means can be appropriately changed according to the gameplay. In addition, for each prize-winning means, whether game balls flowing down the left-downward path 3b or the right-downward path 3c are difficult, impossible, or possible to win can also be appropriately changed according to the gameplay.
[0041] When a game ball enters each prize slot, the number of prize balls per prize ball, as determined for each prize slot, is dispensed from the game ball dispensing device 19 (see Figure 3). For example, 3 balls are dispensed from the upper start slot 34, 1 from the lower start slot 35, 0 from the regular symbol start slot 37 (no prize balls), 15 from the large prize slot 50, and 3 from the general prize slots 43a to e. Game balls that do not enter any of the above prize slots are discharged from the game area 3a via the out slot 49. Here, "entry" means that a prize slot takes a game ball inside, or, if the prize slot is not designed to take game balls inside but consists of a pass-through gate (for example, the regular symbol start slot 37), that the game ball passes through the gate. In practice, when a game ball is detected by a detection sensor formed for each prize slot, it is treated as if an "entry" has occurred at that prize slot. Furthermore, the game balls used to win prizes are also referred to as "prize balls."
[0042] <Movable prop> Furthermore, within the game area 3a, movable components (movable performance means) are provided in positions that do not obstruct the flow of game balls, and which produce dynamic performance effects depending on their mode of operation.
[0043] In this embodiment, a first movable component 80 is positioned on the upper right side of the center ornament 48, and a second movable component 90 is positioned diagonally to the lower right of the first movable component 80. The first movable component 80 has a clock face section 81 consisting of a number display section divided into 12 number sectors with Roman letters "I" to "XII", and clock hands 82 consisting of an hour hand and a minute hand that are rotatably formed on the clock face section 81, forming a "wall clock section" as a whole. In this sense, the first movable component 80 is also referred to as the "clock-type component 80". The clock face section 81 has full-color LEDs on the back or inside for each sector section indicated by the hour hand, or the number sectors themselves are composed of full-color LEDs, so that each number sector can emit light in a different color independently. This clock-type component 80 functions as at least two performance means: a movable performance means (clock hands 82) and a light performance means (number sectors).
[0044] Furthermore, the second movable component 90 is constructed as a flower-shaped component 90 by attaching a flower-shaped part 91 (first movable component 91), which has a corolla made of multiple petals arranged around the center of the flower, and a calyx arranged around the outside of the corolla to create a double perianth, to the tip of an arm 92 (second movable component 92) that can swing, and with the flower-shaped part 91 having multiple petals that can rotate around the center of the flower as its central axis.
[0045] The flower-shaped prop 90 normally remains stationary at its original position (shown by a solid line in Figure 2) either on the edge of the LCD screen or to the side outside the LCD screen. When predetermined operating conditions are met, the arm 92 tilts, and together with the arm 92, the flower-shaped part 91 moves to a position that covers the LCD screen (shown by a dashed line in Figure 2). When it reaches the performance position shown by the dashed line in Figure 2, the flower-shaped part 91 rotates at the tip of the arm, and the translucent flower center and petals are illuminated from behind by a lamp or full-color LED, causing them to glow beautifully. When the flower-shaped prop 90 finishes its operation, it returns from the dashed performance position to the solid line origin position. The flower-shaped part 91 can perform multiple types of rotational movements of the petals, such as high-speed rotation, low-speed rotation, and reverse rotation. The arm 92 can perform multiple types of movements, including a fully tilted movement that tilts to the dashed line, a semi-tilted movement that tilts to a predetermined tilting angle, a vibrating movement where the arm rattles, and an inching movement. The clock-shaped component 80 (clock hands 82) and the flower-shaped component 90 (first movable body 91, second movable body 92) described above can be used in various effects, such as the preview effects, setting indication effects, and demo effects described later.
[0046] <2. Control device: Figure 3> Next, with reference to Figure 3, the control device responsible for controlling the game operation of the gaming machine 1 according to this embodiment will be described. Figure 3 is a control block diagram showing an overview of the control device.
[0047] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as "main control unit 20") which comprehensively manages the control of all aspects of game operation (game operation control), an effect control board (effect control means) 24 (hereinafter referred to as "effect control unit 24") which receives effect control commands from the main control unit 20 and comprehensively manages the control of the execution (appearance) of effects by the effect means, a payout control board (payout control means) 29 which controls the payout of prize balls by the game ball payout device 19, and a power supply board (power supply control means (not shown)) which generates and supplies the necessary power (including backup power) to each board of the gaming machine from an external power supply. A liquid crystal display device 36 as an image display device is connected to the effect control unit 24. Note that the power supply route is omitted in Figure 3.
[0048] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor that incorporates a CPU 201 (main control CPU), a ROM 202 (main control ROM) that stores various data necessary for game operation control as well as a control program that describes the game operation control procedure, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, thus forming a microcomputer (equivalent to a Z80 system) as a whole.
[0049] Although not shown in the diagram, the main control unit 20 also includes a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a function to create pulses of a fixed period (bitrate generator), and a time measurement function; an interrupt controller circuit that enables / disables interrupts such as timer interrupts that provide interrupt signals to the CPU; a reset circuit that can detect power-on and power-off or power-abnormal conditions and output a system reset signal to reset the CPU; a watchdog timer (WDT) circuit that monitors abnormal operation of the control program; an Intrusion Prevention Attack (IAT) circuit that monitors whether the program is running correctly within a preset address range; and a counter circuit for generating random numbers within a certain range (hardware random numbers) in hardware.
[0050] Furthermore, at least the main control unit (main control board) 20 and the payout control board 29 receive a voltage drop signal (power abnormality signal) from a power supply board (not shown), and before the power is cut off, they start backup processing so that the game operation before the power was cut off can be resumed after the power is restored (backup function). This game machine 1 is capable of retaining the contents of each memory in the RAM for at least several days.
[0051] The counter circuit described above consists of a random number generation circuit that generates random numbers and a sampling circuit that samples random values from the random number generation circuit at predetermined timings, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit according to the processing state to obtain the value indicated by the random number generation circuit as an internal random value for lottery (random number for jackpot determination (magnitude of random number: 65536)), and uses this random value for jackpot lottery. The internal random value for lottery is obtained by adding a software random value, which is generated by appropriate software processing, and a hardware random value, in order to prevent cheating such as targeting specific jackpots.
[0052] Here, referring to Figure 30, we will briefly explain the memory space (RAM 203, ROM 202) provided by the main control unit 20.
[0053] The "program / data area" of ROM202 includes an "in-area program" that stores control programs mainly required to execute game operation processing related to game progression, such as symbol variation display games and winning games, an "out-of-area program" that stores control programs not directly related to the game progression, such as processing related to performance display and type test signals described later, and a data storage area that stores various fixed data related to the programs. RAM203 is also configured to include work areas corresponding to the in-area program and out-of-area program mentioned above (for example, the in-area RAM area from address 0000H to 00FFH and the out-of-area RAM area from address 0100H to 01FFH). In other words, the storage area accessible by CPU201 is provided with an in-area ROM and in-area RAM provided to be within a predetermined upper limit capacity, and an out-of-area ROM and out-of-area RAM separate from them. The in-area ROM and out-of-area ROM each consist of a control area where programs are stored and a data area where data is stored.
[0054] A "program within the memory region" stored in the control area of the memory region ROM can access the data area of the same memory region ROM, and can access and update memory in the memory region RAM, but can only access memory in the memory region RAM and cannot directly update it. Similarly, a "program outside the memory region" stored in the control area of the memory region ROM can access the data area of the same memory region ROM, and can access and update memory in the memory region RAM, but can only access memory in the other memory region RAM and cannot directly update it. Therefore, if you want to update the data in the memory region RAM while a memory region program is processing memory within the memory region (while the memory region program is running), you need to call the memory region program from the memory region program, and update the data in the memory region RAM through the memory region processing performed by that memory region program (execution of the memory region program).
[0055] Returning to the explanation in Figure 3, the main control unit 20 is connected to the following sensors: an upper start-up sensor 34a for detecting entry into the upper start-up slot 34, a lower start-up sensor 35a for detecting entry into the lower start-up slot 35, a regular symbol start-up sensor 37a for detecting the passage of a game ball into the regular symbol start-up slot 37, a large prize-winning slot sensor 52a for detecting entry into the large prize-winning slot 50, a general prize-winning slot sensor 43h for detecting entry into the general prize-winning slot 43, and a specific area sensor 51a for detecting entry into the V prize-winning slot (specific area). The main control unit 20 receives detection signals from these sensors to determine which prize-winning slot the game ball has entered.
[0056] Furthermore, an OUT monitoring sensor 49a is connected to the main control unit 20 to detect game balls (out balls) discharged from the game machine through the out port 49 and each prize port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 is equipped with a functional unit (out ball counting means) capable of counting the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one of the "game performance information" defined by a specific value. For example, if "today's cumulative number of out balls is 30,000," then game performance information such as "game machine 1 was in operation for 300 minutes today" can be obtained using the relationship formula "operating time = cumulative number of out balls (balls) / firing performance (100 balls per minute)." In this embodiment, the number of out balls is used to calculate the "base value" (one of the game performance information) described later.
[0057] Furthermore, although not shown in the diagram, the main control unit 20 is connected to fraud detection sensors (for example, vibration sensors, radio wave sensors, and magnetic sensors) for detecting fraudulent activity against the gaming machine 1, and the main control unit 20 can monitor fraudulent activity against the gaming machine based on detection signals from the fraud detection sensors.
[0058] Furthermore, the main control unit 20 is connected to a standard electric mechanism solenoid 41c for controlling the opening and closing of the movable blade 47 of the lower start opening 35, and to a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50. The main control unit 20 is capable of transmitting control signals to drive these components.
[0059] Furthermore, special pattern display devices 38a and 38b are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for displaying special patterns 1 and 2. Additionally, a regular pattern display device 39a is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for displaying regular patterns.
[0060] Furthermore, the main control unit 20 is connected to a combined display device 38c, a right-handed display device 39b, and a round number display device 39c, and the main control unit 20 is capable of transmitting control signals to control the display of various information shown on these devices.
[0061] Furthermore, the main control unit 20 is connected to an external terminal board 21 for the frame, and the main control unit 20 can output one or more external signals containing specific game information to external devices such as a hall computer HC or a data counter DT (not shown) located outside the gaming machine via the external terminal board 21 for the frame. The game information included in the external signals includes, for example, information on the start / end of a winning game, winning information, information on the start / stop of special symbol variation, information on the number of prize balls, and various security information (information on the detection of fraudulent activity, and information on occurrences such as RAM clear, door opening, and setting changes). The "data counter DT" is a game information notification device that can notify specific information about the gaming machine, such as the number of big wins, the number of times the symbol variation display game is executed (number of symbol variations), and the number of games executed between big wins, based on the game information included in the external signals, and is usually installed on top of the gaming machine. Furthermore, the "Hall Computer HC" mentioned above is a management computer exclusively for amusement parlors that monitors and collects the status of gaming machines (various information such as the number of games played, the number of balls dispensed, the number of jackpots, and errors) based on the game information contained in the external signal, and comprehensively manages the operation (operation) status of gaming machines installed in the pachinko parlor. In addition, the "Data Counter DT" mentioned above is equipped with a "call button" for summoning pachinko parlor staff, and when the call button is operated, the Data Counter DT can notify the staff using its own light-emitting means. The detection signal from the call button can also be transmitted to the Hall Computer HC.
[0062] The "call button" mentioned above may be mounted on the gaming machine 1, for example, in a suitable location on the upper tray unit 8. In this case, the detection signal from the call button is configured to be transmitted to an external device from the external terminal board 21 for the payout frame, which will be described later.
[0063] Furthermore, the main control unit 20 is capable of outputting a type test signal from the frame external terminal board 21 that identifies game operation in real time, in response to the type test conducted by the Security Electronic Communications Technology Association (Hotsukyo) (a test related to the type approval of a game machine based on the regulations concerning the certification and type approval of a game machine). When a game machine that has passed the type test is installed in a pachinko parlor, no changes to the approved control program are permitted. For this reason, processing related to the type test signal will continue to be executed even after installation in the pachinko parlor (see the trial firing test signal terminal management processing during the timer interrupt area processing described later (step S823 in Figure 19)).
[0064] Furthermore, the main control unit 20 is connected to a RAM clear switch 98 for initializing a predetermined area (memory within the area) of the RAM 203, a setting key switch 94 that can be switched between a "setting change allowed state (ON operation)" which allows changes to the setting value and a "setting change prohibited state (OFF operation)" which prohibits changes to the setting value by inserting a setting key and performing an ON / OFF operation, and a setting change switch 95 for changing the "setting value" described later in the setting change allowed state, and the main control unit 20 is capable of receiving detection signals from these switches.
[0065] Although both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator, from the standpoint of preventing fraudulent activity, they are located in appropriate places inside the gaming machine that are not visible from the outside, and it is impossible to turn them ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0066] Furthermore, a setting display unit 97 (setting display means) that displays setting value information is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals to control the display of this display. The setting display unit 97 according to this embodiment consists of one 7-segment display unit. The setting display unit 97 is mounted in an appropriate location inside the gaming machine, for example, on the control board or on the board case protecting it, so that the setting value cannot be seen from the outside.
[0067] (Regarding the settings) The main control unit 20 has a "setting change function" that allows it to change the expected value (profit) of the profit given to players, such as the payout rate (so-called "machine payout rate" or "payout rate"), in stages, and is referred to as a "type with setting function". The "setting value" mentioned above is the value that indicates this stage. This setting value can be checked by the setting display unit 97 and is set as appropriate by the hall staff, based solely on the business strategy of the pachinko hall (amusement parlor).
[0068] A "setting value" is, for example, a setting that defines the probability of winning a jackpot (the type of win that triggers the condition device described later) in stages. The higher the setting value, the higher the probability of winning a jackpot, which is advantageous to the player. Such setting values can be set in at least two stages (at least a first setting value and a second setting value). For example, if there are six setting values from setting 1 to 6, the probability of winning a jackpot at low probability can be set to 1 / 280 for setting 1, 1 / 275 for setting 2, 1 / 270 for setting 3, 1 / 265 for setting 4, 1 / 260 for setting 5, and 1 / 251 for setting 6. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout rate), which is advantageous to the player. Furthermore, when the probability of winning a jackpot is in a high-probability state (when the special symbol probability variation function described later is activated), that probability may increase to a value not exceeding 10 times. However, the rate of increase may be the same for each setting value or it may be different. In this embodiment, the rate of increase is set to be the same for each setting value. In the example above, if the probability of winning a jackpot in the low-probability state is 1 / 280 to 1 / 251 for settings 1 to 6, and the rate of increase is 5 times, then the probability of winning a jackpot in the high-probability state will be approximately 1 / 56 to 1 / 50 for settings 1 to 6.
[0069] Furthermore, if there are multiple types of jackpots, the probability of winning at least one jackpot can be changed according to the setting value. For example, if there are four types of jackpots, jackpots 1 through 4, the setting value can be configured so that the probability of winning all of jackpots 1 through 4 increases as the setting value is relatively higher, or it can be configured so that only the probability of winning some of the jackpots, such as jackpots 1 through 3, increases (in this case, the probability of winning jackpot 4 will be the same for all setting values), or it can be configured so that only the probability of winning a specific jackpot (for example, only jackpot 1) increases (in this case, the probability of winning jackpots 2 through 4 will be the same for all setting values). Alternatively, the setting value can be configured so that the combined probability of winning jackpots 1 through 4 increases as the setting value is relatively higher. In addition, the probability of winning minor jackpots that do not trigger the activation of the condition device can be changed according to the setting value, similar to the case of jackpots described above, or the probability of winning can be the same for all settings.
[0070] Thus, the "setting value" refers to a grade related to the probability (likelihood) of a specific event occurring (winning), such as a jackpot, and is a value that defines events that affect the machine's payout rate in stages. The main control unit 20 can be equipped with setting means that can set setting values related to the probability of winning a specific event, as a functional unit related to the setting value.
[0071] (Regarding changing settings) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are ON, the system is controlled to a state where setting changes are permitted. If the power is turned on by any other switch operation, the system is controlled to a state where setting changes are prohibited. In this state where setting changes are permitted, each time the setting change switch 95 is turned ON, the current displayed value on the setting indicator 97 cycles through the range of settings 1 to 6, such as "1→2→3→4→5→6→1→2→3→...". When the desired setting value is displayed, the setting key switch 94 is turned OFF (setting confirmation operation), and the current displayed value is confirmed as the current setting value, and that setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. Then, when the setting key switch 94 is turned OFF from its current ON state, the state where setting changes are permitted ends, and gameplay starts thereafter with the confirmed setting value.
[0072] (No setting type, 1-stage setting type) Furthermore, the present invention is also applicable to "non-setting type" gaming machines that do not have set values. In the case of non-setting gaming machines, there are no set values to begin with, so there is no need to provide a setting value storage area.
[0073] Furthermore, the present invention is also applicable to gaming machines of the "single-stage setting type," which do not allow switching between multiple setting levels, but only have one setting level. This "single-stage setting type" is similar to the "setting function type" described above, in that operations related to setting levels, such as changing the setting, are possible, but only one setting level can be selected. It is mainly used to ensure compatibility and versatility between models, between the "setting function type" and the "non-setting type," and to facilitate the design of new models. This "single-stage setting type" is essentially the same as a "non-setting gaming machine" in that it has only one setting level. In the case of the "single-stage setting type," even if the setting change switch 95 is operated, only one setting level will be displayed on the setting display 97, for example, "1→1→1→1→...", and only one setting level can be selected.
[0074] Furthermore, the main control unit 20 can transmit various performance control commands to the performance control unit 24 depending on the processing status. However, in order to prevent fraudulent activity from outside, the main control unit 20 only transmits signals to the performance control unit 24 and is configured for one-way communication in which it cannot receive signals from the performance control unit 24.
[0075] (Regarding performance indicator 99) Furthermore, a performance indicator 99 (information display means) that notifies information relating to the game results during a predetermined period (specific game period) (hereinafter referred to as "performance information") is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals to display and control this information.
[0076] The performance indicator 99 of this embodiment consists of multiple 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays 99a to 99d), each with a display unit and a circuit unit integrated into a single unit, are arranged horizontally and mounted on, for example, the main control board 20 to form a display capable of displaying four digits. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment digit.
[0077] The "performance information" mentioned above is primarily used by pachinko parlors and relevant government agencies for verification and investigation purposes. For example, it is information used to investigate whether there are any abnormalities in the payout performance due to fraudulent adjustments of the game pins or cheating, or whether the game machine's intended payout performance (designed payout performance) is being properly realized. In other words, it is "information related to game performance (game performance information)." Therefore, it is information that is not directly relevant to players when they are enjoying the game. For this reason, the performance indicator 99 is mounted in an appropriate place inside the game machine, for example, on the control board or on the board case that protects it.
[0078] (Specific examples of performance information) The performance information described above is not particularly limited as long as it is useful gameplay data. For example, one or more of the various pieces of information shown in (Info 1) to (Info 4) below can be used.
[0079] (Information 1) Information based on the value (α / β) obtained by dividing the total number of balls dispensed by winning in a predetermined counting target section (specific total number of prize balls: α) by the total number of balls that are dispensed in the same counting target section (specific number of balls that are dispensed: β), can be adopted as performance information. Such specific ratio information is useful as an indicator for evaluating the payout performance of a gaming machine.
[0080] (Information 1-1) The "total number of balls dispensed" above refers to the total number of game balls (prize balls) dispensed when a ball enters a prize winning slot (upper starting slot 34, lower starting slot 35, general prize winning slots 43 (43a~43e), large prize winning slot 50). In this embodiment, the upper starting slot 34 dispenses 3 balls, the lower starting slot 35 dispenses 3 balls, the large prize winning slot 50 dispenses 15 balls, and the general prize winning slot 43 dispenses 6 balls. The total number of balls out refers to the number of game balls launched from the launching device 32 into the game area 3a (the number of game balls detected by the OUT monitoring switch 49a).
[0081] (Info 1-2) Furthermore, as the "counting target interval" mentioned above, for example, a specific game state (a specific game state focusing on YJ and / or Tcode) can be adopted. Specifically, focusing on the "internal game state (YJ)" described later, this includes the normal state, time-saving state, hidden probability state, time-saving state, slight time-saving state, probability variation, as well as during a big win (condition device ON), during a V-win (condition device ON), during a minor win (minor win flag ON), etc., and focusing on the "game mode (Tcode)" described later, this includes the heaven mode, hell mode, consecutive win mode, etc. (Details on various game states and game modes will be described later). Note that which game states are adopted as the counting target interval can be determined as appropriate depending on the performance information to be acquired. Also, the counting target interval may consist of not only one game state, but also multiple game states. For example, these include "normal state and slightly shortened state," "all game states except during a winning game," and "all game states."
[0082] (Information 1-3) In addition, instead of focusing on game states such as normal state, time-saving state, or jackpot state as the counting interval for performance information, the following counting intervals may be adopted. (Information 1-3A: Cases focusing on the probability of winning the jackpot) Periods of "low probability states and / or high probability states" can be included in the count. For example, "game states related to low probability states" and "game states related to high probability states." (Information 1-3B: Cases focusing on the presence or absence of the electric support state) The periods of "with electric support and / or without electric support" can be included in the count. For example, "game state related to the state without electric support" and "game state related to the state with electric support." (Information 1-3C: Cases focusing on the probability of winning the jackpot and the presence or absence of electric support) For example, these include "game states related to 'low probability state + no electric support state'", "game states related to 'high probability state + no electric support state'", "game states related to 'low probability state + electric support state'", and "game states related to 'high probability state + electric support state'".
[0083] (Info 1-3D) During a big win (including a V-win), the game is controlled to a low probability state, and during a minor win, the game state at the time of the win continues. However, if you want to measure the "period of pure low probability," you can use the period excluding "winning games" and "high probability states" as the counting interval. In this example, if the game state at the time of a minor win is a low probability state, it may or may not be included in the measurement. Details about big win types, minor win types, and these winning games will be described later. Also, if you want to measure the period of a low probability state or a high probability state excluding the period of both big win and minor win games, you can use the period excluding all winning games as the counting interval.
[0084] (Information 1-4) In addition, the "total number of payouts" mentioned above may be calculated by excluding one or more specific winning slots from the count (total number of payouts excluding specific winning slots). For example, the total number of payouts may be calculated by excluding the large winning slots 40 and 50 from the count (in this case, the total number of payouts will effectively be the number of wins excluding the winning slots from the count).
[0085] (Information 2) In addition, as performance information, one or more of the following may be counted: total number of balls dispensed, total number of balls dispensed excluding specific winning slots, total number of balls out, total number of balls launched, total number of balls acquired, and net increase in balls (difference in balls), and the count results may be adopted as performance information.
[0086] (Information 3) The ratio of special features during a predetermined game period may be used as performance information. The predetermined game period can be a predetermined number of games (for example, the most recent 6,000 games), a cumulative number of games (cumulative 17,500 games or more, cumulative 175,000 games or more, etc.), a predetermined period (for example, from power-on to power-off), or a predetermined time (for example, 10 hours from power-on) (the same applies to (Information 4) to (Information 5) described below). The "bonus round ratio (%)" is the percentage of game balls dispensed from the gaming machine that were dispensed due to the operation of an electric bonus round. The bonus round ratio is calculated as "(total number of balls dispensed during bonus round operation / total number of balls dispensed) × 100" (in this example, rounded down to the nearest whole number). Bonus rounds include ordinary electric bonus rounds, Type 1 special electric bonus rounds, Type 1 non-special electric bonus rounds, and continuous bonus round operation devices related to Type 1 special electric bonus rounds. The bonus round ratio is displayed in various ways; for example, the identification segment displays "7Y." and the ratio segment displays the current bonus round ratio (for example, "69" if it is 69%). If the game period is less than a predetermined period (for example, less than 6000 games), the identification segment will flash. If the ratio is above a predetermined value (for example, 70% or more), the ratio segment will flash, and when it reaches 100%, the ratio segment can flash "99".
[0087] (Information 4) The ratio of consecutive winning combinations during a predetermined gaming period may be used as performance information. The "Continuous Bonus Activation Ratio (%)" is the percentage of game tokens dispensed from the gaming machine that were dispensed due to the operation of the continuous bonus activation device. The continuous bonus activation ratio is calculated as "(Total number of tokens dispensed while the continuous bonus activation device is operating / Total number of tokens dispensed) × 100" (rounded down to the nearest whole number). The display of the continuous bonus activation ratio is as follows: for example, the identification segment displays "6Y." and the ratio segment displays the current continuous bonus activation ratio (for example, "59" if it is 59%). If the game period is less than a predetermined period (for example, less than 6000 games), the identification segment will flash. If the ratio is above a predetermined value (for example, 70% or more), the ratio segment will flash, and when it reaches 100%, the ratio segment can flash "99".
[0088] (Information 5) The ratio of special features in the total number of games (cumulative number of games) may also be used as performance information. The display of the payout ratio based on the total number of games (cumulative number of games) is as follows: for example, the identification segment displays "7A." and the ratio segment displays the current payout ratio (for example, "69" if it is 69%). However, if the total number of games is less than a predetermined number (for example, less than 17,500 games), the identification segment will flash. Also, if the payout ratio is above a predetermined value (for example, 70% or more), the ratio segment will flash.
[0089] Naturally, the counting interval for the count values used to calculate the performance information differs depending on the one or more performance information sets adopted. For example, if the count values used to calculate the performance information include the total number of balls dispensed in the normal state and the slightly shortened state, the cumulative number of balls out in the normal state and the slightly shortened state, and the total number of balls out in all game states, then the counting interval for the total number of balls dispensed and the cumulative number of balls out will be the normal state and the slightly shortened state, while the counting interval for the total number of balls out will be all game states.
[0090] (Regarding the section to be counted according to this embodiment) As described above, various types of information can be used as performance information, but in this embodiment, "normal state" and "slightly shortened time state" are defined as the counting intervals (game states to be counted). The total number of balls dispensed during these game states (hereinafter referred to as "normal payouts") and the cumulative number of balls that are taken out during the same game state (hereinafter referred to as "normal outs") are measured in real time, and the base value (normal base value) calculated by dividing the normal payouts by the normal outs and multiplying the result by 100 (normal payouts ÷ normal outs × 100) is adopted as the "performance information" and displayed in a predetermined manner by the performance display 99. Furthermore, the "base value" is rounded to the first decimal place and displayed as performance information on the performance display 99.
[0091] Therefore, the data for the number of balls dispensed under normal conditions, the number of balls that are output under normal conditions, and the base value (base value under normal conditions) are stored in the corresponding areas of RAM203 (storage area for the number of balls dispensed under normal conditions, storage area for the number of balls that are output under normal conditions, and storage area for specific ratio information). However, instead of simply measuring continuously and displaying performance information, when the total number of balls that are output reaches a predetermined number (for example, 60,000 balls), the measurement is terminated, and the base value at the time the measurement is terminated is stored as history information in a predetermined area of RAM203 (performance display storage area) (the current base value is stored). Note that the "total number of balls that are output (60,000 balls)" that triggers the termination of the measurement of the current base value refers not to the number of balls that are output under normal conditions, but to the total number of balls that are output during all game states (including during winning games) (hereinafter referred to as "total number of balls output in all states"). This total number of balls output in all states is also measured in real time and stored in the corresponding area of RAM203 (total number of balls output in all states storage area). For the sake of explanation, unless otherwise necessary, the above-mentioned "normal payout quantity storage area, normal output quantity storage area, specific ratio information storage area, and total output quantity storage area" (RAM areas that store data related to the calculation of performance information) may be collectively referred to as the "counting information storage area."
[0092] Furthermore, the processing program and work area for the display control and base value of the performance indicator 99 are located in a different area (outside memory (outside ROM, outside RAM)) from the area (in-area memory (in-area ROM, in-area RAM)) that the CPU 201 accesses when processing related to normal game progression (symbol variation display game, winning game, etc.).
[0093] As in this embodiment, if there are multiple counting intervals, including a first counting interval (normal state) and a second counting interval (slightly shortened state), the count values related to each counting interval (count values used to calculate performance information) may be stored in a memory area defined for each counting interval (hereinafter also referred to as "individual memory area"). For example, the following can be counted as the count values for each counting target section (hereinafter also referred to as "individual count values"): the number of items dispensed in the first counting target section (number of items dispensed in normal state), the number of items out in the first counting target section (number of items out in normal state), the number of items dispensed in the second counting target section (number of items dispensed in slightly shortened time state), and the number of items out in the second counting target section (number of items out in slightly shortened time state). A storage area can be provided to store these values. Note that the number of items dispensed in normal state and the number of items dispensed in slightly shortened time state are one form of the count values belonging to the number of items dispensed in normal state, and the number of items out in normal state and the number of items out in slightly shortened time state are one form of the count values belonging to the number of items out in normal state.
[0094] Furthermore, based on the count values in the individual memory areas described above, base values (hereinafter also referred to as "individual base values") for the first counting target interval (normal state) and the second counting target interval (slightly shortened state) may be calculated, and memory areas (first individual base value memory area, second individual base value memory area) may be provided to store each of these base values (normal state base value, slightly shortened state base value). In this case, the normal state base value and the slightly shortened state base value may be calculated, and their average value may be used as the base value for display. In this way, when the system is configured to store count values and base values defined for each counting target interval, it becomes possible to manage individual count values and individual base values. In this case, there is also the advantage that individual count values and / or individual base values can be used as display targets.
[0095] Once the total number of balls out reaches a predetermined number and the current base value is stored as historical information, the counting information storage area used for this measurement is cleared (initialized), and the measurement and calculation of new normal payouts, normal outs, total number of balls out in all states, and base value is started. As a result, the current base value is stored as historical information, and the next performance information is measured, calculated, and stored in real time.
[0096] Furthermore, from the initial power-on or the complete clearing of out-of-bounds RAM until the total number of out-of-bounds states reaches a predetermined number (for example, 299), this is considered a test period (pre-measurement period), during which only the total number of out-of-bounds states is counted, and base values, etc., are not measured. This is to accommodate the operational testing that takes into account when a gaming machine is first installed in a pachinko parlor. For example, players may check the operation by placing game balls in the starting slot or by test-playing the machine, and it is necessary to exclude the prize balls and out-of-bounds balls from the counting target for such operational testing. Therefore, the first measurement begins after the above test period has ended.
[0097] Furthermore, if the total number of out-of-bounds units reaches a predetermined number (60,000 in this case) after the start of the first measurement, the base value at this point (the initial base value) is stored in the performance display storage area of RAM203, and the current number of units dispensed under normal conditions, the number of out-of-bounds units under normal conditions, and the total number of out-of-bounds units under all conditions are cleared for the second measurement (measurement data initialization process). In other words, each time the predetermined number of 60,000 units is counted, the current base value is stored, and the number of units dispensed under normal conditions, the number of out-of-bounds units under normal conditions, and the total number of out-of-bounds units under all conditions being measured are cleared for the next base value measurement.
[0098] The historical base value (history base value) and the base value currently being measured in real time (real-time base value) are displayed alternately at predetermined intervals (for example, every 5 seconds). In this embodiment, of the four 7-segment LEDs 99a to 99d, the two 7-segment LEDs 99a and 99b on the left half of the front are used as an 'identification display unit (identification segment)' that displays identification information to distinguish whether it is the 'real-time base value' being measured in real time or the 'history base value' which is historical information, while the two 7-segment LEDs 99c and 99d on the right half of the front are used as a 'base display unit (ratio segment)' that displays the base value.
[0099] The identification display section (identification segment) will display, for example, the following: (1) To display the real-time base value: "bL." (2) To display historical base values: "b6." (3) During the test period: "--"
[0100] Furthermore, the base value is rounded to the first decimal place before being displayed in the numerical display section. However, if the rounded value has three or more digits, "99." is displayed in the base display section to indicate an overflow. For example, if the real-time base value is 31, "bL.31" is displayed; if the historical base value is 29, "b6.29" is displayed; and if there is an overflow, "bL.99" or "b6.99" is displayed. Note that the test period is the section before the start of measurement, so "---" is displayed in the identification display section and the base display section. As a result, it is possible to distinguish whether the currently displayed content is a real-time base value or a historical base value.
[0101] Furthermore, the historical base value is not limited to the previous base value; it may also be configured to display base values from specific measurement intervals, such as the one before last or the one before that (three measurements ago), and the number of previous base values to display can be determined as appropriate. For example, multiple measurement periods can be switched and displayed at predetermined intervals, such as "Third Historical Base Value (Measurement Result from 3 Measurements Ago)," "Second Historical Base Value (Measurement Result from Two Measurements Ago)," "First Historical Base Value (Previous Measurement Result)," and "Real-Time Base Value (Current Base Value)." In this case, the display of the identification display unit can be set to a different display mode for each interval in order to identify the measurement results of each interval. For example, "Third Historical Base Value" can be displayed as "b3." in the identification display unit, "Second Historical Base Value" as "b2." in the identification display unit, "First Historical Base Value" as "b1." in the identification display unit, and "Real-Time Base Value" as "bL." in the identification display unit. Also, when displaying a test interval, the identification display unit "--" is displayed. Furthermore, when displaying one or more performance information in the performance indicator 99, the display mode can be freely determined as long as the performance information can be identified. Furthermore, when displaying multiple performance data points, the timing of switching between displaying one set of performance data points and another can also be freely determined.
[0102] In this specification, the term "measurement" can be replaced with the terms "calculation" or "counting," and "calculation" can be replaced with the terms "measurement" or "counting," and "counting" can be replaced with the terms "measurement" or "counting." For example, the meaning of "calculate the base value" can be treated as an equivalent concept to the meaning of "measure the base value" or "count the base value."
[0103] Furthermore, a payout control board (payout control unit) 29 is connected to the main control unit 20, and a launch control board (launch control unit) 28 that controls the launching device 32 and a game ball payout device (game ball payout means) 19 that dispenses game balls are connected to this payout control board 29.
[0104] The main roles of the payout control board 29 are to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and transmit information (status signals) regarding the payout operation status to the main control unit 20. The main control unit 20 can send a control command related to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29 when it is necessary to pay out balls, and on the other hand, the payout control board 29 can send the above status signals to the main control unit 20.
[0105] The payout control board 29 is connected to a fullness detection sensor 60 that detects the storage state of game balls stored in the upper tray 9 (whether or not the upper tray 9 is full) and a door open sensor 61 that detects the open / closed state of the door structure (in this embodiment, the "front frame 2" and / or the "glass door 6"), and the payout control board 29 is capable of receiving detection signals from these sensors. In this embodiment, the door open sensor 61 functions as a door open detection means and is configured to be ON when the front frame 2 or the glass door 6 is opened forward relative to the outer frame 4 (ON when open) and OFF when it is closed (OFF when closed). The door open sensor 61 may also be a sensor capable of individually detecting the glass door 6 and the front frame 2. For example, the first door open sensor 61 may detect the open / closed state of the front frame 2, and the second door open sensor 61 may detect the open / closed state of the glass door 6. Furthermore, if the glass door 6 and the front operation panel 7 are door structures that can be opened and closed independently, the front frame 2, glass door 6, and front operation panel 7 may be configured to detect the open / closed state. In any case, for door structures that can be opened and closed on the front side of the gaming machine 1 (outer frame 4), in particular door structures that open the inside of the gaming machine, it is extremely important from the standpoint of preventing fraudulent activity to provide a sensor that can detect the open / closed state. In this embodiment, the detection signal from the door open sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open / closed state of the door structure. However, the present invention is not limited to this, and the detection signal from the door open sensor 61 may be directly input to the main control unit 20.
[0106] Furthermore, the payout control board 29 is capable of receiving detection signals from a supply shortage detection sensor 19a that detects a shortage of game balls and a ball counting sensor 19b that detects the number of game balls (prize balls) to be dispensed. The payout control board 29 is also capable of transmitting control signals to control the payout motor 19c (motor that drives the ball dispensing mechanism) of the game ball dispensing device 19.
[0107] The payout control board 29 is capable of transmitting various status signals based on detection signals from the full-capacity detection sensor 60, door open sensor 61, supply depletion detection sensor 19a, and ball count sensor 19b. These status signals include a "ball jam signal" indicating a full-capacity state, a "door open signal" indicating the open / closed state of the front frame 2 and glass door 6, a "supply depletion signal" indicating insufficient supply of game balls from the game ball payout device 19, a "counting error signal" indicating insufficient payout of prize balls or an abnormality in the ball count sensor 19b, and a "payout completion signal" indicating that the payout operation has been completed. The main control unit 20 monitors the door open state (door open error), whether the payout operation of the game ball payout device 19 is normal or not (supply depletion error), and the full state of the upper tray 9 (upper tray full error (ball jam error)) based on these status signals. Although it was explained above that the detection signal (door open signal) from the door open sensor 61 is input to the main control unit 20 via the dispensing control board 29, it is also possible to configure it so that the signal is input directly to the main control unit 20 without going through the dispensing control board 29.
[0108] The payout control board 29 is connected to the launch control board (launch control unit) 28. In this embodiment, this means that the payout control board 29 is equipped with a launch control IC, and the main control unit 20 directly transmits the launch control signal to the launch control board 28. The main control unit 20 is configured to transmit the launch control signal to the launch control IC (launch control board 28) on the payout control board 29, and directly controls the launch operation of the launch device 32 by controlling the "ON (output = launch operation permitted) / OFF (output stopped = launch operation prohibited)" of the launch control signal. After power is turned on, the main control unit 20 continues to output the launch control signal once the conditions for starting the game are met (see step S039 in Figure 8B described later), but if it determines that a specific error has occurred (for example, a door opening error), it stops the launch control signal (launch control signal OFF).
[0109] The launch control board 28 controls the power supply to the launch solenoid (not shown) provided on the launching device 32 based on the fact that a launch control signal is output from the main control unit 20 (launch control signal ON), thereby realizing the launch operation of the game ball by operating the launching handle 15. Therefore, if a launch permission signal is not output (launch control signal OFF), no matter how much the launching handle 15 is operated, the launch operation will not be performed and the game ball will not be launched. The launch control board 28 is also capable of receiving detection signals (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) provided on the launching handle 15, and detection signals from a launch stop switch (not shown) provided on the launching handle 15. The launch control board 28 is designed so that if the player is not touching the handle by the touch sensor (non-touch state), or if the launch stop switch provided on the launching handle 15 is operated (launch stop switch ON state), the launching device 32 will not perform the launch operation, even if it has received a launch control signal from the main control unit 20. Furthermore, the force with which the game balls are launched can be changed according to the amount of movement of the launch control handle 15.
[0110] (2-2. Performance Control Unit 24) The performance control unit 24 is primarily composed of a microcomputer equipped with a built-in CPU 241 (performance control CPU), a ROM 242 (performance control ROM) that stores performance data required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. It also includes an audio control unit (sound source LSI), an RTC control unit (Real Time Clock) that manages calendar information related to the current time (real time information) and / or date (month, day, day of the week), counter circuits for generating hardware random numbers within a certain range (16-bit counter, 8-bit counter), an interrupt controller circuit, a reset circuit, a WDT circuit, and other components to control the overall performance operation. The performance control unit 24, like the main control unit 20, also includes a backup function and a random number generation means (random number generation means for performance lottery) related to performance lottery.
[0111] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, to select and determine performances based on the performance control commands, to control the image display of the liquid crystal display device 36, to control the sound of the speaker 46, to control the illumination of various performance LEDs (decorative lamps 45, button LEDs 13b, and other performance LEDs), and to control the operation of various movable parts (clock-type part 80, flower-type part 90).
[0112] The performance control unit 24 also includes a display control unit (not shown) that is responsible for the display control of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that is responsible for the control of all video output processing such as image unfolding and image drawing, an image ROM that stores image data (performance image data) for which the VDP performs image unfolding processing, a VRAM (Video RAM) that temporarily stores the image data unfolded by the VDP, a liquid crystal control CPU that outputs control data necessary for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedure of the liquid crystal control CPU and various data necessary for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.
[0113] Furthermore, the performance control unit 24 includes an optical display control unit for an optical display device 45a, which includes various performance LEDs such as decorative lamps 45 and button LEDs 13b, an acoustic control unit (sound source LSI) for an acoustic generator 46a, which includes a speaker 46, and a drive control unit (motor drive circuit) for movable part motors 80c, 91c, and 92c that operate movable part components (clock-type component 80, flower-shaped part 91, arm 92).
[0114] Furthermore, a position detection sensor 82a is connected to the performance control unit 24 to monitor the movement of the movable mechanism. Based on the detection information from the position detection sensor 82a, the performance control unit 24 monitors the current operating position of the movable mechanism (for example, the amount of movement from the origin position) and controls its operation. The performance control unit 24 also monitors for malfunctions in the operation of the movable mechanism based on the detection information from the position detection sensor 82a, and if a malfunction occurs, it performs a predetermined error notification process.
[0115] Furthermore, the performance control unit 24 is connected to a performance button switch 13a that detects the operation of the performance button 13, and to directional key switches 75a' to 75d' that detect the operation of the directional keys 75 (75a to 75d). The performance control unit 24 is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.
[0116] When the performance control unit 24 receives a performance control command from the main control unit 20, it selects one of several pre-prepared performance patterns by lottery or uniquely based on the information contained in the command, and controls various performance means at the necessary timing to produce the desired performance. This enables the display of performance images on the liquid crystal display device 36 (image display performance), the playback of sounds from the speaker 46 (sound performance), and the lighting and flashing of decorative lamps 45 and other performance LEDs (light performance), and various performance patterns (such as the changing display operation of decorative symbols and pre-announcement performances) unfold in chronological order, thereby realizing a "performance scenario" in a broad sense. Furthermore, the performance control unit 24 is configured to identify what kind of operation was performed on the performance button 13 and / or the direction keys 75 (for example, pressing, holding, rapid pressing, or pressing the direction keys 75 in the up, down, left, or right directions) based on operation detection signals from the performance button switch 13a and direction key switches 75a' to 75d' during a predetermined operation acceptance valid period (operation identification means), and is configured to execute and control the performance according to the operation type.
[0117] The performance control command defines its function using a two-byte configuration consisting of a one-byte mode and a one-byte event. To distinguish between MODE and EVENT, Bit 7 of MODE is set to ON and Bit 7 of EVENT is set to OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each of the mode and event. Specifically, when the CPU 201 (main control CPU) has a command to send, it sets and outputs mode information for sending the command to the performance control unit 24, and sends the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event information, and sends the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be active by the CPU 201 for a predetermined period to ensure that the CPU 241 (performance control CPU) can reliably receive the command.
[0118] Furthermore, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal and executes a control program for command reception interrupt processing, and performance control commands are acquired during this interrupt processing. In addition, unlike CPU 201, when an interrupt occurs based on the input of a strobe signal, CPU 241 will interrupt the processing of other interrupt-based interrupt processing (timer interrupt processing that is executed periodically) and perform command reception interrupt processing, and will prioritize command reception interrupt processing even if other interrupts occur simultaneously.
[0119] <3. Overview of Operation> Next, the game operation of the gaming machine 1 using the control device (Figure 3) described above will be explained.
[0120] (3-1. Symbol variation display game) (3-1-1. Special Symbol Variation Display Game, Decorative Symbol Variation Display Game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number generation in the main control unit 20 based on predetermined starting conditions, specifically, when a game ball enters (wins) the upper starting opening 34 or the lower starting opening 35. Based on the lottery result, the main control unit 20 displays special symbols 1 and 2 in a variable manner on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has elapsed, the result is displayed on the special symbol display device, thereby ending the special symbol variable display game.
[0121] In this embodiment, the jackpot lottery based on a ball entering the upper starting opening 34 and the jackpot lottery based on a ball entering the lower starting opening 35 are performed separately and independently. Therefore, the jackpot lottery result for the upper starting opening 34 is derived on the special symbol display device 38a side, and the jackpot lottery result for the lower starting opening 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, the first special symbol variation display game is started by displaying special symbol 1 in a variation manner, provided that a game ball enters the upper starting opening 34. On the other hand, on the special symbol display device 38b side, the second special symbol variation display game is started by displaying special symbol 2 in a variation manner, provided that a game ball enters the lower starting opening 35. When the special symbol variation display game is started on the special symbol display device 38a or the special symbol display device 38b, after a predetermined variation display time has elapsed, the special symbols are displayed in a pattern based on the jackpot lottery result. For example, if the result of the jackpot lottery is a "jackpot," the special symbols displayed during the spinning display will stop in a predetermined "jackpot" manner if it is a "minor win," in a predetermined "minor win" manner if it is a "special time-saving" state, and in a predetermined "miss" manner otherwise, and the game result (jackpot lottery result) will be derived from this. Details regarding the types of wins related to the jackpot lottery will be described later.
[0122] For the sake of clarity, in this specification, the first special symbol variation display game on the special symbol display device 38a side may be referred to as "Special Symbol Variation Display Game 1," and the second special symbol variation display game on the special symbol display device 38b side may be referred to as "Special Symbol Variation Display Game 2." Furthermore, unless otherwise necessary, "Special Symbol 1" and "Special Symbol 2" may be referred to as "Special Symbol" (sometimes abbreviated as "Special Symbol"), and "Special Symbol Variation Display Game 1" and "Special Symbol Variation Display Game 2" may be referred to as "Special Symbol Variation Display Game" without distinction. In addition, the period during a symbol variation display game may be abbreviated as "During Game," and used to distinguish it from the period during a winning game. Furthermore, when referring to "During Game," unless otherwise specified, it means the period of the symbol variation display game and / or a winning game, that is, the period other than the customer waiting period (non-game). However, when referring to "not playing," unless otherwise specified, this period may include the time during which the safety device (complete function) described below is in operation.
[0123] Furthermore, when the aforementioned special symbol variation display game is started, the decorative symbol variation display game is started by displaying decorative symbols (theatrical game symbols) in a variation manner on the liquid crystal display device 36, and various effects are unfolded in conjunction with this. When the special symbol variation display game ends, the decorative symbol variation display game also ends, and a predetermined special symbol indicating the jackpot lottery result is displayed on the special symbol display device, and a decorative symbol reflecting the jackpot lottery result is displayed on the liquid crystal display device 36. In other words, the theatrical decorative symbol variation display game, which includes the operation of displaying the variation of decorative symbols, reflects and displays the result of the special symbol variation display game.
[0124] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is "jackpot", the decorative symbol variation display game will feature a performance that reflects that result. When the special symbol display device stops displaying a special symbol in a display mode indicating a jackpot (for example, the 7-segment display showing "7"), the liquid crystal display device 36 stops displaying the decorative symbols in the "left", "center", and "right" display areas in a display mode that reflects a "jackpot" (winning symbols: for example, in the "left", "center", and "right" display areas, the three decorative symbols will be displayed in a "7", "7", and "7" display mode).
[0125] When a "jackpot" occurs, specifically, the special symbol variation display game ends, followed by the decorative symbol variation display game, and as a result, the "jackpot" symbol pattern is displayed. Then, the large prize slot solenoid 52c (see Figure 3) of the special variation prize device 52 operates, causing the opening door 52b to open and close in a predetermined pattern. This opens and closes the large prize slot 50, resulting in a special game state (winning state) that is more advantageous to the player than the normal game state (normal state). In this jackpot game, the winning area is opened or expanded until the opening time of the large winning opening by the opening door 52b is set to a predetermined time (maximum opening time: for example, 29.8 seconds), or until the number of winning balls entering the large winning opening 50 reaches the maximum number of winning balls (the maximum number of winning balls allowed for the opening that opens or expands with a single operation of the mechanism: for example, 10 balls). When either of these conditions is met, the large winning opening is closed (the round game end condition (closing condition) is met). This "round game" is repeated for a predetermined number of rounds (for example, a maximum of 10 rounds).
[0126] When the above-mentioned jackpot game begins, an opening sequence is performed using the start interval time (start INT). After the start INT ends, rounds of gameplay are performed multiple times, up to a predetermined maximum number of rounds. When the current round of gameplay ends, the next round of gameplay begins after a predetermined interval time (inter-round INT). When the maximum number of rounds is completed, an ending sequence is performed using the end interval time (end INT), and with this, the series of jackpot games ends. In other words, a jackpot game is broadly composed of the opening period (start INT period), the round game period up to the maximum number of rounds, and the ending period (end INT period). Furthermore, the V-win game described later is basically the same as a jackpot game, consisting of the opening period (start INT period), the round game period up to the maximum number of rounds, and the ending period (end INT period), and predetermined sequences related to each game period appear as the in-game sequences (V-win sequences). In this specification, unless otherwise necessary, the terms "bonus game animation" and "V-bonus game animation" may be used interchangeably.
[0127] Regarding the information necessary to execute the above-mentioned decorative pattern variation display game, the main control unit 20 first performs a jackpot lottery based on the fact that a game ball has entered (won) the upper start port 34 or the lower start port 35, specifically, based on the fact that the game ball has been detected by the upper start port sensor 34a or the lower start port sensor 35a and the start condition (start condition related to special patterns) has been met, which includes a 'win / lose lottery' to determine whether it is a "jackpot", "minor win", "special time reduction", or "miss", and a 'pattern lottery (winning pattern lottery)' to determine the type of jackpot if the win / lose lottery result is a "jackpot", the type of minor win if it is a "minor win", the type of special time reduction if it is a "special time reduction", and the type of miss if it is a "miss", and then determines the variation pattern of the special patterns and the special patterns (special stop patterns) to be displayed at the end.
[0128] Then, as a performance control command to identify the processing state, a "variation pattern specification command" including at least special symbol variation pattern information (for example, information regarding the jackpot lottery result and the variation time of the special symbols) is sent to the performance control unit 24. This sends the basic information necessary for the decorative symbol variation display game to the performance control unit 24. In this embodiment, in order to provide a wide variety of performances, a "decorative symbol specification command" including information regarding the special stop symbols (symbol lottery result information (winning type information)) is also sent to the performance control unit 24.
[0129] The special symbol variation pattern information mentioned above may include not only the jackpot lottery result but also information specifying the execution of specific pre-announcement effects (for example, the reach effect, pseudo-consecutive effect, pre-announcement effect, setting suggestion effect, etc., as described later). It may also include information about the type of pre-announcement effect (for example, the type of reach effect and the number of pseudo-consecutive effects). In more detail, the special symbol variation patterns are broadly divided into "winning variation patterns" for wins and "losing variation patterns" for losses, depending on the jackpot lottery result, and these variation patterns may include various variation patterns such as the following. (1) A “reach variation pattern” that specifies the execution of a reach animation (including the specification of the type of reach), (2) A "normal variation pattern" in which the execution of the reach animation is not specified. (3) A “pseudo-consecutive-win reach variation pattern” that specifies the execution of a pseudo-consecutive-win sequence and a reach sequence. (4) A "normal variation pattern with pseudo-consecutive wins" in which the execution of the pseudo-consecutive win effect is specified but the execution of the reach effect is not specified. (5) A “pre-announcement reach variation pattern” that specifies the execution of the pre-announcement and the execution of the reach animation. (6) A "normal variation pattern for pre-announcement" that specifies the execution of the pre-announcement but does not specify the execution of the reach animation.
[0130] The various variation patterns described above are merely examples, and various variation patterns can be defined depending on the type of effect to be specified. For example, "a variation pattern that specifies the execution of at least the ○○ effect," or "a variation pattern that specifies the execution of the △△ effect but does not specify the execution of the □□ effect" (○○ effect, △△ effect, and □□ effect are just examples of effect types, and one or more types of effects can be specified). In addition, variation patterns that specify the execution of a particular effect, such as reach variation patterns and pseudo-consecutive variation patterns, generally have longer variation times than normal variation patterns in order to secure the time for that effect.
[0131] The performance control unit 24 determines the performance content (performance scenario) to be unfolded chronologically during the decorative symbol variation display game, and the decorative symbol to be displayed at the end (decorative stop symbol), based on the information contained in the performance control commands (here, the variation pattern specification command and the decorative symbol specification command) sent from the main control unit 20. It then controls the performance during variation (preview performances during the decorative symbol variation display game, decorative symbol variation display performances (decorative symbol performances), etc.) according to a time schedule based on the variation pattern of the special symbols. As a result, the decorative symbols displayed on the liquid crystal display device 36 are displayed in time in synchronization with the variation display of the special symbols by the special symbol display devices 38a and 38b, and the duration of the special symbol variation display game and the duration of the decorative symbol variation display game are substantially the same. The performance control unit 24 also controls the liquid crystal display device 36, the optical display device 45a, or the sound generator 46a, respectively, to correspond to the performance scenario and unfold various performances in the decorative symbol variation display game. This enables the playback of images on the liquid crystal display device 36 (image effects), the playback of sound effects (sound effects), and the operation of lighting up and flashing LEDs for effects such as decorative lamps 45 (light effects).
[0132] Thus, the special symbol variable display game and the decorative symbol variable display game have an inseparable relationship, and what reflects the display result of the special symbol variable display game is expressed in the decorative symbol variable display game. Therefore, these two symbol variable display games may be regarded as equivalent symbol games. In this specification, unless particularly necessary, the above two symbol variable display games may be simply referred to as the "symbol variable display game". Also, for the convenience of explanation, the number of executions (number of games) of the symbol variable display game (especially the special symbol variable display game) may be referred to as the "number of symbol variations" or "number of variations" or "rotation of XX times (for example, 1 rotation, 10 rotations, etc.)". Also, the effects related to the symbol variable display game (such as decorative symbol effects, preview effects, etc.) may be referred to as "effects during variation".
[0133] (3-1-2. Normal Symbol Variable Display Game) Also, in the gaming machine 1, based on the fact that a game ball has passed (won) through the normal symbol start port 37, the main control unit 20 conducts an "auxiliary win lottery" by random number lottery. Based on the lottery result, the normal symbol represented by the LED is variably displayed on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variation time has elapsed, the result is stopped and displayed in a combination of lighting and non-lighting of the LED. For example, when the result of the normal symbol variable display game is "auxiliary win", the display part of the normal symbol display device 39a is stopped and displayed in a specific lighting state (for example, all 2 LEDs 39 are in the lighting state).
[0134] When this "auxiliary win" occurs, the ordinary electric mechanism solenoid 41c (see Figure 3) is activated, causing the movable wing 47 to open in an inverted "V" shape, opening or expanding the lower start opening 35, making it easier for game balls to flow in (start opening open state), resulting in an auxiliary game state (hereinafter referred to as "ordinary electric opening game") that is more advantageous to the player than the normal state. In this ordinary electric opening game, the movable wing 47 of the ordinary variable prize winning device 41 is activated (opening operation), and the prize winning area is controlled to be open or expanded until the opening time of the lower start opening 35 (start opening state time) has elapsed to the maximum opening time (for example, a maximum of 6 seconds) or until the number of prize balls entering the lower start opening 35 reaches a predetermined number (for example, a maximum of 10 balls). When either of these conditions is met, the opening operation of the movable wing 47 ends and the lower start opening 35 is closed. The lower start opening 35 can be opened once or more times within the maximum opening time.
[0135] (3-1-3. Operation Reserve Ball) In this embodiment, during a symbol variation display game (special symbol variation display game, normal symbol variation display game, jackpot game, minor jackpot game, or normal power release game), if a ball enters one of the start ports 34, 35 or the normal symbol start port 37, that is, if a detection signal is received from the upper start port sensor 34a, the lower start port sensor 35a, or the normal symbol start port sensor 37a, and the corresponding start condition is met, this is stored as data relating to the right to start the symbol variation display game, up to a predetermined upper limit, which is the maximum number of reserved storages, excluding data related to the variation display. This reserved data that is not used for the symbol variation display operation, or the game balls related to this reserved data, are also called "operated reserved balls." To make the number of these operated reserved balls clear to the player, a dedicated reserved indicator (not shown) provided in an appropriate place on the game machine 1 is lit up, or it is displayed in a predetermined display manner in a reserved display area provided as an icon image on the screen of the liquid crystal display device 36 (see Figure 5A).
[0136] In this embodiment, up to four operational reserve balls for each of the special symbol 1, special symbol 2, and normal symbol are reserved and stored in the corresponding memory area of the RAM 203, and are reserved as the number of times the special symbol or normal symbol variation is confirmed. The maximum number of operational reserve balls for each of the special symbol 1, special symbol 2, and normal symbol (maximum number of reserved balls) is not particularly limited (it can be set to "0 ≤ maximum number of reserved balls"). Also, all or part of the maximum number of reserved balls for each symbol may be different, and the number can be appropriately determined according to the gameplay. For the sake of explanation in this specification, the operational reserve balls for special symbol 1, special symbol 2, and normal symbol are also referred to as "special symbol 1 operational reserve ball," "special symbol 2 operational reserve ball," and "normal symbol operational reserve ball," respectively.
[0137] (3-2. Game state) Next, the game states will be described. In the game machine 1 according to this embodiment, in addition to the special game state of a big win, multiple types of game states can be generated. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.
[0138] The gaming machine 1 of this embodiment is equipped with a "probability variation function (probability variation function)" in which the main control unit 20 (CPU 201) is responsible for its function. There are two types of probability variation functions: a probability variation function related to special symbols (hereinafter referred to as the "special symbol probability variation function") and a probability variation function related to ordinary symbols (hereinafter referred to as the "ordinary symbol probability variation function").
[0139] The special symbol probability variation function changes the probability of winning a jackpot from a predetermined low probability (normal probability) to a high probability, creating a "high probability state (jackpot high probability state)" that is more advantageous than the normal state. When this special symbol probability variation function is active and the game is in a high probability state, the probability of winning a jackpot becomes high, making jackpots more likely to occur. As already explained, the probability of winning a jackpot during the low probability state and the high probability state can be set to be different depending on the setting value.
[0140] The regular symbol probability variation function is a function that changes the probability of drawing an auxiliary win from a predetermined low probability (normal probability) to a high probability (for example, from 1 / 256 to 255 / 256), thereby creating an "auxiliary win probability variation state" that is more advantageous than the normal state. When this regular symbol probability variation function is active, the probability of drawing an auxiliary win becomes high, making auxiliary wins more likely to occur, normal power release games occur more frequently, and the operating rate of the movable wing pieces 47 per unit time is improved compared to the normal state.
[0141] Furthermore, the gaming machine 1 of this embodiment is equipped with a "variation time reduction function (time reduction function)" whose function is handled by the main control unit 20. There are two types of time reduction functions: a time reduction function related to special symbols (hereinafter referred to as the "special symbol time reduction function") and a time reduction function related to regular symbols (hereinafter referred to as the "regular symbol time reduction function").
[0142] The special symbol time reduction function is a function that creates a "special symbol time reduction state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops and is displayed (average variation time)). When this special symbol time reduction function is active, the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a variation that does not result in a reach is shortened from 8 seconds to 2 seconds), and the number of times the jackpot is drawn per unit time is increased compared to the normal state.
[0143] The normal symbol time reduction function is a function that creates a "normal symbol time reduction state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbols start to vary until they stop and are displayed (average variation time)). When the normal symbol time reduction function is active, the game state (normal symbol time reduction state) is activated, the average variation time of the normal symbols in one normal symbol variation display game is shortened (for example, shortened from 5 seconds to 0.6 seconds), and the number of auxiliary win draws per unit time is increased compared to the normal state, resulting in a draw count improvement state.
[0144] Furthermore, the gaming machine 1 of this embodiment is equipped with an "open extension function" whose function is performed by the main control unit 20. This open extension function is a function that generates an "open extension state" in which the opening operation period (open time of the movable wing piece 47) of the normal variable prize winning device 41 is extended compared to the normal state. In the open extension state, the opening operation period (start opening state time) of the movable wing piece 47 is extended, for example, from 0.2 seconds to 1.6 seconds, and the number of times it opens and closes is extended, for example, from 1 time (when the open extension function is not in operation) to 2 times (when the open extension function is in operation), resulting in an improved operating rate state in which the operating rate of the movable wing piece 47 per unit time is improved compared to the normal state.Therefore, when the open extension function is activated, the frequency of winning in the lower start opening 35 increases, so in terms of the game state, the frequency of the starting conditions for the special symbol variable display game that derives the lottery result for the jackpot is met is higher than in the normal state, resulting in a game state that is more advantageous for the player compared to the state in which the open extension function is not activated (inoperated). In this respect, the above-mentioned extended open state is also referred to as the "electric reel support state (electric support state)".
[0145] By activating one or more of the above functions, it is possible to bring about a change in the internal game state of the gaming machine. For the sake of explanation, the internal game state will be referred to as follows, depending on whether each function is activated or deactivated.
[0146] (1) "Probability change state" The game state in which the special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and opening extension function are activated is called the "probability change state".
[0147] (2) "Time-saving state" A game state in which at least the time-saving function (special symbol time-saving function and / or normal symbol time-saving function) is activated and the special symbol probability-changing function is not activated is referred to as the "time-saving state". In this embodiment, a game state in which the special symbol probability-changing function related to the probability-changing state is removed, that is, a game state in which the special symbol time-saving function, normal symbol probability-changing function, normal symbol time-saving function, and opening extension function are activated is referred to as the "time-saving state".
[0148] (3) "Latent probability state" A game state in which at least the special symbol probability variation function is activated, but the open extension function is not activated, is called a "latent probability state." For example, a game state in which only the special symbol probability variation function is activated falls under this category.
[0149] (4) "Normal state" A game state in which not all functions are operational (inactive) is referred to as the "normal state."
[0150] (5) "Slightly reduced time state" A "slightly shortened time state" refers to a game state in which at least the time-saving function (special symbol time-saving function and / or normal symbol time-saving function) is activated, but the special symbol probability change function is not activated, and the average variation time (average execution time of one symbol variation display game) of the symbols on which the time-saving function is activated (special symbols and / or normal symbols) is at least shorter than that of the normal state. The slightly shortened time state is a game state of the same type as the "slightly shortened time state" in that the time-saving function is activated. Therefore, if it is possible to control both the "slightly shortened time state" and the "slightly shortened time state" as game states, it is also possible to refer to the former "slightly shortened time state" as the first shortened time state and the latter "slightly shortened time state" as the second shortened time state (a shortened time state different from the first shortened time state).
[0151] Furthermore, the slightly reduced time state is generally less advantageous than the reduced time state, and can be controlled to game states such as (Slight 1) to (Slight 3) below. (Minor 1) At least the electric support state is less advantageous than the time-saving state (low-advantage electric support state). For example, the advantage of the electric support state is lower than that of the time-saving state because "the occurrence rate of the electric support state is lower than that of the time-saving state" and / or "the opening operation period of the movable wing piece 47 is shorter than that of the time-saving state". For example, the opening extension function is activated, but its operation state is controlled to be significantly less advantageous than that of the time-saving state, and the base value becomes approximately the same as that of the normal state. (Slight 2) The average variation time for the symbols when the time-saving function is activated is longer than the time-saving state. (Minor 3) The average fluctuation time of the symbols when the time-saving function is activated is the same as or approximately the same as the time-saving state, but the electric support state works less favorably than the time-saving state.
[0152] (3-3: Regarding the "shortened time state") Here, for the sake of easy understanding of the present invention, the above-mentioned "shortened time state" will be described in detail.
[0153] The "shortened time state" means that, as already explained, due to the operation of the ordinary symbol shortening function and / or the special symbol shortening function, the average time (average variation time) required for one symbol variation display game (special symbol, ordinary symbol variation display game) is shortened compared to the case where the shortening function is not operating. Therefore, the shortened time state can be configured as follows (time α), (time β).
[0154] (3-3A: When at least the special symbol shortening function operates) (Time α) When the average variation time (average time required for one special symbol variation display game) of the variation pattern of the special symbol (special symbol 1 and / or special symbol 2) during the shortened time state is "X seconds" and the average variation time of the variation pattern of the special symbol during the normal state is "Y seconds", At least "X < Y" is satisfied. That is, the average variation time of the special symbol during the shortened time state is shorter than that in the normal state. In this case, it can be set as "X ≒ Y (substantially the same)" (formula A1). For example, it corresponds to the case where the difference in the average variation time between the shortened time state and the normal state is a slight difference on the order of milliseconds. Regarding the relationship between the average variation times of special symbols 1 and 2 during the shortened time state and / or during the normal state, it can be appropriately determined according to the game properties. In this embodiment, in both the shortened time state and the normal state, the relationship is "special symbol 1 (long) > special symbol 2 (short)" (see FIGS. 26 and 27), but depending on the game properties, for example, any relationship of "special symbol 1 < special symbol 2", "special symbol 1 ≒ special symbol 2", or "special symbol 1 = special symbol 2" can also be adopted.
[0155] (3-3B: When at least the ordinary symbol shortening function operates) (Time β) When the average variation time (average time required for one ordinary symbol variation display game) of the variation pattern of the ordinary symbol during the shortened time state is S seconds and the average variation time of the variation pattern of the ordinary symbol during the normal state is T seconds, At least, it satisfies "S < T". That is, the average fluctuation time of the general drawing in the short-time state is shorter than that in the normal state. In this case, it can be set as "S ≒ T (substantially the same)" (Formula A2). For example, it corresponds to the case where the difference in the average fluctuation time between the short-time state and the normal state is on the order of milliseconds (for example, refer to FIGS. 4D (a) and (b) described later).
[0156] In addition, in the case of "operating the general drawing short-time function and not operating the special drawing short-time function", regarding the relationship between the average fluctuation time of the special drawing in the short-time state and the average fluctuation time of the special drawing in the normal state, any of "X ≤ Y", "X < Y", "X ≒ Y", "X ≥ Y" or "X > Y" may be adopted.
[0157] (Specific example of the short-time state: FIG. 4D) Next, referring to FIG. 4D, a specific example of the short-time state will be described. FIG. 4D shows an example of the short-time state. Here, a specific example of the short-time state will be described while paying attention to the function on the general drawing side.
[0158] Although details will be described later, the short-time state according to this embodiment makes the performance or the behavior of the accessory (for example, the operating status of the ordinary variable winning device 41) substantially the same as that in the normal state (difficult or impossible for the player to distinguish), making it difficult or substantially impossible for the player to determine whether the current gaming state is the normal state or the short-time state (concealing the short-time state), and is used to actualize gaming properties such as "concealing the morning state" and "pseudo ceiling function" described later. In order to exhibit such an effect, as the short-time state, it is preferably configured as the following specific examples 1 to 4 shown in FIGS. 4D (a) to (b).
[0159] (Specific example 1: FIG. 4D (a)) Figure 4D(a) shows an example of a slightly shortened time state in which at least the "normal time-saving function" is activated. In this specific example 1, the "normal time-saving function + opening extension function" are activated, but the opening extension state occurs depending on the type of auxiliary win (for example, auxiliary win A, auxiliary win B). In this example, the opening extension state occurs when an auxiliary win A, which has a relatively low winning probability (winning probability = "auxiliary win probability 99 / 100 × symbol lottery rate 1 / 256") is won, and the opening extension state does not occur when an auxiliary win B, which has a relatively high winning probability (winning probability = "auxiliary win probability 99 / 100 × symbol lottery rate 255 / 256") is won (see Figure 4D(a) Note 3, "Symbol lottery rate" column).
[0160] Furthermore, the average fluctuation time of the normal diagram (in the case of the normal diagram, there may be only one type of fluctuation time depending on the game state) is 2000ms when the normal diagram time-saving function is not activated, and 1996ms when the normal diagram time-saving function is activated, which is a very short time, but the fluctuation time is shortened (see Figure 4D(a) Note 2, the same applies to specific examples 2 to 4 described later). It is preferable that the degree of this shortening is such that it is difficult or impossible for the player to determine whether the normal state or the slightly shortened state is being observed by looking at the fluctuation display operation of the normal diagram (approximately the same).
[0161] Furthermore, if the extended opening state does not occur, the opening time of the lower starting port 35 is an extremely short 80ms, making it virtually impossible to win a prize by entering the lower starting port 35. On the other hand, if the extended opening state occurs, the opening time of the lower starting port 35 becomes 4000ms, making it easier to win a prize by entering the lower starting port 35 (see Figure 4D(i) Note 1, and the same applies to specific examples 2-4 described later).
[0162] Therefore, even if a player intentionally "hits to the right," unless they win the auxiliary win A, which has a very low probability of winning, the operation of the normal variable prize winning device 41 will be almost the same as the normal state (the electric support state will have a more unfavorable effect than the time-saving state). By making the effects, such as the effects modes (effect states) and effects related to the symbol variation display game (effects during variation) described later, appear to be those of the normal state, it becomes difficult or impossible to determine whether the current game state (internal game state) is in a slight time-saving state or the normal state. In other words, it becomes possible to conceal the slight time-saving state and represent a pseudo-normal state (pseudo-normal state). The same phenomenon occurs in specific examples 2 to 4 described later, and in all of them, during the slight time-saving state, it is possible to effectively create a "no electric support state" and implement a nearly identical normal state (pseudo-normal state).
[0163] In this example, the normal time-saving function is activated, thereby creating a form of time-saving state. Therefore, the activation state of the special time-saving function is irrelevant (the special time-saving function may be activated or deactivated; the same applies to Specific Example 4 described later). However, when activating the special time-saving function, in order to conceal the slight time-saving state, it is preferable to set the average fluctuation time of the special drawing side to "X≒Y" (X = average fluctuation time of the special drawing during the slight time-saving state, Y = average fluctuation time of the special drawing during the normal state) as shown in (Formula A1) above (the same applies to Specific Examples 2 to 4 described later, even when the special time-saving function is activated).
[0164] As described above, if we assume that the relationship between the average fluctuation time on the special feature side is "X≒Y", then the following commonalities can be established between the normal state and the slightly shortened state. (1) The base values for the normal state and the slightly shortened state can be made the same (identical or nearly identical). (2) The effects displayed in the normal state and the slightly shortened state (effects during reel spins, background effects, etc.) can be made the same (identical or nearly identical). In other words, it can be made difficult or impossible to distinguish whether the state is the slightly shortened state or the normal state in terms of the effects (appearance).
[0165] (Specific example 2: Figure 4D(b)) Figure 4D(b) shows an example of a slightly shortened time state in which at least the "normal time shortening function" is not activated. In this specific example 2, the "normal time shortening function" and the "open extension function" are not activated, resulting in a slightly shortened time state. As shown in the figure, the normal time state is identical to the slightly shortened time state. Therefore, even if the player intentionally "shoots to the right," the operation of the normal variable prize winning device 41 is no different from the normal state, and the slightly shortened time state can be concealed by making the presentation appear as if it were the normal state.
[0166] Although this example, like Specific Example 1 above, illustrates the provision of multiple auxiliary win types, it is also possible to have only one auxiliary win type. For example, only auxiliary win A can be provided, and the probability of drawing the symbol for auxiliary win A can be set to 100%. In this example, since the regular time-saving function is not activated, the special time-saving function is set to the activated state, thereby forming a form of time-saving state (the same applies to Specific Example 3 described later).
[0167] (Specific example 3: Figure 4D(c)) Figure 4D(c) shows an example of a slight time-saving state in which the normal time-saving function is not activated and the normal probability-changing function is activated. In this specific example 3, the "normal probability-changing function + opening extension function" is activated, but as with specific example 1 above, the opening extension state occurs depending on the type of auxiliary win (for example, auxiliary win A, auxiliary win B). In this example as well, when in the slight time-saving state, the "normal probability-changing function" is activated and the auxiliary win probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in Figure 4D(c)), but the relationship between "auxiliary win A" in which the opening extension state occurs and "auxiliary win B" in which the opening extension state does not occur is the same as in specific example 1 above (see Note 1 in Figure 4D(c), "Symbol Lottery Rate" column). In this example, as with Specific Example 2 above, the general time-saving function does not operate, so the special time-saving function is set to the activated state, thereby creating a form of time-saving state.
[0168] (Specific example 4: Figure 4D(ii)) Figure 4D(ii) shows an example of a slight time-saving state in which at least the "normal time-saving function" and the "normal probability variation function" are activated. In this specific example 4, the "normal time-saving function + normal probability variation function + opening extension function" are activated, but as with specific examples 1 and 3 above, the opening extension state occurs depending on the type of auxiliary win (for example, auxiliary win A, auxiliary win B). In this example, when in the slight time-saving state, the "normal probability variation function" is activated and the auxiliary win probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in Figure 4D(ii)), but the relationship between "auxiliary win A" in which the opening extension state occurs and "auxiliary win B" in which the opening extension state does not occur is the same as in specific examples 1 or 3 above. In this example, as with specific example 1 above, the normal time-saving function is activated, so the special time-saving function may be activated or not activated.
[0169] In this embodiment, the general diagram will be an example using the "Specific Example 2 (Figure 4D(b))" described above.
[0170] (Regarding the probability of winning the jackpot) Focusing on the probability of winning a jackpot in each of the above-mentioned game states, when the game state is "Shortened Time State," "Slightly Shortened Time State," or "Normal State," the probability of winning a jackpot is at a "Low Probability State (Normal Probability)," and when the game state is "Hidden Probability State" or "Probability Variation State," the probability of winning a jackpot is at a "High Probability State." During a jackpot related to the activation of the condition device, a jackpot game occurs in which the large prize slot is continuously opened up to the maximum number of rounds, but all of the above functions are deactivated, and the game is basically under the same game state as the normal state described above.
[0171] (High base game state) In the probability variation state and the time reduction state, the three functions related to the normal symbols mentioned above—namely the normal symbol probability variation function, the normal symbol time reduction function, and the opening extension function—operate at the same trigger. However, if we consider the normal symbol probability variation function, the normal symbol time reduction function, and the opening extension function individually, when at least one of these functions is activated, the operating rate of the movable wing piece 47 increases, resulting in an improved operating rate state, which increases the frequency of balls entering the lower starting opening 35 (making it easier to win). As a result, the game state becomes a "high base game state (starting opening ball advantageous state)" in which the frequency of fulfilling the conditions for starting the special symbol variation display game that derives the jackpot lottery result, or the payout rate (base), is higher than in the normal state. In this context, "high base game state" refers to the game state when a function related to regular symbols (at least one of the following functions: regular symbol probability change function, regular symbol time reduction function, and opening extension function) is activated, and is different from the game state when a function related to special symbols, namely the special symbol probability change function and the special symbol time reduction function, is activated.
[0172] On the other hand, when considering the functions related to special symbols (special symbol probability variation function and special symbol time reduction function) individually, when the special symbol probability variation function is activated, the probability of winning a jackpot becomes higher than in the normal state, resulting in a "high probability state," and when the special symbol time reduction function is activated, the time spent playing the special symbol variation display game becomes shorter than in the normal state, resulting in a "special symbol time reduction state." In this respect, it is distinguished from the "high base game state" mentioned above, where the frequency of fulfilling the conditions for starting the special symbol variation display game is higher than in the normal state.
[0173] In the present embodiment, as an example of the above-mentioned "high-base gaming state", a pachislot support state provided with at least an extended opening function is treated as the "high-base gaming state". Under this pachislot support state, the operation rate (opening time or number of openings) of the movable wing piece 47 of the normal variable winning device 41 is improved, the winning rate for the lower start port 35 increases, and the winning frequency per unit time rises. Therefore, compared with the case where it is not in the pachislot support state (low-base gaming state), it becomes a gaming state advantageous to the player. When paying attention to the presence or absence of this pachislot support state, when the gaming state is the "normal state" or the "hidden probability state", it is in the 'no pachislot support state', and when the gaming state is the "time-saving state" or the "probability variation state", it is in the 'pachislot support state'. In this specification, "no pachislot support state" is referred to as the "no pachi support state", and "pachislot support state" is referred to as the "pachi support state" or the "pachi state". When the gaming state is the "slight time-saving state", as already described in FIG. 4D, depending on the adopted form, it can be in either the "pachi support" or "no pachi support" state. However, in the slight time-saving state of the present embodiment, even if it is assumed to be in the "pachi support state", the winning degree (winning rate) of the lower start port 35 (normal electric accessory) is substantially the same as that in the "no pachi support state", and similar to the normal state, winning at the lower start port 35 is difficult or impossible. Therefore, from the viewpoint of the base value or the presence or absence of the pachi state, the normal state and the slight time-saving state are substantially the same (almost the same), and the degree of advantage to the player is almost the same. However, from the viewpoint of the lottery state, the normal state is treated as valid for the special time-saving winning described later, and the slight time-saving state is treated as invalid for the special time-saving winning. In this regard, the normal state has a relatively higher degree of advantage to the player.
[0174] (3-2-1. Internal gaming state (gaming state determination number YJ): FIG. 25) The operation status of each of the above functions that determine the game state (special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and open extension function) is managed by the main control unit 20, which controls whether these functions are operating (5AH) or not operating (00H) by the ON / OFF state of the flags corresponding to these functions. The game state that focuses on the operation status of each of these functions is also called the "internal game state". The current internal game state is managed using an identifier called "game state determination number YJ". For example, if the game state determination number YJ is "00H", it specifies the 'normal state'; if it is "01H", it specifies the 'slight time reduction state'; if it is "02H", it specifies the 'time reduction state (time reduction)'; if it is "03H", it specifies the 'latent probability state (latent probability)'; and if it is "04H", it specifies the 'probability change state'. In this specification, the normal state will be abbreviated as "normal," the "slightly shortened time state" as "slightly shortened time," the "shortened time state" as "shortened time," the "latent probability state" as "latent probability," and the probability change state as "probability change." Additionally, the shortened time state and / or slightly shortened time state may be referred to as "shortened time game states."
[0175] (3-2-2. Variation Pattern Distribution Designation Number Tcode: Figure 25) Furthermore, in this embodiment, in order to realize the various effects related to the internal game state described above, a single internal game state can be divided into multiple categories and managed as multiple game states. For example, if it is desired to divide the time-saving state into multiple types such as "Time-Saving A," "Time-Saving B," and "Time-Saving C," these can be managed as different time-saving states using an identifier called "Variation Pattern Distribution Designation Number Tcode."
[0176] The "Variation Pattern Distribution Designation Number Tcode" mentioned above is actually an identifier (data that identifies the variation pattern selection mode) used when selecting a "Variation Pattern Distribution Table" (see, for example, Figures 26 to 28 described later) that corresponds to the current game state. As will be explained in more detail later, this "Variation Pattern Distribution Table" contains one or more types of variation patterns (variation patterns for special symbols), each associated with at least the current game state (Variation Pattern Distribution Designation Number Tcode) and the jackpot lottery result (winning type), and is used when determining the variation pattern for special symbols related to the symbol variation display game. Therefore, for example, if the time-saving state (YJ=02H) is divided into "Time-saving A," "Time-saving B," and "Time-saving C," then by defining three types of fluctuation pattern distribution designation numbers Tcode related to the time-saving state (YJ=02H), such as "Tcode = "02H (Time-saving A)," "03H (Time-saving B)," and "04H (Time-saving C)," it becomes possible to select a different fluctuation pattern distribution table for each of "02H (Time-saving A)" to "04H (Time-saving C)" and select a fluctuation pattern according to the game state (see the "Tcode" column in Figure 25 and the "Tcode" column in Figures 26 to 28 described later). In this embodiment, "Hell Mode A" and "Hell Mode B" related to the slightly shortened time state (YJ=02H) share a common variation pattern distribution designation number Tcode (Tcode=01H) (see Figure 25). However, if the variation pattern distribution designation number Tcode differs between "Hell Mode A" and "Hell Mode B," different variation pattern distribution tables can be selected for each.
[0177] Therefore, when focusing on the operating status of each function related to determining the probability of winning a jackpot and the presence or absence of electric support (special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and opening extension function), i.e., the "internal game state," it becomes possible to select a variation pattern corresponding to each game state (Tcode = "02H" to "04H"), such as "Time Reduction A" to "Time Reduction C," even within the same "Time Reduction State."
[0178] In this way, by managing the "internal game state (YJ)," which focuses on each function related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern distribution designation number Tcode," which focuses on determining the variation pattern of special symbols (determination of the performance), as separate data, it is possible to dynamically change the variation pattern even under the same internal game state. As a result, even under the same internal game state, it is possible to bring about significant changes in the time spent on the symbol variation display game (special symbol variation time) and the performance during that game (performance during variation). This increases the freedom of gameplay and performance, and improves the enjoyment of the game.
[0179] In this embodiment, as shown in Figure 25, the types of "internal game state (YJ)" include normal state, slightly shortened time state, shortened time state, etc. (see the "YJ" column). On the other hand, the types of game states (game modes) related to the determination of the special symbol variation pattern, that is, the variation pattern distribution designation number Tcode (variation pattern selection mode), may include more game modes than the types of internal game states (see Heaven Mode ~ Consecutive Win Mode in the "Tcode" column of Figure 25).
[0180] As shown in the "Tcode" and "YJ" columns in Figure 25, the variable pattern distribution designation number Tcode can be used to divide a specific internal game state into multiple game states, or any internal game state does not need to be divided into multiple game states. In any case, the configuration remains the same, allowing the selection of a variable pattern (variable pattern distribution table) according to the game state.
[0181] In this specification, unless otherwise specified, the game state associated with at least the variable pattern distribution designation number Tcode will be referred to as the "game mode" (see the "Game Mode Type" column in Figure 25). This game mode can also be treated as the game state associated with the "variable pattern distribution designation number Tcode and game state determination number YJ (internal game state)" as shown in Figure 25, in other words, as the "game state as viewed as the entire gaming machine." For the sake of explanation, the internal game state and the game mode may not be distinguished and may simply be referred to as the "game state." Also, the variable pattern distribution designation number Tcode may be abbreviated as "Tcode."
[0182] <4. Regarding the types of winnings> Next, with reference to Figures 4A to 4C, the "winning type" according to this embodiment will be explained. Figures 4A to 4C are explanatory diagrams used to explain the winning type related to the target of the jackpot lottery, the winning game operation mode, and the transition destination game state (transition destination game mode) according to the winning type.
[0183] (4-1. Regarding the types of winning tickets) First, we will explain the different types of winning combinations by referring to Figures 4A and 4B.
[0184] In this embodiment, wins can be broadly classified into a big win (Type 1 win), a small win, and a "special win (Type 2 win: V win)" which occurs when a V-slot is hit during a small win game after winning a small win.
[0185] In this embodiment, as shown in Figure 4, there are multiple jackpots, "Jackpot A to Jackpot D," and multiple minor wins, "Minor Win A, Minor Win B." Of these wins, "Jackpots" belong to the "Jackpot Type" that triggers the activation of the condition device, while "Minor Wins" belong to the "Non-Jackpot" Type that does not trigger the activation of the condition device. In this respect, jackpots and minor wins differ in their characteristics. Here, "condition device" refers to a device whose operation is a condition necessary for the operation of the continuous mechanism operation device (a device that continuously operates special electric mechanism) for round play, and which operates when a specific combination of special symbols is displayed, or when a game ball passes through a specific area in the big prize pocket (excluding when a ball enters the big prize pocket while the continuous mechanism operation device is operating). Furthermore, after the continuous operation of the special feature device has finished, it is possible to activate time-saving functions, opening extension functions, and probability variation functions (transitioning from one internal game state (the internal game state at the time of winning) to another internal game state).
[0186] Therefore, when a "minor win" is achieved (excluding a V-entry during a minor win), the condition device does not activate, and the continuous mechanism device does not activate, so there is no transition in the internal game state (simply winning a minor win does not control the transition of the internal game state), but the transition control of the variable pattern distribution designation number Tcode can be performed. In addition, since the continuous mechanism device does not activate during a minor win (minor win game), a round game like a major win is not executed, but by determining the opening and closing pattern of the major prize slot, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed. The operation of a minor win game is basically the same as a major win game, except that a round game is not executed. Specifically, after a predetermined start interval (start INT) has elapsed, an "opening and closing action game (a pseudo-round game)" is executed, which opens the large prize slot. Once the opening and closing action game is finished, a predetermined end interval (end INT) is followed, after which the series of minor win games ends. Such minor wins differ in nature from simple "misses" in that they are a type of win that, like a big win, triggers the transition to a winning game (special game state) that involves the opening and closing action of the large prize slot (execution trigger). Depending on the gameplay, one or more types of big wins or minor wins can be provided on either the special figure 1 side or the special figure 2 side.
[0187] (4-2. Regarding winning games) Next, we will explain the winning games (big win games and small win games) based on each of the above-mentioned winning combinations.
[0188] (Big win game) If you win "Big Win A," "Big Win B," or "Big Win C," the maximum number of rounds is set to 3 rounds (3R). If you win "Big Win D," the maximum number of rounds is set to 7 rounds (7R). The maximum opening time of the big prize slot in one round of play is set to a long opening pattern (long opening time: for example, 29.8 seconds) that allows for a good chance of the number of balls entering the big prize slot reaching the maximum number of balls (for example, 10). In this embodiment, the profit status (profit level, advantage level) during big win play is basically higher the relatively larger the maximum number of rounds, and higher the longer the maximum opening time of the big prize slot. In this embodiment, since the maximum opening time for each big win is the same, the more rounds a big win has, the higher the profit status during big win play is relatively, and the more advantageous it is for the player (the same applies to the V-win game described later). Furthermore, the chances of winning "Big Win D" are higher on the Special Feature 2 side (lower start opening 35 side) than on the Special Feature 1 side (upper start opening 34 side), and in terms of the big win lottery, it is more advantageous for the player to participate in the lottery on the Special Feature 2 side than on the Special Feature 1 side. The maximum number of rounds and the opening pattern of the big prize openings related to the round game can be set differently depending on the type of big win. For example, in the case of Big Win A, the maximum number of rounds is set to 3R, but some rounds (for example, the 1st and 2nd rounds) can be set to a long opening pattern, and other rounds (the 3rd round) can be set to a short opening pattern (short opening time: for example, 0.8 seconds). In this case, the advantage of the big win game will be in the relationship "Big Win A < Big Win B or Big Win C < Big Win D".
[0189] (4-3. Minor win games, V-win games) Next, I will explain the difference between minor win games and V-win games.
[0190] (Small win game) As described above, a "minor win" (minor win game) does not involve a round game like a "big win," but by opening and closing the large prize slot 50 in a predetermined pattern using the opening door 52b, a pseudo-round game (opening and closing game) can be represented, making it appear as if a round game is being played. In this embodiment, the minor win game involves an opening and closing game where the large prize slot 50 is opened once and the maximum opening time is 1.8 seconds. When the minor win game starts, an opening sequence is performed to announce the start of the minor win game using the interval time before the opening and closing game starts (minor win start INT), and after the opening sequence ends (after the minor win start INT has elapsed), the opening and closing game is performed to open and close the large prize slot 50. Using this opening sequence, sequences such as a V-winning instruction sequence are displayed to encourage a V-winning.
[0191] (V-winning game) When a game ball enters the large prize opening 50 during the opening and closing operation, the game ball (winning ball) is guided to the V prize opening (specific area) by the V guidance device inside the large prize opening 50. If the game ball enters the V prize (when the specific area sensor 51a detects the game ball), a "V win (Type 2 win)" is generated. In this embodiment, as long as a player wins a minor prize, they can easily (almost certainly) win a V prize as long as they do not intentionally delay or stop shooting or continue shooting to the left during the minor prize game (during the opening and closing operation period), and instead shoot to the right correctly.
[0192] When a V-win occurs, the condition device is activated, and after a series of minor win games are completed, the continuous mechanism activation device is activated, and a "V-win game" accompanied by round games begins. When the V-win game begins, a V-win start interval time (V-win INT (V-win performance time)) is set, and during this time, a "V-win performance (opening performance)" is displayed to announce that a V-win has occurred. Then, after the V-win INT has elapsed, round games begin up to the maximum number of rounds, and when the maximum number of rounds is completed, an ending performance is performed using the V-win end interval time (V-win end INT), and then the V-win game ends. In other words, the V-win game, like the big win game described above, consists of the opening performance period, the round game execution period up to the maximum number of rounds, and the ending performance period.
[0193] If a V-win occurs, the current minor win game is counted as the first round of the round game (deemed 1R) (the opening and closing action of the current minor win game is treated as the actual first round of the round game), and the first round of the V-win game is counted as the second round. Although a V-win game can essentially be played multiple times like a big win game, because it goes through a minor win game, the minor win game (opening and closing action game) that occurs when a V-win occurs is treated as the first round of the game.
[0194] Therefore, the number of rounds played (the number of consecutive operations of the special electric mechanism while the mechanism is in operation) is precisely "the specified number of rounds - 1". For example, in a V-win game with a maximum of 7 rounds, after the minor win game ends, rounds of "2R to 7R" are played as a V-win game, and the number of prize balls awarded is "the number of prize balls awarded for balls entering during the opening and closing operation (considered 1R due to the opening and closing operation) + the number of prize balls awarded for balls entering during the 6 rounds of play", which is the total number of prize balls that the player can actually win (the number of balls dispensed when a V-win occurs). For example, if the large prize opening of 50 awards 15 balls, the number of prize balls entering during the opening and closing operation is approximately 1 to 3 (15 to 45 prize balls), and the maximum number of prize balls that can enter during one round is 10 (150 prize balls), then approximately 915 to 945 prize balls can be won.
[0195] In this embodiment, the V-win game differs depending on the type of minor win won. Specifically, if minor win A is won, a V-win game with a maximum of 7 rounds (effectively a 7RV win) is played, and if minor win B is won, a V-win game with a maximum of 3 rounds (effectively a 3RV win) is played. The round game mode for the V-win game may be the same as or different from that of the jackpot game. In this specification, unless otherwise specified, the term "jackpot" includes "V-win," and the term "jackpot game" includes "V-win game."
[0196] (In the case of not winning a V prize) If a V-win is not achieved during a minor win game (i.e., no V-win), the V-win game will not be played, and the series of minor win games will end. In the case of a non-V-win, only a simple minor win game is played, and no transition in the internal game state occurs (see Note 8 in Figure 4A).
[0197] (4-4. Regarding the game state to transition to after a winning game) Next, using Figures 4A and 4B, we will explain the game states to which the player transitions after each winning game described above. Figures 4A and 4B show the relationship between the game state at the time of winning and the game state to which the player transitions after winning (the destination game state after winning, based on the "game state at the time of winning" and / or the "type of jackpot won"). Figure 4A shows the relationship between jackpots and minor wins, and Figure 4C shows the relationship between V-wins (when a V-entry is achieved). Note that the "At the time of winning" column in the diagram indicates the game state type at the time of winning (game mode type, described later), and "Destination game state" indicates the destination game state type (game mode type). In addition, "Slight Time Reduction A" and "Slight Time Reduction B" in the diagram indicate that the internal game state belongs to the "Slight Time Reduction State," while "Time Reduction A" and "Time Reduction B" indicate that the internal game state belongs to the "Time Reduction State" (see the "YJ" column in Figure 25).
[0198] First, please refer to Figure 4 to explain the game state that is transitioned to after a jackpot.
[0199] (In the case of jackpot A and jackpot B) In the case of "Big Win A" or "Big Win B," as shown in Figure 4A, the destination game state differs depending on the game state at the time of the win.
[0200] In the case of jackpot A, if the game state at the time of winning is "normal state", it will transition to "normal state", and if the game state at the time of winning is "slight time reduction state" or "time reduction state", it will transition to "slight time reduction A". Similarly, in the case of jackpot B, if the game state at the time of winning is "normal state", it will transition to "normal state", and if the game state at the time of winning is "slight time reduction state" or "time reduction state", it will transition to "slight time reduction B". In other words, jackpots A and B are defined as jackpots that can trigger a transition to the slight time reduction state.
[0201] When transitioning to the above-mentioned "short-time state (short-time A or short-time B)", the execution count of the special symbol variation display game continues until a predetermined number of times (maximum short-time count) is reached. When the special symbol variation display game ends within this number of times without a jackpot or V-win occurring (when the short-time count ends), the short-time state ends and it transitions to the normal state (see Note 5 in Fig. 4A). Note that in the case of a non-V win, only a simple small-win game is executed and there is no transition in the internal game state, so the short-time state does not end. Also, whether the predetermined number of times (maximum short-time count) has been reached is determined by counting the execution count (variation count) of the special symbol variation display game 1 and / or the special symbol variation display game 2 (the same applies to the short-time state described later). That is, when the execution count (variation count of Special Figures 1 and 2) of the special symbol variation display game 1 and / or the special symbol variation display game 2 ends for the predetermined number of times without a jackpot, the short-time state ends.
[0202] The above-mentioned predetermined number of times (end condition) for such a short-time state or short-time state can be determined as follows in (Rule 1) or (Rule 2). (Rule 1) When the total execution count of the special symbol variation display game 1 (Special Figure 1 side) and the special symbol variation display game 2 (Special Figure 2 side) reaches a predetermined number of times. (Rule 2) When either the special symbol variation display game 1 is executed N times (0 < N) or the special symbol variation display game 2 is executed M times (0 < M). Note that the relationship between N times and M times can be set as "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as gaming performance and payout rate).
[0203] In this embodiment, the above-mentioned (Rule 1) is adopted (the same applies to the short-time state), and the maximum short-time count for short-time A is 150 times, and the maximum short-time count for short-time B is 250 times (see Note 1 and Note 2 in Fig. 4A).
[0204] (In the case of Jackpot C) In the case of Jackpot C, regardless of the game state at the time of winning, it transitions to the "normal state" after the jackpot game.
[0205] (In the case of jackpot D) In the case of Jackpot D, just like with Jackpot A or Jackpot B, the destination game state will differ depending on the game state at the time of winning. With Jackpot D, if the game state at the time of winning is "Normal State", the game will transition to "Short Time B", and if the game state at the time of winning is "Slight Short Time State" or "Short Time State", the game will transition to "Short Time A".
[0206] When the game enters "Shortened Time State," the number of times the special symbol variation display game is played continues until a predetermined number of times (maximum number of shortened time rounds) is reached. If the special symbol variation display game ends without a big win or V win occurring within that predetermined number of rounds (end of shortened time rounds), the shortened time state ends and the game returns to the normal state (see Note 5 in Figure 4A). In the case of a non-V win, only a minor win game is played, and no transition of internal game state occurs, so the shortened time state does not end. In this embodiment, the maximum number of shortened time rounds for Shortened Time A is 7, and the maximum number of shortened time rounds for Shortened Time B is 100 (see Notes 3 and 4 in Figure 4A).
[0207] In the following, the term "exit from the mini-time reduction" refers to the transition from the mini-time reduction state to another game state after the mini-time reduction rounds have ended. Examples of "exit from the mini-time reduction" include cases where the game is upgraded from the mini-time reduction state to the normal state (exit from mini-time reduction to normal state). Similarly, the term "exit from the time reduction" also refers to the transition from the time reduction rounds to another game state after the time reduction rounds have ended. Examples of "exit from the time reduction" include cases where the game is downgraded from the time reduction state to the normal state or the mini-time reduction state (exit from time reduction to normal state, exit from time reduction to mini-time reduction state). When there is no particular need to distinguish between an exit from the mini-time reduction and an exit from the time reduction, both may be referred to as "exit from the time reduction". Also, for the sake of explanation, the number of mini-time reduction rounds may be referred to as "number of time reduction rounds".
[0208] (If you win a V prize) Next, referring to Figure 4B, we will explain the game state that is transitioned to after a V-win.
[0209] As already explained, a V-win occurs when a V-win is achieved during a minor win. After this V-win ends, the next game state will differ depending on the type of minor win and the game state at the time of the win.
[0210] In either case of minor win A or minor win B, if the game state at the time of winning is "normal state", the game will transition to "time reduction B" after the V-win game. If the game state at the time of winning is "slight time reduction state" or "time reduction state", the game will transition to "time reduction A" after the V-win game.
[0211] (A variation of "Big Win") In this embodiment, the jackpot (including the V jackpot) does not include a jackpot that triggers a transition to time-saving mode C (time-saving mode 1 time). However, the present invention is not limited to this, and one or more jackpots that can transition to time-saving mode C can be provided. For example, in the case of jackpot A and jackpot B, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving mode C", and if it is "slight time-saving state" or "time-saving state", it can be configured to transition to "slight time-saving mode A". Also, for example, in the case of jackpot D, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving mode C", and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it can be configured to transition to "time-saving mode A". Various modifications related to jackpots will be explained in the fifth embodiment (Figures 58 to 60) described later.
[0212] <4-5. Regarding losing tickets> Next, with reference to Figure 4C, the types of losing outcomes according to this embodiment will be described. In this embodiment, as shown in the figure, the special figure 1 side is provided with multiple types of losing outcomes, A, B, and C, each with different probability of winning a symbol. In this embodiment, the probability of winning a symbol is in the relationship "Losing A > Losing B > Losing C", for example, Losing A is drawn 95% of the time, Losing B 4% of the time, and Losing C 1% of the time. Also, the special figure 2 side is provided with only one losing outcome, D. Note that, considering the gameplay, either the special figure 1 side or the special figure 2 side can be provided with one or more types of losing outcomes as targets for drawing.
[0213] <4-6. Regarding Special Time Reductions> Next, with reference to Figure 4C, the special time-saving types according to this embodiment will be described.
[0214] In this embodiment, as a type of win obtained through the jackpot lottery, a "special time-saving mode" is provided that allows the player to transition to a time-saving game state ("time-saving state" or "slight time-saving state") without triggering a win (jackpot, V-win, or minor win). The main feature of this "special time-saving mode" is that it grants a time-saving game state without going through a jackpot win (activation of the condition device, activation of the continuous mechanism device) (without going through a jackpot game). The phrase "without triggering a win" above can include any of the following (Contract 1) to Contract 3).
[0215] (This contract 1) Meaning "without being triggered by winning the lottery." (Contract 2) This means "without going through a winning game (big win game, V-win game, or small win game)." (This contract 3) This means "without requiring the activation of the condition device and the continuous operation device of the special feature" or "without requiring the activation of the condition device and the continuous operation device of the special feature to end." In other words, it means "without requiring the execution of a jackpot game or a V-win game."
[0216] In a broad sense, "Special Time Reduction" refers to "a type of winning (lottery type) that can grant a time-reduction type of game state (time-reduction state or slight time-reduction state) without being controlled by a winning state (winning game) (without opening or closing the big prize slot)." Furthermore, the time-reduction state or slight time-reduction state granted by Special Time Reduction is one form of "a specific state that can be transitioned to without going through a winning state."
[0217] (Conditions for triggering time-saving game states due to special time-saving measures) In this embodiment, if neither a big win nor a small win is achieved, a special time-saving mode can be achieved. If a special time-saving mode is achieved, the game will be controlled to a time-saving mode or a slightly time-saving mode after the winning game ends. If neither a big win, a small win, nor a special time-saving mode is achieved, the big win lottery result will be "miss," and one of the misses A to C will be achieved.
[0218] However, the time-saving game state caused by the special time-saving feature is only permitted to occur (the special time-saving feature is treated as valid) in specific game states (for example, a game state where the probability of winning a jackpot is low; in this embodiment, the normal state). In other words, in specific game states, the special time-saving feature is treated as valid, and in other game states, the special time-saving feature is treated as invalid (the lottery is not held at all, or even if a win occurs, it is treated as a loss: special time-saving feature activation prohibited (restricted) state) (see Note 1 in Figure 4C). If the special time-saving feature is to be treated as a loss, the same game processing (such as the selection of the variation pattern and the performance processing) as when a loss is won (which may be any of the loss A to C) should be performed.
[0219] (Special time-saving performance) In this embodiment, as shown in Figure 4C, multiple types of special time-saving features A, B, and C are provided on the special figure 1 side. If a special time-saving feature is won through a lottery, one of the special time-saving features will be determined by a symbol lottery based on a predetermined symbol lottery rate (see the symbol lottery rate column in Figure 4C). Furthermore, special time-saving features A to C each have different time-saving performance (advantage of special time-saving features). Specifically, these are as follows. (A) If you win "Special Time Reduction A", you will be granted "Slight Time Reduction A" (150 Slight Time Reductions) (Transition to Slight Time Reduction A). (B) If you win "Special Time Reduction B", you will be granted "Slight Time Reduction B" (250 Slight Time Reductions) (Transition to Slight Time Reduction B). (C) If you win "Special Time Reduction C", you will be granted Time Reduction C (1 time reduction) (Time Reduction C transition). The relationship of the performance (advantage) of the special time-saving features in this embodiment is "Special Time-Saving B < Special Time-Saving B < Special Time-Saving C".
[0220] Furthermore, whether or not one or more types of special time-saving features are adopted on the Special Feature 1 side and / or Special Feature 2 side can be determined as appropriate according to the gameplay characteristics.
[0221] (Variation 1 of special time-saving techniques) Furthermore, the type of special time-saving features (time-saving performance, slight time-saving performance) can be appropriately determined. For example, the following performance features may be included.
[0222] As a special time-saving state, any of the following can be adopted: finite time-saving (finite number of time-saving rounds), finite slight time-saving (finite number of slight time-saving rounds), infinite time-saving (no limit on the number of time-saving rounds), or infinite slight time-saving (no limit on the number of slight time-saving rounds). In other words, "infinite systems" such as infinite time-saving or infinite slight time-saving strictly mean that the number of rounds is "unlimited (infinite)". However, even in the case of "finite systems" such as finite time-saving or finite slight time-saving, if the number of rounds granted is such that the time-saving state or slight time-saving state is practically guaranteed until the next big win (for example, 10,000 rounds or 65,535 rounds), or if the number of rounds granted is impossible to complete within the operating hours of the pachinko parlor (for example, 4,000 to 5,000 rounds or more), it can be treated as belonging to the "infinite system".
[0223] As an example, special time-saving features such as (Special Time 1) to (Special Time 3) below can be provided. (Special Time 1) At least one special time-saving mode can be provided that grants the same "number of time-saving rounds P" as the time-saving mode (jackpot time-saving mode) granted (transitioned to) by a jackpot. If there are multiple types of jackpots that grant a time-saving mode, the "number of time-saving rounds P" may be the same as the number of time-saving rounds for at least one of those multiple types of jackpots. For example, if there are jackpots with 50 time-saving rounds and jackpots with 100 time-saving rounds, the "number of time-saving rounds P" may be 50 or 100. (Special Time 2) At least one special time-saving mode can be provided in which a "number of time-saving rounds Q" is granted, which is different from the time-saving mode granted by a big win. If there are multiple types of big wins that grant a time-saving mode, and the highest number of time-saving rounds among all big wins is "α rounds" and the lowest number of time-saving rounds is "β rounds", then the relationship can be "number of time-saving rounds Q > α rounds" or "number of time-saving rounds Q < β rounds". (Special Case 3) Note that the above "number of time reductions Q times" may be "finite (a small number of time reductions in a finite system)" or "infinite (a small number of time reductions in an infinite system)".
[0224] (Modified example of special time-saving technique 2) Furthermore, special time-saving features with slight time-saving capabilities, such as (Special Time 4) to (Special Time 6), can be provided. (Special Time 4) At least one special time-saving feature can be provided that grants the same "number of mini-time-saving rounds p" as the mini-time-saving state granted by a big win (big win mini-time-saving state). If there are multiple types of big wins that grant the mini-time-saving state, the "number of mini-time-saving rounds p" can be the same as the number of mini-time-saving rounds for at least one of those multiple types of big wins. For example, if there is a big win with 50 mini-time-saving rounds and a big win with 100 mini-time-saving rounds, the number of mini-time-saving rounds p may be 50 or 100. Also, if multiple special time-saving features are provided, at least one of the special time-saving features may have a different number of mini-time-saving rounds. (Special Time 5) At least one special time reduction can be provided that grants a "number of slight time reductions q times" which is different from the slight time reduction state granted by a big win. If there are multiple types of big wins that grant a slight time reduction state, and the highest number of time reductions among all the number of slight time reductions related to big wins is "γ times" and the lowest number of time reductions is "δ times", then the relationship can be "number of slight time reductions q times > γ times" or "number of slight time reductions q times < δ times". (Special Case 6) The above "number of infinitesimal time reductions q times" may be "finite (number of infinitesimal time reductions in a finite system)" or "infinite (number of infinitesimal time reductions in an infinite system)".
[0225] (Modified example of special time-saving technique 2) Furthermore, in this embodiment, the probability of winning the special time-saving feature is "approximately 1 / 10," which is higher than the probability of winning the jackpot, but there are no particular restrictions on the probability of winning the special time-saving feature. For example, it can be configured as follows. (Lottery A) If a win (big win and / or small win) is not achieved, the lottery system can be configured to guarantee a special time-saving feature. In this case, the probability of a losing draw should be set to 0%. (Lottery B) If you do not win a prize (big win and / or small win), you can have a lottery system in which you are almost guaranteed to win a special time-saving feature. For example, the probability of winning a losing prize can be set to an extremely low probability of 1 / 65536, or at least lower than the probability of winning a big win (approximately 1 / 251 in this embodiment). In this case, the lottery system will be similar to (Lottery A) described above, but it will differ in that there is a possibility of winning a losing prize.
[0226] In the cases of (Lottery A) or (Lottery B) described above, if the game state is the normal state, a special time-saving feature is almost guaranteed to be won (for example, in the case of (Lottery A), it is almost guaranteed to be won on the first game in the normal state), and it is possible to create a special gameplay feature that allows transition to a time-saving state or a slightly time-saving state. A lottery form in which a special time-saving feature is almost guaranteed to be won under a specific game state is called the "special time-saving ultra-high probability lottery form." Note that the special time-saving ultra-high probability lottery form is applicable not only to this embodiment (first embodiment) but also to any embodiment described in this specification.
[0227] <5. Regarding the direction> (5-1. Presentation Mode) Next, the performance modes (performance states) will be explained. In this embodiment, multiple types of performance modes are provided, each producing a performance related to the game state, and the system is configured to allow transitions between each performance mode in response to the transition (update) of the game state.
[0228] The performance modes include a "normal performance mode" related to the "normal state," a "slightly reduced time performance mode" related to the slightly reduced time state, a "reduced time performance mode" related to the reduced time state, a "hidden probability performance mode" related to the hidden probability state, a "probability change performance mode" related to the probability change state, and a "winning performance mode" related to winning gameplay. Multiple types of performance modes can be provided that correspond to the internal game state YJ or the variation pattern distribution designation number Tcode. In this embodiment, even if the internal game state is the same, if the variation pattern distribution designation number Tcode is different, it is possible to control the transition to a different performance mode corresponding to each variation pattern distribution designation number Tcode. For example, as a reduced time performance mode related to the reduced time state (YJ=02H), it is possible to transition to different performance modes corresponding to each of reduced time A to reduced time C (Tcode=02H to 04H), specifically, "reduced time A performance mode (consecutive win A performance mode)," "reduced time B performance mode (consecutive win B performance mode)," "reduced time C performance mode (consecutive win C performance mode)," etc. In this embodiment, "Hell Mode A" and "Hell Mode B" related to the slightly shortened time state (YJ=02H) share a common variation pattern distribution designation number Tcode (Tcode=01H) (see Figure 25). However, even if the variation pattern distribution designation number Tcode differs between "Hell Mode A" and "Hell Mode B," they can each be treated as different performance modes (for example, Hell A performance mode, Hell B performance mode, etc.).
[0229] Furthermore, the same performance mode may be adopted for multiple game states depending on the purpose and gameplay. For example, the same performance mode can be used for the normal state and the slightly shortened time state (at least two different internal game states), or for Shortened Time A and Shortened Time B (at least two different game states). In short, if there are multiple variation pattern distribution designation numbers Tcode, the same performance mode may be used for at least two or more Tcodes, and if there are multiple internal game states YJ, the same performance mode may be used for at least two or more YJs. It is preferable to use the same performance mode for at least two or more similar game states. For example, Shortened Time A and Shortened Time B, which belong to the Shortened Time state, or the normal state and the slightly shortened time state (in the case where the base value is approximately the same (in the case where the slightly shortened time state functions as a pseudo-normal state)) may be used for the same performance mode.
[0230] In each performance mode, the background display (background effect) that serves as the background for the display screen of the changing decorative symbols is changed to a performance style corresponding to the performance mode. For example, in "Normal Performance Mode," a background effect reminiscent of the season 'Spring' (for example, displaying a background image of cherry blossom trees) appears, and in "Shortened Performance Mode," a background effect reminiscent of the season 'Summer' (for example, displaying a background image of the sea) appears. This suggests the current state of play. In addition to the background display being changed, the BGM and decorative symbols (pictures) may also be changed according to each performance mode. Furthermore, at least one of the background display, BGM, and decorative symbols may be common to one performance mode and another performance mode. For example, the background effect may be common to both Normal Performance Mode and Shortened Performance Mode (both displaying a background image of cherry blossom trees).
[0231] Furthermore, multiple performance states belonging to the same variation pattern distribution designation number Tcode (same game mode) can be provided. For example, multiple performance states that produce different performances can be provided as performance modes corresponding to the variation pattern distribution designation number Tcode "00H". Such performance states are also called "performance stages" to distinguish them from other performance modes, as they are performance modes with the same (common) Tcode. Even if the performance stages are different, the variation pattern distribution designation number Tcode itself is the same for each performance stage, so the variation patterns to be selected are the same (the variation pattern distribution table selected is common to each performance stage). However, even if the same variation pattern is selected, different performances can be displayed depending on the current performance stage. This increases the degree of freedom in performances, and allows for a wider variety of performances even in the same game state. In addition, different background displays can be used depending on the performance stage. For example, in the "Normal Performance Mode" mentioned above, the background is designed to evoke the season of 'spring' (displaying a background image of cherry blossom trees). However, depending on the performance stage related to the Normal Performance Mode, it is possible to use backgrounds such as the "Cherry Blossom Stage" with cherry blossom trees, the "Rapeseed Flower Stage" with rapeseed flowers, or the "Dandelion Stage" with dandelions.
[0232] The performance control unit 24 (CPU 241) is configured to control transitions between performance modes in accordance with the transition (update) of the game state, and has a functional unit (performance state transition control means (performance mode transition control means)) that controls transitions between multiple types of performance modes. The performance control unit 24 has a functional unit (performance control side game state management means) that can manage the game state (internal game state YJ and / or variable pattern distribution designation number Tcode) based on information contained in performance control commands that include information about the game state, specifically, certain performance control commands that specify the current game state or specify that the game state will be transitioned, among the performance control commands sent from the main control unit 20 (CPU 201), and controls the performance mode in a manner consistent with the game state on the main control unit 20 side, and is configured to control transitions from one performance mode to another performance mode according to the processing state (for example, a configuration that allows transition control between multiple types of performance modes corresponding to the variable pattern distribution designation number Tcode). The aforementioned "specific performance control commands" include, for example, commands for specifying the variation pattern, commands for specifying the game state, and specific commands sent during a win (for example, a jackpot start command or a jackpot end command). If the performance control unit 24 can independently determine the game state, it can control the transition of performance modes without relying on specific performance control commands.
[0233] (5-2. Preview Direction) Next, the preview effects will be explained. The performance control unit 24 is configured to generate various "preview effects" related to the jackpot lottery result (win / lose lottery result and / or symbol lottery result) based on the contents of the performance control commands from the main control unit 20 (information included in the variable pattern specification command, decorative symbol specification command, and the winning command described later). Specifically, it is possible to generate (execute) "preview effects" related to the performance mode (including the performance stage described later) and the jackpot lottery result.
[0234] Pre-announcement effects are basically effects that are executed as part of the in-game effects (part of the scenario), and various pre-announcement effects appear during the in-game effects. The main roles of pre-announcement effects are to predict (indicate) the probability of winning, such as whether or not a winning type and / or special time-saving type has been won, and to predict the probability of a specific pre-announcement effect occurring. Many pre-announcement effects work as "hype effects" to heighten the player's expectation of winning.
[0235] Typical examples of pre-announcement effects include "reach effects," "pseudo-consecutive win effects," "player-participation effects," "step-up effects," "stage change effects," and "pre-announcement effects." These effects are explained below.
[0236] (5-2-1. Reach animation) The term "reach effect" above refers to an effect that involves a reach state (a variation display effect that involves a reach state), and specifically refers to an effect that allows the game result to be derived and displayed via the reach state.
[0237] "Reach state" refers to a state in which, prior to the result of a decorative symbol variation display game, some of the decorative symbols that are derived and displayed during the game constitute part of a display pattern indicating a jackpot (jackpot win), while the variation display of decorative symbols that have not yet been derived and displayed is still in progress. This variation display pattern uses theatrical decorative symbol variation display patterns to suggest (predict) that a display pattern indicating a specific type of win (jackpot, minor win, or special time-saving feature, etc.) is likely to be derived (that there is a possibility of winning a specific type of win), thereby increasing the player's expectation of winning. For example, if the combination of decorative symbols indicating a jackpot (jackpot occurrence) is a set of symbols such as "7 (left symbol)", "7 (middle symbol)", and "7 (right symbol)", then on a predetermined winning line, the left and right symbols, which are part of the set of symbols, will display "7" (a ready state), while the remaining middle symbol (the remaining symbol that does not constitute the ready state) will be displayed while fluctuating rapidly, frame by frame, shaking, enlarging, shrinking, and deforming.
[0238] Therefore, even if a "reach" state is formed, the result of the decorative symbol variation display game is not necessarily a "jackpot." If the final result is not a stopping display pattern (jackpot symbol) indicating a jackpot, the result of this game is a "miss." In the example above, the left and right symbols that make up the "tenpai" state (reach symbols) are symbols that make up the reach state, and in this sense they are also called "reach-composing symbols."
[0239] Reach animations (reach variations) are broadly composed of staged animation scenarios such as the "pre-reach (before the hand is ready, during the ready-to-win)" stage, the "during reach (while the hand is ready, during the win / loss prediction)" stage, and the "post-reach" stage. The "post-reach" stage is the period in which the final game result (reach animation result: win / loss result) is announced, and includes the period in which upgrade animations and revival animations may occur. An "upgrade animation" is an animation that, after announcing a win with a lower profit state, announces that a win with a higher profit state has been achieved. For example, this is an animation that displays a decorative symbol indicating a time-saving jackpot (jackpot that triggers the transition to a time-saving state), and then displays a decorative symbol indicating a probability-changing jackpot (jackpot that triggers the transition to a probability-changing state), to announce that the result of this game (jackpot lottery result) was a probability-changing jackpot. A "revival animation" is an animation that, after announcing a loss, definitively announces a win. For example, this may involve displaying a symbol indicating a loss (a losing combination) followed by a symbol indicating a win (a winning combination: for example, matching symbols), or displaying a special effect that definitively announces a win (a guaranteed win effect).
[0240] The "reach animations" described above include multiple reach animations associated with the probability of winning. For example, when certain reach animations appear, the probability of winning is relatively higher compared to when normal reach animations (N reach) appear. Such specific reach animations are called "super reach (SP reach)". Many of these "SP reach" have a relatively longer animation time (variation time) than N reach animations in order to heighten the expectation of winning the jackpot. Furthermore, SP reach includes not only normal SP reach animations (normal SP reach) but also various other types of SP reach animations. The content of each reach animation (reach variation pattern) is explained below.
[0241] (r1) "N Reach" "N-Reach" is a type of spin pattern where, after a normal spin, the game ends after passing through a normal reach state without an SP reach occurring, simply announcing the game result (win or loss (information related to the jackpot lottery result)). It is the reach pattern with the lowest probability of winning. There are two types of N-Reach: N-Reach 1 and N-Reach 2, each with a different probability of winning. Also, N-Reach is the reach pattern with the shortest spin time among all reach patterns (for example, N1 Reach = 20 seconds, N-Reach 2 = 25 seconds).
[0242] (r2) "SP Reach (Normal SP Reach)" "SP Reach" is a type of reach variation in which the first reach animation (SP Reach) occurs after a normal reach, and then the game ends after the game result is announced.
[0243] (r3) "SP Reach + SPSP Reach" (Advanced SPSP Reach) "SP Reach + SPSP Reach" is a type of reach variation where, after a normal variation, the first reach effect (SP Reach) occurs via a normal reach state, a loss is initially announced, and then a second reach effect (SPSP Reach) occurs with a higher probability of winning than the first reach effect (developing into other SP reach variations), and the game ends after announcing the game result. "SP Reach + SPSP Reach" is also called an "developing SPSP Reach" because it develops into other SP reaches via an SP Reach. Furthermore, due to the various reaches it goes through, "SP Reach + SPSP Reach" is the reach variation type with the longest variation time among all reach types (for example, 200 to 260 seconds with pseudo-consecutive wins (1 to 3 times), 180 seconds without pseudo-consecutive wins, etc.). The reach that it develops into is sometimes also called an "SPSP Reach".
[0244] (r4) "SPSP Reach" (Direct Hit Type SPSP Reach) An "SPSP Reach" is a type of reach variation where, after a normal variation, the game goes through a normal reach state, but the first reach effect (SP Reach) is skipped, and the second reach effect (SPSP Reach) occurs immediately (developing directly into an SPSP Reach), and the game ends after announcing the game result. An SPSP Reach is also called a "direct-hit SPSP Reach" because it develops directly into an SPSP Reach without going through an SP Reach. Both the direct-hit SPSP Reach and the above-mentioned developed SPSP Reach are treated as belonging to the SPSP Reach category.
[0245] (r5) "Full rotation reach" A "full rotation reach" is a premium reach variation in which, without going through a reach state or without going through a reach state, the display of symbols indicating a win (for example, matching symbols) is maintained for a predetermined amount of time, and this display of symbols signals a confirmed win.
[0246] (r6) "Direct hit reach (sudden hit)" "Direct win reach" is a variation pattern that surprises players. It appears like a non-reach effect (normal variation) that does not go through the reach state, giving the impression of a losing variation, but the finally derived game result is a winning symbol. For example, it is a variation pattern where symbols are stopped sequentially as "left symbol, middle symbol, right symbol", that is, without going through the reach state, and when the final right symbol stops, the symbols align (winning symbol). From the point that the winning symbol suddenly stops and is displayed, it is also called "sudden win". Also, a reach variation pattern where the winning symbol stops and is displayed without developing into an SP-based reach while remaining in an N-reach (low-expectation reach effect) belongs to this direct win reach. This direct win reach is also one of the premium reach variations like the aforementioned full-rotation reach. However, exceptionally, it may be treated as a non-reach type (normal variation type) in that it includes those that stop and display the winning symbol without going through the reach state.
[0247] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, in normal reaches, the selection rate is determined in relation to the big win lottery result so that the relationship of winning expectation is "N-reach 1 < N-reach 2 < SP reach < developed SPSP reach < direct SPSP reach". Also, in reaches during time-saving mode (refer to Fig. 28), the selection rate is determined in relation to the big win lottery result so that the relationship of winning expectation is "reach during time-saving mode 1 < reach during time-saving mode 2". Note that since the direct win reach and the full-rotation reach are reaches that can directly inform the determination of winning, they are positioned as reach effects with the highest expectation (in this embodiment, at least the winning expectation of the direct SPSP reach or higher).
[0248] In addition, the actual winning expectation changes according to whether there is one or more other preview effects. For example, even when a developed SPSP reach appears, if it is associated with a preview effect with a high winning expectation, it can have a winning expectation equal to or higher than that of the direct SPSP reach.
[0249] Thus, the presence or absence of a "reach" (a symbol indicating a winning combination) serves as a clue to the player's probability of winning a certain type of prize (for example, a jackpot). Therefore, various pre-announcement effects are provided that suggest the possibility of a reach, or in other words, make the probability of winning clearer. During the reel spinning game, one or more types of pre-announcement effects may occur in combination (occurring at different times or simultaneously), and the combination of these effects provides a clearer indication of the probability of winning. For example, the probability of winning is clearer and higher when one or more pre-announcement effects accompany a reach compared to when a reach occurs alone. Such pre-announcement effects can be broadly divided into "pre-announcement effects" that can occur before a reach (before the symbols are ready to meet) and "post-announcement effects" that can occur after a reach (during a reach). In addition, some pre-announcement effects also foreshadow the possibility or confirmation of other pre-announcement effects (for example, pseudo-consecutive wins or stage change effects) other than the reach.
[0250] In this specification, reach types belonging to N-Reach may be referred to as "N-Reach type," reach types belonging to SP-Reach type (including SPSP-Reach type) may be referred to as "SP-Reach type," and reach types belonging to Premium-Reach may be referred to as "Guaranteed Win Reach type." Furthermore, reach that develops from one reach to another may also be referred to as "Development-type Reach type."
[0251] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, as one of the pre-announcement effects, there is "pseudo continuous effect (hereinafter abbreviated as 'pseudo continuous')". "Pseudo continuous" refers to an effect mode accompanied by a pseudo continuous variation display state (so-called "pseudo variation") of a decorative pattern. This "pseudo variation" means that during a single decorative pattern variation display game, part or all of the decorative pattern is temporarily stopped once (it is also possible to use one or more dedicated pseudo continuous patterns instead of the normal decorative pattern), and from this temporarily stopped state, a variation display operation of the decorative pattern is executed, and such a display operation is repeated one or more times. For example, the decorative pattern is temporarily stopped and displayed as "775" (pseudo variation), and after the decorative pattern is variably displayed again, the final decorative pattern is stopped. In this regard, it is different from the "forecast pre-announcement effect" described later that can be executed across multiple symbol variation display games.
[0252] Basically, the occurrence rate of "pseudo continuous" is determined so that the winning expectation increases as the number of pseudo variations increases. For example, the occurrence expectation of a pre-announcement effect (for example, SP reach) with a higher winning expectation is higher when the number of pseudo variations is 2 than when it is 1. Therefore, when the current in-variation effect is composed of an effect scenario including a reach effect, "pseudo continuous" mainly occurs in the stage immediately before the reach state is formed (the stage before the reach effect), and after one or more pseudo variations are performed, the reach effect is executed in this variation, and the final game result is derived and displayed. In this specification, when referred to as "pseudo N", it means the total number of pseudo variations M times and this variation. For example, when denoted as "pseudo 2", it means "pseudo variation 1 time + this variation", and when denoted as "pseudo 3", it means "pseudo variation 2 times + this variation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in FIG. 26, etc.). Also, when no pseudo 2 to 3 is attached, it means "no pseudo continuous", and pseudo continuous does not occur.
[0253] (5-2-3. Player Participation Type Effect) In this embodiment, one of the pre-announcement effects is a pre-announcement effect belonging to the "player-participation effect." A "player-participation effect" is a type of pre-announcement effect in which the content of the effect may change based on the content of the operation (operation result) when a predetermined operation (for example, pressing once, holding down, pressing repeatedly, etc.) is performed on the operating means (effect button 13 and / or directional key 75). Because player-participation effects use operating means, they are also called "button pre-announcement effects" or "button operation effects."
[0254] In player-participation type performances, when a predetermined button validity period arrives, a predetermined performance (pre-operation performance) occurs, including an "operation instruction performance" that prompts the player to perform a predetermined operation on the control means. If the player operates the control means or the button validity period expires during that button validity period, the currently displayed performance changes to another performance (post-operation performance) based on the content of that operation. Depending on the performance mode (performance content) before and after the operation, information such as the probability of winning, the jackpot lottery result (win / lose result, symbol lottery result), or setting indications can be notified. The performance control unit 24 includes an operation validity period setting means that sets an operation acceptance validity period during which operation of the control means becomes effective based on predetermined conditions (for example, a predetermined timing during a player-participation type performance), a pre-operation performance control means that controls a predetermined pre-operation performance during the button validity period, and a post-operation performance control means that controls a predetermined post-operation performance based on the fact that the performance button was operated during the operation validity period.
[0255] Player-participation features are generally implemented as part of the pre-announcement features (part of the pre-announcement scenario). Typical examples include "reach features," "pseudo-consecutive wins," "step-up pre-announcements," and "pre-read pre-announcements" that incorporate player-participation features. For example, in a player-participation reach feature, a button pre-announcement feature is triggered at a predetermined timing before or after a reach, and the likelihood of developing into a specific reach or the likelihood of winning is announced depending on the result of the player-participation feature.
[0256] (5-2-4. Step-up announcement) In this embodiment, as one of the preview effects, there is a "step-up preview (SU preview)" in which the effect can develop step by step. In the "step-up preview", an effect corresponding to the number of steps (stages) is executed, and this is a preview effect mode in which the winning expectation level increases when it develops to a larger number of steps. Therefore, when the effect ends at the first step, the winning expectation level is the lowest, and when it develops to the final step, the winning expectation level is the highest. For example, in the case of a step-up preview that can develop in three steps consisting of steps 1 to 3, the relationship of the winning expectation levels is "step 1 < step 2 < step 3". When stepping up, there is not only a "normal step preview (N-step preview)" that progresses step by step like "step 1 → step 2 → step 3", but also a "super step-up preview (SP step-up preview)" that jumps to multiple steps ahead like "step 1 → step 3". The relationship of the winning expectation levels is "N-step preview < SP step preview".
[0257] (5-2-5. Stage change effect) In this embodiment, as one of the preview effects, there is a "stage change effect". The "stage change effect" is a preview effect mode in which, during a symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game), the current effect stage is shifted to another effect stage (for example, by changing the background display), and it can suggest the winning expectation level and the like. Note that the stage change effect is an effect mode in which the effect stage changes as a preview effect, and just because a stage change effect has occurred, it does not mean that the game state (YJ, Tcode) has shifted (changed) and the effect mode such as the background display has changed. The "stage change effect" has the following preview modes.
[0258] (C1) A preview mode that suggests the winning expectation level and the like according to the destination effect stage. For example, when shifting to effect stage A, it suggests a low expectation level, and when shifting to effect stage B, it suggests a high expectation level. (C2) A preview mode that suggests the winning expectation, etc. based on the difference in the cut-in performance that occurs when the performance stage is shifted. For example, when character A appears and the performance stage is shifted, it suggests a low expectation, and when character B appears and the performance stage is shifted, it suggests a high expectation.
[0259] Note that the stage change performance may be an aspect of simply performing a stage change without particularly suggesting the winning expectation. In this case, it is used solely to prevent the performance from becoming monotonous.
[0260] (5-2-6. Interrupt Preview Performance)
[0261] (5-2-6. Interrupt Preview Performance) Also, in this embodiment, as one of the preview performances, there is an "interrupt preview performance" (hereinafter abbreviated as "interrupt preview"). This "interrupt preview" is a performance mode that occurs in an interrupting manner during the execution of a specific preview performance, and after the interrupt preview, it transitions to a preview performance different from that specific preview performance. The interrupt preview is mainly executed as part of the reach performance scenario.
[0262] The performance scenario including this interrupt preview is different from other reach performances in the following points. Here, as a reach performance, a reach performance in which the performance "first reach performance (N reach) → second reach performance (SP reach)" is developed like the above "SP reach" is taken as a representative example for explanation. For the sake of convenience of explanation, the reach performance with an interrupt preview is referred to as a "reach performance with interrupt", and the reach performance without an interrupt preview (here, SP reach) is referred to as a "reach performance without interrupt" for explanation.
[0263] In the "No-Interruption Reach Performance," the "First Reach Performance (N Reach)" and the "Second Reach Performance (SP Reach)" are executed sequentially, and the result of the current game is announced in the second reach performance, which is the final performance. Specifically, for example, if the result of the current game is a jackpot, in the No-Interruption Reach Performance, the first reach performance result will announce a miss (initially announcing a miss), then the second reach performance will begin, and the result of the second reach performance will announce the jackpot, which is the result of the current game (the result of the current game is announced as the final performance result of the No-Interruption Reach Performance).
[0264] In contrast, the "interrupted reach animation" features a unique animation pattern where "a specific notification (interruption notification) occurs at a predetermined timing during the execution of the first reach animation, leading to the development of the second reach animation." In other words, after a normal spin, the game develops into the first reach animation, but an interruption notification occurs before the outcome of the first reach animation is seen (the interruption notification is executed in a way that interrupts the first reach animation), and the second reach animation is executed after the interruption notification. Therefore, from the player's perspective, the reach animation unfolds in an unexpected way, resulting in a highly effective notification animation.
[0265] When such an interruption notice occurs, just like with advanced notice sequences, the game will generally transition to another sequence (in this case, the second reach sequence) that has a higher probability of winning than the reach sequence that caused the interruption notice (in this case, the first reach sequence).
[0266] Although the above explanation used "SP Reach + SPSP Reach" as a representative example, it is possible to configure the system to allow interruption announcements to be executed during the execution of various other announcement sequences.
[0267] The timing of the interruption notification is determined for each reach animation. For example, it can occur at predetermined timings during the "pre-reach (before the hand is ready, during the ready-to-win animation)" stage, the "during reach (while the hand is ready, during the win / loss animation)" stage, and the "post-reach" stage of the first reach animation. There may be multiple timings for the interruption notification, and which timing it occurs at is determined by a predetermined animation lottery. The interruption notification can occur at the following timings:
[0268] (Preliminary 1) During the execution of sound effects such as dialogue sounds (hereinafter referred to as "Sound Effects A") (during the execution of the designated sound part). (Preliminary 1α) At the point when more than half of the execution time for audio effect A has elapsed. (Preliminary 1β) The timing when more than half of the dialogue lines in the voice-over performance have elapsed (for example, when 15 or more characters have elapsed if the dialogue has 30 characters).
[0269] (2) When a predetermined light effect is performed during a certain preview effect (while the predetermined light effect part is being performed), if the light effect is capable of performing an effect with multiple light colors, a predetermined timing after switching from one specific light color (for example, white light) to another specific light color (for example, blue light).
[0270] (Pre-3) When a predetermined production related to a certain preview production consists of multiple cuts (for example, when there are multiple video scene changes), the timing when more than half of the execution time of a specific cut in which an interrupt preview can be executed has elapsed.
[0271] (4) When a predetermined effect related to a certain preview effect is composed of multiple cuts (for example, when there are multiple video scene changes), the timing when more than half of the lines of dialogue in the sound effect (audio effect) to be performed in a specific cut in which the interrupt preview can be executed has elapsed.
[0272] (5) When a predetermined effect related to a certain preview effect is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when more than half of the execution time for the light effect of a specific cut in which an interrupt preview can be executed has elapsed.
[0273] (Preliminary 6) When a predetermined production related to a certain preview production consists of multiple cuts (for example, when there are multiple changes in video scenes), the timing is before half the execution time of the other cut has elapsed, when the cut switches from one cut in which the interrupt preview cannot be executed to another cut in which the interrupt preview can be executed.
[0274] (7) When a predetermined production related to a certain preview production consists of multiple cuts (for example, when there are multiple video scene changes), the timing is before half the execution time of the sound production related to the other cut has elapsed, when the cut switches from one cut in which the interrupt preview cannot be executed to another cut in which the interrupt preview can be executed.
[0275] (Preliminary 8) When a predetermined effect related to a certain preview effect is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is before half the execution time of the light effect related to the other cut has elapsed, when the cut switches from one cut in which the interrupt preview cannot be executed to another cut in which the interrupt preview can be executed.
[0276] Furthermore, the types of effects used for interruption announcements include, for example, blackout effects (sunset effects), blackout effects, silence effects, loud noise effects, soft noise effects, and flashing light effects. When an interruption announcement occurs, the execution of the predetermined effect that was running up to that point is stopped (stopped midway) and the game transitions to another effect. By using the above-mentioned types of effects, it is possible to attract the player's attention or surprise the player. In order to maximize the effect of the interruption announcement, it is preferable that the predetermined effect being executed at the time the interruption announcement occurs is either a "flashy effect" or a "subtle effect". If the game suddenly goes completely dark, silent, or blacks out during the execution of a "flashy effect" (in the case where a blackout effect, silence effect, or blackout effect is used as the interruption announcement), the impact on the player will be tremendous. Similarly, cases where a loud noise or flash of light suddenly occurs during the execution of a "subtle effect" (cases where a loud noise or flash of light effect is used as an interruption notice) also have a tremendous impact on the player. The predetermined effect that is executed when the interruption notice occurs is preferably of the following type.
[0277] (Interruption 1) When an interruption notice occurs, there are multiple types of effects in progress. These effects include at least two of the following: light effects, sound effects, image display effects, and movable body effects. (Discount 2) The number of types of effects performed in a single cut where an interruption notice can occur is greater than the number of types of effects performed in a single cut where an interruption notice cannot occur. (3) The brightness of the light effect (a light effect using at least one light effect means) performed in a shot in which an interruption notice can occur is greater than the brightness of the light effect performed in a shot in which an interruption notice cannot occur. (Interruption 4) The volume of the sound effect (which may be a specific sound effect or the overall sound effect) performed in a shot in which an interruption notice can occur is louder than the volume of the sound effect performed in a shot in which an interruption notice cannot occur (a form in which an interruption notice occurs during the execution of a relatively flashy sound effect). (Cut 5) The volume of the sound effects performed in a shot in which an interruption notice can occur is lower than the volume of the sound effects performed in a shot in which an interruption notice cannot occur (a form in which an interruption notice occurs during the execution of a relatively quiet effect).
[0278] Furthermore, while the above explains that when an interruption notice occurs, the game transitions from the notice sequence that was running before the interruption notice to another notice sequence, this does not necessarily mean that the game will always transition to another notice sequence. It is also possible that even if an interruption notice occurs, the notice sequence that was running before the interruption notice may continue to run as is. For example, an interruption notice may be generated at a predetermined timing during a specific reach sequence (which may also be a specific normal spin) (the reach sequence being set up is interrupted to generate the interruption notice), and the interrupted reach sequence may be resumed after the interruption notice. In this case, the game may be configured so that the expectation of winning is higher with an interruption notice than without one.
[0279] (5-2-7. Pre-announcement effect: Figure 5A, Figure 5B) A "pre-announcement effect (pre-announcement)" is a type of effect that allows for advance notification of the expected probability of winning with respect to an activated reserved ball (an unplayed activated reserved ball) that has not yet been used in the execution of the symbol variation display game (the operation of the special symbol variation display). This is achieved by utilizing the reserved ball display pattern and the effects during the symbol variation display game that are executed earlier in the timeline.
[0280] Using Figure 5A, an overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned look-ahead notification, will be explained. Figure 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.
[0281] A portion of the screen of the liquid crystal display device 36 (below the display area of the decorative pattern in the illustration) is provided with a reserve display area 76 for displaying the number of reserved balls for special feature 1 operation, and a reserve display area 77 for displaying the number of reserved balls for special feature 2 operation. The presence or absence of reserved balls for operation is indicated by an illuminated state (reserved balls for operation: indicated by a "○ (white circle)" in the illustration) or an unlit state (no reserved balls for operation: indicated by a dashed circle in the illustration), and information regarding the current number of reserved balls for operation is provided.
[0282] The display regarding the presence or absence of these reserved balls (hereinafter referred to as "reserved ball display") is displayed sequentially in the order of their occurrence (order of winning), and in each reserved ball display area 76, 77, the leftmost reserved ball is displayed as the first to occur on the time axis (i.e., the oldest) among all the reserved balls in that reserved ball display. In this embodiment, as shown in the figure, a part of the screen of the liquid crystal display device 36 is provided with reserved ball display sections a1~d1 (corresponding to the special symbol 1 side) and a2~d2 (corresponding to the special symbol 2 side), each consisting of reserved icons (icon images) equal to the maximum number of reserved balls to be stored (4). Normally, the display mode of these reserved ball display sections a1~d1 and a2~d2 is switched to the operating state (lit state) for the same number as the number of reserved balls present when making a pre-read determination, for example, only 3. Therefore, these reserved ball display sections function as reserved ball display means for displaying the number of reserved balls. However, when executing the pre-announcement described later, the hold display mode of one of the hold display units a1-d1 and a2-d2 is changed to a predetermined pre-announcement display mode (special hold display mode), thereby acting as a means to generate the pre-announcement.
[0283] Furthermore, to the left of the hold display areas 76 and 77, a variable display area 78 is provided to show the active hold balls currently being used in the special symbol variation display game. In this embodiment, the variable display area 78 is configured to display an image in which the icon of the game-running hold K currently being used in the game is placed on the icon of the receiving seat J. That is, when the variation display of special symbol 1 or special symbol 2 begins, the oldest hold icon (icon image) of hold a1 or a2 that was displayed in the hold display areas 76 and 77 moves to the icon of the receiving seat J in the variable display area 78 as the icon of the game-running hold K, and this state is maintained for a predetermined display time.
[0284] Furthermore, in the lower right corner of the LCD screen shown in Figure 5A, there is a sub-display area 79 that can display information related to the operation of the reserved balls for Special Feature 1 and 2, the number of reserved balls for the Normal Feature, information related to the variation display operation of Special Feature 1 and 2 (mini decorative symbols), and information related to the variation display operation of the Normal Feature (mini normal symbols). This sub-display area 79 continues to be displayed even when the display of decorative symbols and / or the reserved ball display section is hidden while displaying a notification effect. Therefore, it is possible to determine whether or not a symbol variation display game is currently in progress and how many reserved balls there are based on the information in the sub-display area 79. For example, even if an effect occurs where the entire screen goes black and the decorative symbols (left, center, and right symbols) are temporarily hidden from the screen, the mini decorative symbols will continue to be displayed in the sub-display area 79. The sub-display area 79 is located in an area that does not interfere with the main effects, as it is intended to display sub-effects.
[0285] Furthermore, depending on the game state (game mode or internal game state), the display area of the hold display area 76 can be displayed more prominently than the hold display area 77 (for example, by displaying it preferentially or making it larger), and conversely, the display area of the hold display area 77 can be displayed more prominently than the hold display area 76. For example, during the first game state (for example, a game state where left-handed play is advantageous: normal state or slightly shortened time state), the hold display area 76 can be displayed prominently, and during the second game state (for example, a game state where right-handed play is advantageous: shortened time state), the hold display area 76 can be displayed prominently. In addition, during the first game state, both the hold display area 76 and 77 can be displayed, and during the second game state, the hold display area 77 can be displayed preferentially (for example, only the hold display area 77 can be displayed).
[0286] (Regarding advance notices) Next, we will explain the pre-announcement feature. Regarding the appearance control of this pre-announcement feature, first, in the main control unit 20, when an activated reserved ball is generated (when the activation condition is met), before the activated reserved ball is used to execute the symbol variation display game (special symbol variation display operation), a "pre-announcement win determination (pre-announcement win / loss determination, pre-announcement symbol determination)" is performed to determine in advance the jackpot lottery result (win / lose lottery result, symbol lottery result) related to the activated reserved ball (see steps S318~S319 in Figure 11 (random number determination processing ~ special stop symbol data creation processing) and steps S410~S411 in Figure 12 (random number determination processing for special electric mechanism operation determination ~ special stop symbol creation processing) described later).
[0287] Furthermore, using the results of the "pre-read win determination" described above, a "pre-read variation pattern determination" is performed to determine in advance the variation pattern of the special symbols (the variation pattern at the start of variation) when the activated reserved ball is used to execute the symbol variation display game in the future (see step S320 (random number determination process when the ball enters the starting slot) in Figure 11). This variation pattern of the special symbols that is determined in advance is called the "pre-read variation pattern". In this pre-read variation pattern determination, for example, the variation pattern at the start of variation is determined in advance, such as whether it will be a reach variation pattern that goes through a reach state, or a normal variation pattern that does not go through a reach state.
[0288] Furthermore, since the above-mentioned pre-read variation pattern is determined using at least the results of the win / loss lottery (in this embodiment, the results of the pre-determination of the win / loss lottery and the symbol lottery), the pre-read variation pattern information can include not only information on whether it is a "winning variation pattern" when a win is achieved or a "losing variation pattern" when a loss is achieved (information related to the win / loss lottery results), but also information on the presence or absence of a reach (and if there is a reach, its type) and the presence or absence of a pseudo-consecutive win (and if there is a pseudo-consecutive win, the number of wins), as well as information on the execution of specific pre-announcement effects. This series of processes, which determines the pre-read variation pattern after the pre-read win determination, is called "pre-read determination".
[0289] When this pre-read fluctuation pattern information is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs performance control processing related to the pre-read notification. Specifically, when a pre-read determination is made, the main control unit 20 transmits a "reserve addition command" that can identify the number of activated reserve balls at the time of the pre-read determination (the number of existing activated reserve balls including the activated reserve ball that occurred this time) and a "winning command" that can identify the above pre-read fluctuation pattern information (information that has been determined by pre-reading the win / loss lottery result at least at the start of the fluctuation). When the performance control unit 24 receives these commands, it performs performance control processing related to the reserve display and the pre-read notification based on the information contained in the commands. Specifically, when the performance control unit 24 receives the reserve addition command and the winning command, it performs a "pre-read notification lottery (winning lottery processing)" based on the pre-read fluctuation pattern information to determine whether or not to execute (display) the pre-read notification. If the pre-read notification is to be executed, it determines the performance scenario related to the pre-read notification and displays the pre-read notification according to that performance scenario (see Figures 5A and 5B described later). The probability of the above pre-announcement occurring is higher for a "jackpot" than for a "miss," and also higher for pre-announcement variation patterns with a relatively higher probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-announcement occurs. The pre-announcement may appear at the timing when the activated reserve ball is generated, simultaneously with the start of the symbol variation display game that takes place chronologically earlier, or at a predetermined timing during that game, targeting the activated reserve ball.
[0290] The hold-up command consists of two bytes: a higher-order byte that identifies the type of special symbol (whether it is special symbol 1 or 2), and a lower-order byte that identifies the number of hold-up balls activated at the time of pre-read judgment (when a prize is won). The prize-winning command also consists of two bytes: a higher-order byte that specifies the win / loss result, and a lower-order byte that identifies the content of the pre-read fluctuation pattern as pre-read judgment information (see, for example, Figures 26 and 27).
[0291] The probability of executing the above pre-announcement lottery is higher for "jackpot" than for "miss," and also higher for pre-announcement variation pattern types with a relatively higher probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-announcement occurs. The pre-announcement can be executed at the timing when the activated reserve ball is generated, simultaneously with the start of the symbol variation display game that takes place chronologically earlier, or at a predetermined timing during that game, targeting the activated reserve ball.
[0292] (Pre-announcement related to winning: Reserve change announcement) In this embodiment, when a pre-read notification is executed (when the pre-read notification lottery is won), a reserve change notification may be executed in which the reserve icon that is the target of the pre-read notification among the reserve icons in the reserve display units a1~d1 and a2~d2 changes from, for example, the white of the normal reserve display (normal reserve display mode) to a special reserve color or colored reserve display (special reserve display mode) such as flashing white, blue, yellow, green, red, or rainbow. This reserve change notification may appear when a prize is won (a reserve display of a new active reserve ball), and is therefore also called a "prize-winning-time pre-read notification".
[0293] As an example of this hold change notification, Figure 5A shows an example where the operating hold ball in the hatched hold display section b1 changes to a special hold display. Here, the display of the hold icon in white flashing, blue, yellow, green, red, and rainbow colors indicates the likelihood of winning in that order, with the rainbow hold icon being a premium hold icon (win-guaranteed hold notification) that indicates a guaranteed jackpot. The white flashing icon is a hold icon that suggests the possibility of the "step-up hold change notification" described later occurring, and makes you anticipate what the final hold color will be (there are also cases where the hold color does not change and it remains white flashing). In the case of white flashing, if the hold display remains the same, the likelihood of winning is the lowest among the special hold displays, but if it changes to another hold color, the likelihood of winning increases to that of the hold color.
[0294] In this embodiment, with regard to the pre-announcement effects, if the jackpot lottery result is a loss, it is selected with a relatively low probability (low appearance rate), and if it is a win, it is selected with a relatively high probability (high appearance rate). Pre-announcement effects with a high probability of winning are those with a winning probability of 20% or more (in this embodiment, pre-announcement effects with a winning probability of 20% or more), and all others are treated as low-probability pre-announcement effects. In the case of the aforementioned reserve change pre-announcement, white flashing, blue, yellow, green, red If the probability of winning for the color and rainbow colors are 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow" belong to the high-probability pre-announcement effects, while the others (white flashing, blue, and yellow) belong to the low-probability pre-announcement effects. If a pre-announcement occurs, and a high-probability pre-announcement (such as a high number of consecutive pseudo-reels or an SP reach) with a relatively high probability of winning occurs during the symbol variation display game targeting the activated reserved ball, then the expectation of winning will be further increased in combination with the content of the pre-announcement effect.
[0295] Existing active reserved balls are consumed sequentially when the symbol variation display game is executed. At this time, in order to indicate that one active reserved ball has been consumed, the display position of the reserved ball display section corresponding to the existing active reserved ball is shifted forward (sequentially to the left), and the number of displayed balls is reduced. This is a display control (shift display), but the special reserved ball display mentioned above continues to be displayed continuously while changing the display position of the reserved ball display during this time. In this respect, the pre-announcement is different from the pre-announcement effect that is performed during a single symbol variation operation, such as a pseudo-consecutive win, in that a dedicated pre-announcement effect can appear across multiple symbol variation display games (multiple symbol variation display operations).
[0296] In this embodiment, the system can be configured to perform pending change notifications as described below (A) to (C). (A) Cases in which a special reserve display appears when a prize is won (the above-mentioned reserve change notification when a prize is won). For example, cases in which it appears at the timing of the display of a new active reserve ball. (B) Cases in which the display changes from a normal hold indicator to a special hold indicator at a predetermined timing. For example, when a win is achieved, the display is a normal hold indicator (white), but at a predetermined timing, the display changes from a normal hold indicator to a special hold indicator (white → blue, white → red, etc.). (C) Cases in which, at a predetermined timing, the display changes to a special hold display that has a relatively higher probability of winning than the current hold display (normal hold display or special hold display). For example, cases in which the display changes in a step-up manner from white flashing or blue to yellow or a higher hold color (a hold color that is one or more levels higher in terms of probability).
[0297] In addition, the "predetermined timing" in cases (B) or (C) above includes, for example, a predetermined timing during the reduction of the reserve (while the shift display is running) or during a symbol variation display game related to other active reserve balls (a variation-in-play effect) (for example, a predetermined timing during a specific pre-announcement effect). This refers to a case where, after displaying a reserve related to a new active reserve ball, a reserve change pre-announcement related to that active reserve ball is executed at a predetermined timing. Furthermore, a reserve change pre-announcement in which one reserve display changes to another reserve display at a predetermined timing after the reserve display, as in (B) or (C) above, is also called a "step-up type reserve change pre-announcement." This step-up type reserve change pre-announcement can be treated as one form of the "symbol variation-in-play pre-announcement" described later.
[0298] Furthermore, when a reserved ball K is placed on the receiving seat J during gameplay, the same display mode as the reserved ball display mode in the reserved ball display areas 76 and 77 is basically maintained, and a pre-announcement (special reserved ball display) targeting the activated reserved ball related to the symbol variation display game can be notified to the player even during the game. However, when a reserved ball K is placed on the receiving seat J during gameplay, or at a predetermined timing after it is placed on the receiving seat J, the display of the reserved ball K during gameplay may change to another display mode (such as a reserved ball color or item image with a high probability of winning). From this point of view, the display change of the reserved ball K during gameplay can also be treated as belonging to the above-mentioned "step-up type reserved ball change announcement".
[0299] In principle, there is no "special reserve display downgrade" where the current reserve color changes to a reserve color with a relatively lower probability of winning. However, if a downgrade does occur exceptionally, it will be suggested that the activated reserve ball is a guaranteed win (or even a high probability), and it will be a premium reserve change notification. Cases of downgrade include, for example, when the reserve color changes to a reserve display with a lower probability of winning than the current reserve display, such as "blue → white" or "red → blue". In addition, the reserve display method is not limited to a reserve icon display using still images (static display method), but may also be a reserve icon display using video (animation) (dynamic display method: for example, displaying the reserve icon by rotating, vibrating, shaking, or flashing (fast flashing or slow flashing)).
[0300] (Pre-announcement during symbol change (Pre-announcement during change)) Furthermore, in this embodiment, a "pre-announcement" can be executed at the start of the symbol variation display game or at a predetermined timing during gameplay. Since this pre-announcement can appear during symbol variation, it is a pre-announcement that changes at the start of variation or during symbol variation, and is referred to as a "pre-announcement during variation" in this specification.
[0301] These "pre-announcement notifications during reel changes" include, for example, the "step-up type reserve change notification" and "continuous notification" mentioned above. A "continuous notification" is a pre-announcement notification that displays a notification image specifically for pre-announcement on the screen of the liquid crystal display device 36 and is executed in one or more reel change display games (displayed single or consecutively).
[0302] In other words, in the case of a pre-announcement during a variation, if a game ball enters the starting slot and the starting condition is met during a variation display game, the right to execute the variation display game related to the meeting of that starting condition is temporarily reserved and stored, and a pre-announcement lottery is held to determine whether or not to execute the pre-announcement effect. If this pre-announcement lottery is held, and there are multiple active reserved balls (reserved memories) existing at that time, all or some of those reserved memories can be represented in a way that has some kind of relationship to the variation display games.
[0303] For example, during all or some of the existing active reserved balls, from the oldest active reserved ball in memory order to the active reserved ball targeted for the pre-announcement, a pre-announcement image (for example, the lightning bolt image in Figure 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or some of the pre-announcements can be different in each symbol variation display game. For example, if it is to be displayed over three symbol variation display games, the first symbol variation display game can show a thundercloud image, the second symbol variation display game can show a rain image (an image displaying rain falling from a thundercloud) or a thundercloud image, and the third symbol variation display game can show a lightning bolt image. Alternatively, the pre-announcement can be a step-up type where the expectation level develops in stages (expectation level increases) with each execution of the symbol variation display game, such as "thundercloud image → rain image → lightning bolt image". Also, the expectation level of winning can differ depending on the pre-announcement image. In the example above, the thundercloud image can be associated with a low expectation level, the rain image with a medium expectation level, and the lightning bolt image with a high expectation level. In this case, if the image ends with only a thundercloud image, the expectation of winning is low, but if a lightning image is displayed, it can create a dramatic effect that increases the expectation of winning.
[0304] In this embodiment, the pre-announcement during reel spin and the pre-announcement of a change in the reserve ball can appear independently of each other. Specifically, the feasibility of executing the pre-announcement of a change in the reserve ball and the feasibility of executing the pre-announcement during reel spin are determined by independent lotteries. Therefore, there are cases in which the pre-announcement of a change in the reserve ball occurs alone, cases in which the pre-announcement of a change in reel spin occurs alone, and cases in which the pre-announcement of a change in the reserve ball and the pre-announcement of a change in reel spin occur simultaneously (overlapping). In addition, the pre-announcement is not limited to an image display means, but can use various effects means such as movable parts, light effects, sound effects, etc.
[0305] (Example of pre-announcement effect: Figure 5B) Next, with reference to Figure 5B, an example of a pre-announcement effect produced by the gaming machine 1 of this embodiment will be described.
[0306] Figure (1) shows a scenario where, during a game where the symbols are changing (the "↓" in the diagram indicates that the decorative symbols are changing), a ball enters the upper start opening 34, resulting in 3 activated reserved balls on the special symbol 1 side. Of these 3 balls, the second activated reserved ball whose variation start action is executed is the target of the pre-read notification effect. Here, we show a case where the reserved ball change notification and the pre-read notification during variation occur simultaneously. In this case, the first and third activated reserved balls, which were reserved earlier and later, are assumed to be activated reserved balls for which the pre-read notification was not executed (pre-read lottery was not won).
[0307] As shown in Figure (1), the performance control unit 24 changes the reserve display of the second activated reserve ball that is the target of the pre-announcement to a special reserve display. At this time, the reserve displays corresponding to the first and third activated reserve balls that are not the target of the pre-announcement remain as normal reserve displays (white). The figure shows the case where the reserve display of the second activated reserve ball that is the target of the pre-announcement changes from a normal reserve display (white circle (○)) to a special reserve display (hatted circle). This notifies the player that the pre-announcement performance has started. Figure (1) shows the state after the currently running symbol variation display game has ended and the decorative symbols have stopped displaying "246", which corresponds to a miss.
[0308] The game progresses to Figure (2), where the main control unit 20 starts a special symbol variation display game based on the first (oldest activated reserved ball) activated reserved ball on the special symbol 1 side, and consumes that activated reserved ball (consumes one). The performance control unit 24, at the start of the special symbol variation display game, shifts the reserved display mode corresponding to each activated reserved ball to the left, to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol variation display game based on the first activated reserved ball. At this time, as a pre-announcement during variation, a special background effect (lightning effect using lightning image display) is displayed on the screen of the liquid crystal display device 36. As a result, the screen of the liquid crystal display device 36 takes on the display mode shown in Figure (2).
[0309] The game then progresses to the diagram (3), and it is assumed that the currently running symbol variation display game has ended and the decorative symbols have stopped displaying "351", which corresponds to a losing outcome.
[0310] Next, the game progresses to Figure (4), where the main control unit 20 starts a special symbol variation display game based on the second activated reserved ball, that is, the activated reserved ball that was the target of the pre-announcement effect, and consumes that activated reserved ball. The effect control unit 24, at the start of the special symbol variation display game, shifts the reserved display mode corresponding to each activated reserved ball to the left and starts a decorative symbol variation display game based on the second activated reserved ball. At this time, the special reserved display of the reserved change announcement disappears from the screen when the above shift occurs, and ends with the start of the current symbol variation display game (along with the consumption of the activated reserved ball), and thereafter is displayed as reserved K during game execution. The pre-announcement during variation (lightning effect in this case) also ends with the occurrence of the current symbol variation display game. Figure (4) illustrates the screen display of the liquid crystal display device 36 immediately after the start of the symbol variation display game. In Figure (4), it was explained that the lightning effect of the pre-announcement during reel spin (pre-announcement during reel spin) ends with its occurrence in the current symbol spin display game (the symbol spin display game related to the activated reserve ball (second) that is the target of the pre-announcement). However, it is not limited to this, and may also end in the previous symbol spin display game.
[0311] (5-2-8. Setting Indication Presentation) Furthermore, in this embodiment, it is possible to display a presentation that suggests information regarding the above-mentioned "setting value" (setting suggestion presentation). For example, the setting suggestion presentations are as shown in (a) to (c) below. (a) "Low setting suggestion effects" that indicate a low setting range (settings 1-3, 1-2, 2-3, etc.). (S) "High setting suggestion effects" that indicate a high setting range (settings 4-6, 4-5, 5-6, etc.). (Ki) An "even setting suggestion effect" that indicates an even setting (settings 2, 4, and 6). (Yu) An "odd-number setting suggestion effect" that indicates odd-number settings (settings 1, 3, and 5). (M) A "specific setting confirmation effect" that definitively announces a specific setting value (any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively announces "setting N". However, it is not desirable to definitively announce internal setting values indiscriminately. The reason is that things that definitively suggest a low setting range, such as setting 1 or setting 2 confirmation, will reduce the player's motivation to play. Therefore, it is preferable to definitively announce one of the high setting range settings 4 to 6. In particular, if a specific setting confirmation effect that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, appears, it can increase the player's motivation to play. (M) A "specific setting denial effect" that definitively indicates that the setting value is not one of the specified values (any of settings 1 to 6). (c) "Specific range suggestion effects" that hint at a specific range of setting values. For example, these may suggest settings 3 to 5 (α ≤ setting value ≤ β), settings 4 or higher (α ≤ setting value), or suggest multiple specific values such as "settings 1, 3, 5, 6". It is also possible to vary the appearance rate depending on the setting value, for example, making it less likely to appear at setting 1, appearing fairly often at setting 4, and appearing frequently at setting 6, thereby suggesting that a certain setting value is likely / unlikely to appear.
[0312] The appearance rate (probability of execution) of the setting suggestion effect can be appropriately determined according to the setting value. For example, the appearance rate of the setting suggestion effect may be set to be lower the lower the setting value is relatively. Furthermore, there are no particular restrictions on the type of effect used for the setting suggestion effect; one or more effects from sound effects, light effects, image display effects, and movable body effects can be used.
[0313] Furthermore, the setting suggestion effects can be displayed at predetermined timings during the reel spinning game, for example, in combination with or independently with the pre-announcement effects. They can also be displayed not only during gameplay, but also during jackpot play or while waiting for customers (non-play periods).
[0314] Furthermore, by defining the appearance rate of specific pre-announcement effects according to the setting value, the pre-announcement effects themselves can function as "setting-suggesting effects." For example, by making the appearance rate of one or more specific pre-announcement effects different according to the setting value, the pre-announcement effects themselves can function as "setting-suggesting effects." For example, if a specific SP reach is likely to appear when there is a miss, it suggests a high setting; if three consecutive pseudo-spins (three pseudo-spins + main spin) are likely to appear when there is a miss, it suggests a high setting; and if a specific button operation effect appears, it suggests a confirmed setting 6. In addition, by utilizing pre-announcement effects, it is possible to create pre-announcement patterns specifically for setting-suggesting effects. For example, if the reserve icons flash rapidly, it suggests a high setting; and if one or all of the reserve icons change to a dedicated reserve icon (a dedicated character or item image), it suggests a high setting.
[0315] (Decorative design and presentation) Furthermore, decorative symbol effects (display effects of changing decorative symbols) are used as part of the effects during the symbol change display game. These effects are used to announce the occurrence of reach effects (reach state), pseudo-consecutive wins, and the final game result (jackpot lottery result), as well as to enhance the preview effects (previews during the change). They also function as important identification information to announce the start and end of the game, and can be said to be the core of the decorative symbol change display game.
[0316] The decorative pattern variation display effect (decorative pattern effect) basically performs the following variation display operation. With the start of the special pattern variation display game, multiple decorative patterns (in this embodiment, three patterns: left, center, and right) start to vary simultaneously or individually from a stopped display state (confirmed display state), and each decorative pattern starts to vary rapidly. During this rapid variation state, each decorative pattern is displayed in a state that is difficult or impossible to distinguish, and the transparency of the decorative patterns becomes higher than when they are stopped, so that, for example, the background image becomes distinguishable through the rapidly varying decorative patterns. After a predetermined time has elapsed since the start of variation, each decorative pattern starts to stop individually or simultaneously, and begins to decelerate from the rapid variation state to enter a "low-speed variation state". During this low-speed variation state, there is a "slow-down display period (deceleration period)" in which each decorative pattern gradually slows down and stops, and immediately after the start of the stopping operation (timing of the start of the stopping operation), the transparency is reduced and the decorative patterns are redisplayed in a distinguishable state. Furthermore, if a performance using decorative symbols, such as a reach performance or a pseudo-consecutive win performance, is executed during the high-speed fluctuation state, at least one decorative symbol will enter a low-speed fluctuation state or be temporarily stopped, and the reach performance or pseudo-consecutive win performance will be executed.
[0317] <5-7. Direction means> Various effects in the gaming machine 1 are produced by effect means installed in the gaming machine. Such effect means can be any stimulus transmission means that can produce an effect by appealing to human senses such as sight, hearing, and touch. Typical examples include light generating means (light effect means) such as decorative lamps 45 and LED devices, sound generating devices (sound effect means) such as speakers 46, effect display devices (display means) such as liquid crystal display devices 36, pressure devices that transmit contact pressure to the operator's body, vibration devices (vibration means) that give vibration to the player, wind pressure devices that give wind pressure to the player's body, or movable parts that produce a visual effect through their operation. Here, effect display devices are display devices that appeal to the sense of sight, just like image display devices (image display means), but they differ from image display devices in that they also include those that do not use images (for example, 7-segment displays). When referred to as image display devices, it mainly refers to types that produce effects (image display effects) by displaying images, and those that produce effects using means other than images, such as 7-segment displays, are included in the above concept of effect display devices.
[0318] <6. Basic gameplay: Figure 6> To facilitate understanding of the present invention, we will first explain the basic game modes (gameplay, characteristics of each game state, transition patterns between each game state, and performance modes related to each game state) of the pachinko game machine 1 using Figure 6. Figure 6 is a game flow diagram showing an overview of the game modes.
[0319] The advantageous playing style for a player varies depending on the game state. Basically, left-handed play is advantageous in game states without electric support (including game states that are effectively treated as having no electric support, such as normal state, slight time reduction state, and hidden probability state), while right-handed play is advantageous in game states with electric support (such as time reduction state and probability change state). In this embodiment, in the normal state or slight time reduction state, "left-handed play" (receiving a draw on the special figure 1 side), where the player aims to have the game ball pass through the left-downward path 3b, is advantageous, and in the time reduction state, "right-handed play" (receiving a draw on the special figure 2 side), where the player aims to have the game ball pass through the right-downward path 3c, is advantageous. In the following explanation, it is assumed that the player follows the playing method that is advantageous to the current game state (and does not play in a way that puts the player at a disadvantage). If left-handed play is advantageous, "Game 1 of the symbol variation display on the Special Feature 1 side" will be executed, and if right-handed play is advantageous, "Game 2 of the symbol variation display on the Special Feature 2 side" will be executed.
[0320] (Internal game state type (YJ type), game mode type (Tcode type)) First, the types of game states according to this embodiment will be explained.
[0321] In this embodiment, the game is controlled primarily under multiple states, including "winning game (special game state)", "normal state (YJ=00H)", "slightly reduced time state (YJ=01H)", and "reduced time state (YJ=02H)". As shown in Figures 6 and 25, these game states (excluding the winning game) are provided with multiple game modes and related performance modes, which are distinguished using the variation pattern distribution designation number Tcode. The specific details are shown below in "Game 1" to "Game 3".
[0322] <Game 1: "Heaven Mode (Tcode=00H)"> Heaven Mode is a game mode where the internal game state is "normal state". This Heaven Mode is the initial game mode (default game mode) that is started when the game machine is shipped or when a RAM clear operation is performed. RAM clear operations include clearing the RAM using the RAM clear switch 98, and in the case of game machines with setting functions (setting function type, single-stage setting type), clearing the RAM by changing the settings (see the processing route in step S030 of Figure 8 described later).
[0323] In this embodiment, if a special time-saving feature is won during the normal state (heaven mode), that win is treated as valid (special time-saving feature activation permitted state) (see Note 1 in Figure 4C).
[0324] In Heaven Mode (normal state), the probability of winning a special time-saving feature is high at "approximately 1 / 10". However, if you win either Special Time-Saving Feature A or Special Time-Saving Feature B, you will be transferred to Hell Mode A (Slight Time-Saving Feature A) or Hell Mode B (Slight Time-Saving Feature B), and the winning of the special time-saving feature will be treated as invalid (special time-saving feature activation prohibited) (see line L1 in Figure 6 and Figure 4C).
[0325] On the other hand, if you win Special Time-Saving Mode C, you will transition to the Consecutive Win Mode C (Time-Saving Mode C) described later, which will be a more advantageous state for the player (see line L4 in Figure 6 and Figure 4C). Furthermore, if you win a jackpot A to C while in Heaven Mode, you will transition back to Heaven Mode after the jackpot game (see lines L8 and L9 in Figure 6, the boxed area labeled "Win," and Figure 4A).
[0326] <Game 2: "Hell Mode A, B (Tcode=01H)"> Hell Mode is a game mode in which the internal game state is related to a "slightly shortened time state". This Hell Mode includes multiple game modes, and in this embodiment, there are the following two types of Hell Mode. (A) "Hell Mode A" related to the slight time reduction A (150 times of slight time reduction), (B) "Hell Mode B" related to the slight time reduction B (250 times of slight time reduction).
[0327] However, in this embodiment, although there is a difference in the number of slight time reductions between "Hell Mode A" and "Hell Mode B," they are managed by a common variation pattern distribution designation number Tcode "01H," and a common variation pattern distribution table is selected (see the box for Hell Mode in Figure 6 and Note 3 in Figure 27). Therefore, for example, even if the player observes the variation animation while in Hell Mode A, it is impossible to determine whether it is currently Hell Mode A or Hell Mode B. Note that different variation pattern distribution designation numbers Tcode may be used for "Hell Mode A" and "Hell Mode B." In this case, it is preferable to configure the system to allow selection of variation pattern distribution tables that are at least partially different (see Note 5 in Figure 27). The variation pattern distribution tables to be different can be the "winning variation pattern distribution table" and / or the "losing variation pattern distribution table." Preferably, for the losing variation pattern distribution table related to "losing" that the player frequently encounters, it is configured to allow selection of losing variation pattern distribution tables that are at least partially different for "Hell Mode A" and "Hell Mode B."
[0328] Hell Mode (slight time reduction) is mainly entered when you win Special Time Reduction A or Special Time Reduction B in Heaven Mode (normal) (see line L1 in Figure 6 and Figure 4C). This Hell Mode has the following characteristics (Ground 1) to (Ground 5).
[0329] (Ground 1) The special time-saving mode is in a state where the special time-saving mode is not activated, and the special time-saving mode win is treated as invalid (see the boxed area for "Hell Mode" in Figure 6, and Figure 4C).
[0330] (Ground 2) The probability of transitioning to Heaven Mode (Normal) is low. In this embodiment, the type of win that triggers the transition to Normal is limited to "Big Win C" (see the boxed area labeled "Win" in Figure 6 and Figure 4A).
[0331] (Ground 3) Hell Mode A (slight time reduction A) lasts for 150 games, and Hell Mode B (slight time reduction B) lasts for 250 games. Once you fall into Hell Mode, it is difficult to return to Heaven Mode (normal) (see notes 1 and 2 in Figure 4A).
[0332] (Ground 4) Hell Mode B (Slight Time Reduction B) is a game state that is relatively less advantageous than Hell Mode A (Slight Time Reduction A) because it has more slight time reductions. In other words, the more slight time reductions a player experiences, the more disadvantageous it can be for the player. In this respect, it differs in nature from game states that can be advantageous to the player as the number of time reductions increases (for example, time reduction states and probability variation states) (the slight time reduction state in this embodiment has the opposite properties to the time reduction state).
[0333] (Hell Mode 5) This is the game mode in which a player can stay the longest, and it acts as the most disadvantageous game state for the player. Most players stop playing in Hell Mode, so they are highly likely to encounter a situation where they start playing in Hell Mode, and it is rare for them to start in Heaven Mode.
[0334] Therefore, the most straightforward route for a player to increase their own profits is basically the following gameplay route: "Hell Mode (slight time reduction) → Hell Mode ends due to the end of the number of slight time reductions → Heaven Mode (normal) → Special time reduction C is won → Consecutive win mode (time reduction) described later" (see Figures 4A, 4C, L1, line L2, and L4 in Figure 6, etc.).
[0335] <Game 3: "Consecutive Win Mode A~C (Tcode=02H, 03H, 04H)"> The continuous win mode is a game mode in which the internal game state is related to the "time-saving state". This continuous win mode includes multiple game modes, and in this embodiment, there are the following three types of continuous win modes. (A) "Consecutive Win Mode A" related to time reduction A (time reduction 7 times), (B) "Continuous mode B" related to time reduction B (100 time reduction rounds), (C) "Consecutive Win Mode C" related to time reduction C (time reduction count 1 time).
[0336] The "Consecutive Win Mode" is a game mode related to the time-saving state, and is equipped with an electric reel support function, making it a game state in which the player can actively participate in the big win lottery on the special figure 2 side. As a result, the probability of winning a minor win is expected to be high (in this embodiment, the probability of winning a minor win = 1 / 7). In other words, a chance to win a V win with a high probability is created (a chance to win a V win), and it becomes possible to enter a consecutive win state (a state in which a large number of prize balls can be won in a short period of time) in which the time-saving state and V wins are repeatedly looped (see lines L6 and L7 in Figure 6, the enclosed frames for "Consecutive Win Mode" and "Win", and Figure 4C).
[0337] In this embodiment, the probability of winning a minor prize, that is, the probability of winning a V prize, can change depending on the consecutive win modes A to C (depending on the number of time-saving rounds). Specifically, regarding winning a minor prize, if time-saving round B (100 time-saving rounds) is active, there is a nearly 100% chance of winning a minor prize during that time-saving state (the next V prize is nearly 100% guaranteed), if time-saving round A (7 time-saving rounds) there is a roughly 66% chance, and if time-saving round C (1 time-saving round) there is a roughly 14% chance of winning a minor prize, creating a chance to win a V prize. Therefore, "time-saving round B" acts as the time-saving state that boasts the highest degree of advantage among all time-saving states.
[0338] However, in this embodiment, at the final spin that marks the end of the time-saving state, a long variation pattern with a variation time of approximately 60 seconds (see, for example, "Time-Saving Teasing Variation" and "Final Time-Saving Variation" in Figure 28) is selected. During this variation, as long as the player continues to shoot to the right, sufficient time is ensured to hold up to the maximum number of reserved balls, 4, for the Special Feature 2 activation. In other words, it is possible to hold up to the maximum number of reserved balls, 4, for the Special Feature 2 activation before the time-saving state ends. The Special Feature 2 activation reserved balls held at this timing will be consumed after the time-saving state ends. Hereafter, these activated reserved balls will also be referred to as "Special Feature 2 remaining reserved balls".
[0339] When the time-saving mode ends with the remaining reserved balls in Special Figure 2 still reserved (here, the maximum number of reserved balls is assumed to be 4), the game transitions to the normal mode. In this embodiment, during the normal mode, if a jackpot D or a minor jackpot (minor jackpot A, B) is won through the jackpot lottery on Special Figure 2 and a V-win (V-entry) is obtained, the game transitions to time-saving mode B of the continuous win mode B (100 time-saving rounds), effectively guaranteeing the next V-win (see Figure 4B).
[0340] Therefore, when transitioning to any of the time-saving modes A to C, the player actually receives a number of jackpot draws on the special symbol 2 side equivalent to "number of time-saving rounds + 4 remaining special symbol 2 reserves," giving them a chance to win a minor jackpot (chance to win a V-jackpot). In this embodiment, with time-saving mode B (100 time-saving rounds + 4 remaining reserves = 104 special symbol 2 draws), there is almost a 100% chance of winning a minor jackpot and winning a V-jackpot; with time-saving mode A (7 time-saving rounds + 4 remaining reserves = 11 special symbol 2 draws), there is about an 82% chance; and with time-saving mode C (1 time-saving round + 4 remaining reserves = 5 special symbol 2 draws), there is about a 54% chance. In this embodiment, if the first win (winning Special Time-Saving Mode C) in the normal state transitions to Time-Saving Mode C (1 round of Time-Saving Mode), and a minor win is obtained during Time-Saving Mode C, the player can transition to Time-Saving Mode B (100 rounds of Time-Saving Mode) or Time-Saving Mode A (7 rounds of Time-Saving Mode), thus creating a winning streak state in which the Time-Saving Mode and the V-win can loop with high probability. In this embodiment, "winning streak" mainly means that a game state advantageous to the player is looped, but in this embodiment, a winning streak is treated as occurring when a lottery type that triggers a transition to Time-Saving Mode is won in a "game related to the Time-Saving Mode (winning streak mode)" or a "game related to the remaining reserves of Special Symbol 2 (lottery on the Special Symbol 2 side during the normal state)". In this embodiment, if a minor win is obtained, a V-win (V-win) can be easily obtained, and in this respect, minor wins can be treated on the same level as lottery types that trigger a transition to Time-Saving Mode. In addition to the above-mentioned "consecutive wins," there is also what is called a "first win." This "first win" occurs when a win is achieved in a game state other than the consecutive win state described above. In this embodiment, the game state at the time of winning is the normal state, and the big win on the special symbol 1 side is treated as a "first win," but the case in which a special time-saving feature C is won in the normal state may also be treated as a "first win."
[0341] Furthermore, the normal state during the consumption of remaining reserved balls in Special Feature 2 may be designated as a dedicated game state. For example, a game mode for when remaining reserved balls in Special Feature 2 are being consumed, and a dedicated performance mode associated with it (performance mode for when remaining reserved balls in Special Feature 2 are being consumed) can be provided. This allows for the selection of a variation pattern for consuming the remaining reserved balls and the display of dedicated performances during games in which the remaining reserved balls are being consumed. One or more variation patterns for consuming the remaining reserved balls can be provided.
[0342] (Case of configuration with 0 reserved symbols in Special Feature 2 (a configuration in which the state "Remaining reserved symbols in Special Feature 2" does not occur)) By the way, if the maximum number of reserved memories on the Special Feature 2 side is set to 0 (hereinafter referred to as the "Special Feature 2 Reserve 0 Configuration"), the following unique gameplay can be created. For example, if the Special Feature 2 Reserve 0 Configuration is adopted and the above-mentioned "Special Short Time Ultra-High Probability Lottery Form" is used, the first game after transitioning from the Short Time state to the normal state (Short Time Exit) (the lottery for the first game on the Special Feature 1 side after the Short Time Exit) will almost certainly result in winning the Special Short Time (in this embodiment, either transitioning to Short Time or slightly shortening time). Therefore, the first game immediately following the end of the Short Time can create an extremely tense gameplay experience for the player. The same phenomenon occurs in the first game during the morning state described later (as with the Short Time Exit state, the winning of the Special Short Time is almost certainly determined in that first game). Furthermore, in the case of the Special Feature 2 Reserve 0 Configuration, it is preferable to provide a game mode and / or performance mode specifically for the first game after the Short Time Exit. For example, if a time-saving feature is not used, a special background display can be switched (for example, a message such as "Chance in progress!" as shown in the band image 976 in Figure 64(A)), a special variation pattern for the first game can be selected, or special variation effects for the first game can be displayed (for example, the chance-raising effect (Figure 63), chance effect (Figures 62-63), etc., described later). Note that the Reserve 0 configuration in Special Figure 2 is applicable not only to this embodiment (first embodiment) but also to any embodiment described in this specification.
[0343] As mentioned above, the real thrill of the game lies in figuring out how to transition to the continuous win mode (shortened time state). To transition to continuous win mode, one needs to win Special Shortened Time C in Heaven Mode (normal state), but as already explained, the basic gameplay route is "Hell Mode (slight shortened time) → Hell Mode ends when the number of slight shortened time rounds ends → Heaven Mode (normal) → Special Shortened Time C win → Continuous win mode (shortened time) as described below," and many players are forced to play under unfavorable conditions from the start.
[0344] <Morning function> Therefore, in this embodiment, in order to grant the player a particularly advantageous game state, the game state is forcibly switched to the default normal state (heaven mode) by performing a RAM clear operation, thereby forcibly creating a state in which a special time-saving bonus is allowed, and granting the player a chance (bonus) to win special time-saving bonus C (see line M1 (morning function) in Figure 6).
[0345] While the RAM clear operation itself is performed by the staff of a pachinko parlor (amusement parlor) as needed before the start of business each day, based on the parlor's business strategy (for example, cases where they do not want the player to carry over the previous day's game state or cases where they want to change the settings), this embodiment is characterized by the fact that the RAM clear can forcibly create a game state that is advantageous to the player.
[0346] Thus, since the RAM clear operation acts as a "first-of-the-morning special" before the start of business for the day, the normal state (heaven mode) resulting from the RAM clear will be referred to as the "morning function" or "morning state" in this specification.
[0347] It should be noted that there are cases where a RAM clear operation is performed during business hours, such as when a specific error occurs that cannot be resolved without a RAM clear, or when a player stops playing for some reason without finishing a time-saving state or a winning game, in which case the state is reset. However, here we will explain using the case where it functions as a "morning bonus" (a case in which, as one of the business strategies of a pachinko hall, the RAM is cleared before the start of business today to create a morning state) as a representative example.
[0348] (Concealing the morning state) When this function is to grant a "first-come-first-served-morning bonus," it is preferable to conceal the fact that the morning state has been activated without informing the player that a RAM reset has been performed (non-notification morning state). This is because disclosing the morning state (for example, by announcing the morning state through visual effects) could lead to problems like those described in (Mo1) and (Mo2) below. The phrase "without informing the player of that fact" means making it possible to conceal the morning state from the player through visual effects and / or the operation of the game's features (making it difficult or impossible to discern). External notifications such as RAM clear signals transmitted to external devices to prevent fraud (security signals) can be excluded. This is because such external notifications are not intended to inform the player in the first place.
[0349] (Regarding the problems caused by concealing the morning status) (M1) If it becomes immediately apparent that a player has entered Hell Mode or is currently in Hell Mode, it can lead to a decrease in the utilization rate of the gaming machine. For example, players may stop playing as soon as they can predict that they have entered Hell Mode, or they may not play at all unless they are in the morning state, which can lead to a decrease in the utilization rate of the gaming machine. (Mo2) Furthermore, it may unnecessarily incite the gambling instincts of players, potentially leading to disputes among players over gaming machines.
[0350] Therefore, by concealing the morning state, the above-mentioned problems can be solved (prevented).
[0351] (Methods for concealing the morning state (Forms of morning state concealment)) In order to conceal whether or not the game is in "Morning Mode," it is necessary to conceal the fact that it is in "Heaven Mode (Normal)" (at least conceal Heaven Mode after a RAM clear). As already explained, the game progresses mainly by switching between Heaven Mode (Normal) and Hell Mode (Slight Time Reduction). For example, it is conceivable to make the Heaven Mode (Normal) and Hell Mode (Slight Time Reduction) nearly identical or identical in terms of presentation modes, so that the current game mode cannot be determined (effectively impossible to determine) or is difficult to determine from the presentation. One method to achieve this is to configure the "Normal Presentation Mode" for Heaven Mode (Normal) and the "Slight Time Reduction Presentation Mode" for Hell Mode (Slight Time Reduction) to be controllable, and during the Slight Time Reduction Presentation Mode, the presentation mode should be nearly identical or identical to the Normal Presentation Mode (Morning State Concealment Form). For example, a ...
Claims
[Claim 1] A lottery method for conducting the winning draw, A performance control means for controlling the performance related to the result of the aforementioned lottery, A gaming machine equipped with, The aforementioned performance control means is A random number generation means that generates random numbers within a predetermined range, A random number acquisition means that acquires a value obtained by correcting the random number acquired from the random number generation means as a random value for the performance lottery, Includes a performance determination means that performs a performance lottery process regarding the content of the performance in the aforementioned performance and determines the performance to be performed, The aforementioned performance determination means is configured to be able to execute the performance lottery process using the aforementioned random value for performance lottery multiple times, Furthermore, the aforementioned performance determination means can refer to the first reference information determined before executing the current lottery process and the second reference information determined by the current lottery process. In subsequent lottery processes for different performance content than the current performance lottery process, the system is configured to refer to the second reference information and determine the performance content of the performance. A gaming machine characterized by the following features.