Gaming machine
By introducing a launch mechanism, symbol display, and motor control into the game console, it is possible to directly enter a specific game state without going through a jackpot, solving the problem of insufficient fun in traditional game consoles and enhancing the freedom and fun of the game.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2025-09-26
- Publication Date
- 2026-07-09
AI Technical Summary
Traditional game consoles cannot directly switch to privilege game mode without going through a jackpot, resulting in insufficient freedom and fun in the game.
A game machine system is introduced, including a launching mechanism, a symbol display device, a special motor, and a holding display device. It can control the game to enter a specific state without going through the jackpot, and realize the game state transition by symbol docking and opening and closing the jackpot. At the same time, information and restricted operations are displayed in the specific state.
It increases the game's fun and freedom, enhancing the gaming experience.
Smart Images

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Figure 0007887551000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] A gaming machine, for example, a pachinko machine, conducts a jackpot lottery upon the entry of a ball into a start port, and also conducts a symbol variation display game. During the symbol variation display game, various preview performances reflecting the lottery result are displayed to make the game enjoyable. In this type of gaming machine, when winning a jackpot, after the jackpot game ends, it is known to shift to a privilege game state advantageous to the player, such as a time-saving state (for example, the following Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above conventional gaming machine, it cannot shift to the privilege game state without going through a jackpot, and the freedom of game performance and production is narrow, lacking the fun of the game.
[0005] Therefore, an object of the present invention is to provide a gaming machine capable of shifting to a privilege game state without going through a jackpot.
Means for Solving the Problems
[0006] The above object of the present invention is achieved by the following means. (1) A launching mechanism capable of launching game balls, A symbol display means configured to display changing symbols and to stop the symbols in a display mode corresponding to the game result, A special electric mechanism is configured to open and close the large prize slot, The system includes a hold display means capable of displaying information related to hold memory, A gaming machine capable of controlling the winning state in which the aforementioned large prize opening is opened and closed, It has a specific state that can be transitioned to without going through the aforementioned state, The specific performance can only be executed when it is planned to be controlled to the aforementioned specific state. When controlled to the aforementioned winning state, the symbols are stopped and displayed in the first specific display mode. When controlled to the aforementioned specific state, the symbol is stopped and displayed in a second specific display mode different from the first specific display mode. In the aforementioned specific state, if there is no pending memory, the system is configured to enable the display of an addiction prevention indicator. When the aforementioned specific state occurs, the system is configured to restrict the execution of the pre-read notification. It is configured to be able to switch to a specific mode when a specific operation is performed when the power is turned on. The launch of game balls by the launching means is restricted from the time the system transitions to the specified mode until the specified mode is deactivated. After transitioning to the aforementioned specific mode, the condition for deactivating that specific mode is that power must be restored after an interruption. configured to a gaming machine characterized by 。
Advantages of the Invention
[0007] According to the present invention, the amusement of the game can be improved.
Brief Description of the Drawings
[0008] [Figure 1] It is an external view of a gaming machine according to an embodiment of the present invention. [Figure 2] It is a view showing a game board and an effect button. [Figure 3] It is a block diagram showing a control device. [Figure 4] It is an explanatory diagram for explaining the winning type and the game state transition. [Figure 5A] It is an explanatory diagram for explaining the screen display of a liquid crystal display device. [Figure 5B] It is an explanatory diagram for explaining a preview effect. [Figure 6] It is a game flow for explaining the game content (normal, time-saving, probability-changing mode) related to the support-mounted type. [Figure 7A] It is a diagram showing an example of an effect in the probability-changing mode according to the number of consecutive dealer wins. [Figure 7B] It is a diagram showing an example of an effect in the time-saving mode according to the remaining number of time-saving times. [Figure 8] It is a flowchart showing the main control side main process. [Figure 9]It is a flowchart showing the main control side timer interrupt processing. [Figure 10] It is a flowchart showing the special symbol management processing in FIG. 9. [Figure 11] It is a flowchart showing the special figure 1 start port check processing in FIG. 10. [Figure 12] It is a flowchart showing the special symbol variation start processing in FIG. 10. [Figure 13] It is a flowchart showing the random number determination processing for determining the operation of the special electric accessory in FIG. 12. [Figure 14] It is a flowchart showing the game state transition preparation processing in FIG. 12. [Figure 15] It is a flowchart showing the support time reduction flag management processing in FIG. 12. [Figure 16] It is a flowchart showing the processing during the special symbol variation in FIG. 10. [Figure 17A] It is a flowchart showing the first half of the processing during the special symbol confirmation time in FIG. 10. [Figure 17B] It is a flowchart showing the second half of the processing during the special symbol confirmation time in FIG. 10. [Figure 18] It is a flowchart showing the special symbol variation start processing according to the modification example of FIG. 10 (first embodiment). [Figure 19A] It is a flowchart showing the random number determination processing for determining the operation of the special electric accessory in FIG. 18 (determination processing form 1). [Figure 19B] It is a flowchart showing the random number determination processing for determining the operation of the special electric accessory in FIG. 18 (determination processing form 2). [Figure 20] It is a flowchart showing the game state transition preparation processing in FIG. 18. [Figure 21] It is a flowchart showing the special electric accessory management processing in FIG. 10. [Figure 22] It is a flowchart showing the main processing on the effect control side. [Figure 23] It is a flowchart showing the timer interrupt processing on the effect control side. [Figure 24]This is a flowchart showing the process of receiving a pending addition command in the command analysis process shown in Figure 22. [Figure 25] This is a flowchart showing the process of receiving a decorative pattern specification command in the command parsing process shown in Figure 22. [Figure 26] This figure shows the winning random number determination table (first embodiment). [Figure 27] This figure shows a random number determination table (a modified version of the first embodiment). [Figure 28] This diagram shows a pattern selection table. [Figure 29] This is a diagram showing the winning symbol table. [Figure 30] This is a diagram showing a table with support time-saving patterns. [Figure 31] This is a diagram showing the losing patterns on the table. [Figure 32] This diagram shows the distribution table for the normal bonus and support time-saving bonus winning patterns. [Figure 33] This diagram shows the distribution table for the normal losing pattern. [Figure 34] This diagram shows the distribution table for winning patterns during the bonus round and the bonus time reduction. [Figure 35] This figure shows the distribution table for losing spin patterns during a bonus round. [Figure 36] This figure shows a modified version (modified version A) of the probability variation win / support time reduction win variation pattern distribution table in Figure 34. [Figure 37] This figure shows a modified version (modified version A) of the distribution table of losing patterns during the bonus round shown in Figure 35. [Figure 38] This figure shows a modified version (modified version B) of the probability variation win / support time reduction winning variation pattern distribution table in Figure 34. [Figure 39] This figure shows a modified version (modified version B) of the distribution table for losing spin patterns during the bonus round shown in Figure 35. [Figure 40] This diagram shows the distribution table for the variation patterns of winning during the shortened time bonus and the support shortened time bonus. [Figure 41]This figure shows the distribution table for losing patterns during the time-saving mode. [Figure 42] This is a diagram showing the game state transition table. [Figure 43] This figure shows the distribution number table for variable patterns related to support-equipped models. [Figure 44] This is a timing chart showing the decorative patterns and effects. [Figure 45] This timing chart focuses on the stopping patterns of decorative designs. [Figure 46] This diagram illustrates the notification animation for entering the time-saving mode when the support time-saving mode is selected. [Figure 47] This figure shows example 1 of the animation for the time-saving mode notification. [Figure 48] This figure shows example 2 of the animation for the notification of entering a time-saving mode. [Figure 49A] This is the first part of the game flow diagram used to explain the gameplay (normal, time-saving, and probability variation modes) related to machines equipped with a ceiling function. [Figure 49B] This is the latter half of the game flow diagram used to explain the gameplay (premonition, ceiling, heaven mode) related to machines equipped with a ceiling function. [Figure 50] This is an explanatory diagram for explaining the pre-announcement feature related to ceiling-mounted devices. [Figure 51] This is a flowchart showing the process for initiating special symbol variations in a game without a ceiling activation support feature (Tenki A). [Figure 52] This is a flowchart showing the ceiling function management process related to the same model (Ceiling Machine A). [Figure 53] This is a flowchart showing the game start ceiling activation management process for the same type (Tenki A). [Figure 54] This is a flowchart showing the game state transition preparation process for the same model (Tenki A). [Figure 55A] This flowchart shows the first half of the processing during the special symbol confirmation time for the same model (Tenki A). [Figure 55B] This flowchart shows the latter half of the processing during the special symbol confirmation time for the same model (Tenki A). [Figure 56]This is a flowchart showing the process for initiating special symbol variations in the game end ceiling activation support type (Tenki B). [Figure 57A] This flowchart shows the first half of the processing during the special symbol confirmation time for the same model (Tenki B). [Figure 57B] This flowchart shows the latter half of the processing during the special symbol confirmation time for the same model (Tenki B). [Figure 58] This is a flowchart showing the process for managing the activation of the ceiling at the end of the game for the same type (Tenki B). [Figure 59] This is a flowchart showing the process for initiating special symbol variations related to the game start ceiling activation support type (Tenki C1). [Figure 60] This is a flowchart showing the game start ceiling activation management process for the same model (Tenki C1). [Figure 61] This is a flowchart showing the game state transition preparation process for the same model (Tenki C1). [Figure 62] This is a flowchart showing the support time reduction flag management process for the same model (Tenki C1). [Figure 63A] This flowchart shows the first half of the processing during the special symbol confirmation time for the same model (Tenki C1). [Figure 63B] This flowchart shows the latter half of the processing during the special symbol confirmation time for the same model (Tenki C1). [Figure 64] This is a flowchart showing the special symbol variation start process related to a modified version of the game start ceiling activation support type (Tenki C1). [Figure 65] This is a flowchart showing the process for initiating special symbol variations related to the game end ceiling activation support type (Tenki D1). [Figure 66] This is a flowchart showing the game state transition preparation process for the same model (Tenki D1). [Figure 67] This is a flowchart showing the support time reduction flag management process for the same model (Tenki D1). [Figure 68A] This flowchart shows the first half of the processing during the special symbol confirmation time for the same model (Tenki D1). [Figure 68B]This flowchart shows the latter half of the processing during the special symbol confirmation time for the same model (Tenki D1). [Figure 69] This is a flowchart showing the process for managing the activation of the ceiling at the end of the game for the same type (Tenki D1). [Figure 70] This is a flowchart showing the special symbol variation start process related to a modified version of the game start ceiling activation support type (Tenki D1). [Figure 71] This is a diagram showing the game state transition table for ceiling-mounted games. [Figure 72] This figure shows the distribution table of winning / support time reduction winning patterns for machines equipped with a ceiling function (general and premonition use). [Figure 73] This figure shows the distribution table of winning / support time reduction winning patterns for machines equipped with a ceiling function (for ceiling and heaven mode). [Figure 74] This figure shows the distribution table of losing fluctuation patterns for ceiling-equipped models (general use). [Figure 75] This figure shows the distribution table of losing fluctuation patterns for machines equipped with a ceiling function (for premonition, ceiling, and heaven mode (ceiling time reduction)). [Figure 76] This figure shows a table of designated numbers for the distribution of fluctuation patterns related to ceiling-mounted functions. [Figure 77] This figure shows an example of a performance example related to a ceiling-non-priority activation support type. [Figure 78] This figure shows an example of a performance related to a ceiling priority activation support system. [Figure 79] This figure shows an example of the presentation shown in Figures 77 and 78. [Figure 80] This figure shows an example of the presentation shown in Figures 77 and 78. [Figure 81] This figure shows the types of production scenarios in Figure 77. [Figure 82] This figure shows the types of production scenarios in Figure 78. [Figure 83] This figure shows other types of production scenarios in Figure 78. [Figure 84] This is an explanatory diagram illustrating variations in the reward distribution format. [Figure 85]This diagram shows the cases in which the ceiling function is activated during normal gameplay or during the ceiling time reduction state (in the case of a ceiling activation type at the start of the game). [Figure 86] This diagram shows the case where the ceiling function is activated during the bonus time state (when the ceiling is activated at the start of the game). [Figure 87] This diagram shows the case where the ceiling function is activated during the support time reduction state (in the case of a ceiling that is activated at the start of the game). [Figure 88A] This diagram shows the cases in which the ceiling function is activated during normal gameplay or during the reduced time ceiling state (in the case of the ceiling function being activated at the end of the game). [Figure 88B] This diagram shows the case in which the ceiling function is activated during normal gameplay (the case where the ceiling is activated at the end of the game). [Figure 88C] This diagram shows the case in which the ceiling function is activated during normal gameplay (the case where the ceiling is activated at the start of the game). [Figure 88D] This diagram shows the case in which the ceiling function is activated during normal gameplay (the case where the ceiling is activated at the end of the game). [Figure 88E] This figure shows an example of a ceiling activation animation. [Figure 88F] This figure shows an example of a ceiling activation animation. [Figure 88G] This figure shows an example of a ceiling activation animation. [Figure 89] This diagram shows the case where the ceiling function is activated during the bonus time state (when the ceiling is activated at the end of the game). [Figure 90] This diagram shows the case where the ceiling function is activated during the support time reduction state (in the case of the ceiling function that is activated at the end of the game). [Figure 91] This diagram shows a case where the ceiling function is activated during normal operation without going through ceiling mode (a case where there are remaining reserved spins). [Figure 92] This diagram shows a case where the ceiling function is activated during normal operation without going through ceiling mode (a case with no remaining reserved spins). [Figure 93] This figure shows a modified example of Figure 91. [Figure 94] This figure shows an example of the output format of the external terminal signal. [Figure 95] This figure shows an example of the output format of the external terminal signal. [Figure 96] This figure shows an example of the output format of the external terminal signal. [Figure 97] This is an explanatory diagram to show the activation patterns of the Big Win Time Reduction State, Support Time Reduction State, and Ceiling Time Reduction State. [Figure 98] This is a flowchart showing the jackpot start process according to an embodiment (fourth embodiment) in which the interval time during a jackpot game can be extended and controlled. [Figure 99] This is a flowchart showing the interval time setting process in Figure 98. [Figure 100] This is a flowchart showing the special command transmission process in Figure 98. [Figure 101] This flowchart shows the processing during the special pattern confirmation time according to the fourth embodiment. [Figure 102] This is a flowchart showing the process for determining the continuation of operation of the special electric mechanism according to the fourth embodiment. [Figure 103] This figure shows a special power start time offset table, a special power start time table, a special power end time offset table, and a special power end time table according to the fourth embodiment. [Figure 104] This figure shows specific examples 1 to 3 of the fourth embodiment. [Figure 105] This figure shows specific examples 4 to 5 of the fourth embodiment. [Figure 106] This figure shows specific examples 6-7 of the fourth embodiment. [Figure 107] This is an explanatory diagram to provide details about specific examples 1 to 3 in Figure 104. [Figure 108] This is an explanatory diagram to provide details about specific examples 4 and 5 in Figure 105. [Figure 109] This is an explanatory diagram to provide details about specific examples 6-7 in Figure 106. [Figure 110A] This is a flowchart showing the first half of the main control side processing (first modified example in Figure 8) related to the first inspection mode equipped type (fifth embodiment). [Figure 110B]This is a flowchart showing the first half of the main control side processing (first modified example in Figure 8) related to the first inspection mode equipped type (fifth embodiment). [Figure 111] This is a flowchart showing the main control side timer interrupt processing (second modified example in Figure 8) related to the second inspection mode equipped type (sixth embodiment). [Figure 112A] This is a flowchart showing the first half of the main control side processing (second modified example in Figure 8) related to the second inspection mode equipped type (sixth embodiment). [Figure 112B] This is a flowchart showing the latter half of the main control side processing (second modified example in Figure 8) related to the second inspection mode equipped type (sixth embodiment). [Figure 113] This is a flowchart showing the main control side main processing (third modified example in Figure 8) related to the third inspection mode equipped type (seventh embodiment). [Figure 114] This is a flowchart showing the setting confirmation process, including the inspection mode process, in the main control side main processing (fourth modified example in Figure 8) related to the fourth inspection mode equipped type (eighth embodiment). [Figure 115] Figure 114 shows a flowchart of the system input / output management process. [Figure 116] This is a flowchart showing the system verification process in Figure 115. [Figure 117] This is a flowchart showing the inspection mode management process in Figure 114. [Figure 118] This figure shows the correspondence between the LED output counter and the on / off patterns of the setting display means. [Figure 119] This diagram shows the correspondence between the LED output counter and the execution (open) / non-execution (closed) status of the confirmation operation of the electric mechanism. [Figure 120] This is a timing chart showing the first example of a verification operation related to an electrically operated mechanism. [Figure 121] This is a timing chart showing a second example of a verification operation related to an electrically operated mechanism. [Figure 122] This is a timing chart showing the third example of a verification operation related to an electrically operated mechanism. [Figure 123A]This figure shows a distribution table of normal, non-winning fluctuation patterns according to another embodiment of the present invention. [Figure 123B] This figure shows a distribution table of normal, non-winning fluctuation patterns according to another embodiment of the present invention. [Figure 124] This figure shows a distribution table of losing patterns during a probability variation according to another embodiment of the present invention. [Figure 125] This figure shows a distribution table of losing patterns during a probability variation according to another embodiment of the present invention. [Figure 126] This figure shows a distribution table of losing patterns during a probability variation according to another embodiment of the present invention. [Figure 127] This figure shows a distribution table of losing fluctuation patterns during probability variation and time reduction according to another embodiment of the present invention. [Figure 128] This figure shows a distribution table of losing fluctuation patterns during probability variation and time reduction according to another embodiment of the present invention. [Figure 129] This figure shows a distribution table of losing patterns during a probability variation according to another embodiment of the present invention. [Modes for carrying out the invention]
[0009] [First Embodiment] Hereinafter, preferred embodiments of the gaming machine according to the first embodiment of the present invention will be described in detail with reference to the drawings. In the embodiments described below, a pinball gaming machine will be used as an example of the gaming machine according to the present invention.
[0010] [First Embodiment] <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 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, and 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 to the front.
[0013] Below the glass door 6, a front operation panel 7 is positioned, pivotally supported by a hinge (not shown) on the front frame 2 so as to be able to open and close. The front operation 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.
[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), as well as a cross-shaped directional key 75 (second operating means) consisting of an upward-pointing button 75a, a right button 75b, a downward button 75c, and a left button 75d, which allows input in the up, down, left, and right directions. The performance button 13 and the directional key 75 function as operating means that can be operated by the player, and the acceptance of operation input is activated during a predetermined operation valid acceptance period (button valid period) in a specific pre-announcement performance (for example, the "player participation performance" described later). If a predetermined operation (for example, a single press, a long press, or repeated presses) is performed during this valid period, it is possible to bring about a change in the performance before and after that operation. Furthermore, these operating means are also used when players can set their preferred game settings on the "game setting screen (menu screen: see, for example, Figures 46 to 48)" related to the waiting period for customers ("pre-customer waiting performance (demo start waiting display)" or "customer waiting performance (demo display)" described later). In these game settings, players can, for example, adjust the game environment such as volume and brightness within a predetermined range (see, for example, Figure 46). The performance button 13 is equipped with a button LED 13b inside, and the difference in the illumination pattern of this LED allows for notification of the operation acceptance valid period (lit or blinking in a predetermined color) and the operation acceptance invalid period (for example, when the light is off).
[0016] 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. The firing device 32 according to this embodiment has a firing capacity of approximately 100 rounds per minute.
[0017] Furthermore, speakers 46 are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15 to produce sound effects. In addition, multiple decorative lamps 45 (effect LEDs) are provided in appropriate places on the gaming machine, for example, on the decorative members around the front frame of the glass door 6 and inside the center ornament 48 (see Figure 2) to produce light effects.
[0018] (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.
[0019] 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, three decorative symbols: left symbol, middle symbol, and right symbol (see Figure 5A for example)) consisting of numbers, characters, and symbols.
[0020] 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.
[0021] 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 configured by arranging 7-segment LEDs (7-segment indicators (with dots)) horizontally 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.
[0022] Also, in the various function display sections, a composite display device (LED display for holding composite display) 38c consisting of 7-segment indicators (with dots) is arranged adjacent to the special symbol display devices 38a and 38b. It is called 'composite' because it is a holding, time-shortening, high-probability composite display device (hereinafter simply referred to as 'composite display device') having a plurality of display functions, such as the display of the number of balls on hold for the first special symbol, the display of the number of balls on hold for the second special symbol, the display of the number of balls on hold for the normal symbol, the notification of the state of being advantageous for right-handed play, the notification of the state during the operation of the variable time shortening function (during time shortening), and the notification of the state during the high-probability state (during high probability).
[0023] Furthermore, the various function display units are provided with a standard symbol display device 39a (standard symbol display means) next to the composite display device 38c, which consists of multiple (two in this embodiment) LEDs. In the standard symbol display device 39a according to this embodiment, a standard symbol variation display game is executed by the variation display operation of a standard symbol represented by the two LEDs. For example, as a variation display operation, the standard symbol represented by the LEDs repeatedly lights up and turns off alternately in a seesaw-like manner, and when it stops with one side lit, the success or failure of the standard symbol variation display game is determined.
[0024] Adjacent to the regular pattern display device 39a, a right-handed shooting display device (right-handed shooting notification LED) 39b is provided. This right-handed shooting display device 39b notifies whether it is advantageous to "shoot to the right" (aiming so that the game ball passes through the rightward downward path 3c) or "shoot to the left" (aiming so that the game ball passes through the leftward downward path 3b) based on the combination of the on / off states of the LED. For example, if the LED is lit, it indicates that shooting to the right is advantageous, and if it is off, it indicates that shooting to the left is advantageous.
[0025] In addition, a round number display device 39c is provided adjacent to the right-hand shooting display device 39b, comprising two LEDs (round indicator LEDs). This round number display device 39c notifies the prescribed number of rounds (maximum number of rounds) related to a jackpot by a combination of the on / off states of multiple LEDs.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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 converted between an open state that facilitates winning (easy prize winning state) and a closed state that makes winning more difficult or impossible than the open state (difficult prize winning 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.
[0030] Furthermore, on both sides of the regular variable prize winning device 41, there are a total of five general prize winning openings 43: four on the left side (43a to 43d) and one on the right side (43e). Inside each of these, there is a general prize winning opening sensor 43h (corresponding to each of the general prize winning openings 43a to 43e) that detects the passage of a game ball.
[0031] Furthermore, a normal symbol start opening 37 (third starting means), which consists 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 variable display operation of the 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] In this embodiment, when a 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.
[0036] 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 prizes can be won 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.
[0037] (A configuration that favors right-handed hitters under specific conditions) In the gaming machine 1 of this embodiment, when a 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 start opening 37, but it is difficult or impossible for the game ball to be guided to the upper start 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 start opening 34, 35. However, when the "electric support state" described later occurs, this movable wing piece 47 operates in an opening and closing pattern that is at least more advantageous than in the normal state (normal game state). Therefore, in this electric support state, "right-handed shooting," where the player aims to have the game ball pass through the rightward downward path 3c, is more advantageous than "left-handed shooting," where the player aims to have the game ball pass through the leftward downward path 3b. On the other hand, in the "no electric support state (non-electric support)" described later, conversely, it is considered advantageous to aim for the game ball to pass through the left-flowing path 3b, rather than aiming for it to pass through the right-flowing path 3c, which is called "right-shooting." In other words, depending on the game state, the game progresses in a way that is advantageous or disadvantageous to the player depending on which of the left-flowing path 3b or right-flowing path 3c the game ball is directed down. As will be explained in more detail later, game states accompanied by electric support (also called "easy winning state") include "time-saving state" and "probability change state," while game states accompanied by no electric support include "normal state" and "hidden probability state."
[0038] 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 switches (prize-winning detection 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 function as 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-flow path 3b and / or the right-flow path 3c are difficult, impossible, or possible to win can also be appropriately changed according to the gameplay.
[0039] 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 43e. 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 the prize detection switch formed for each prize slot, it is treated as if an "entry" has occurred at that prize slot. The game balls used to win prizes are also called "prize balls."
[0040] <Movable prop> Furthermore, within the game area 3a, multiple movable components are arranged in positions that do not obstruct the flow of game balls. In this embodiment, a first movable component 80 is arranged on the upper right side of the center ornament 48, and a second movable component 90 is arranged diagonally to the lower right of it. 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 rotatable 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 a "clock-type component". 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 made up of full-color LEDs, so that each number sector can emit light in a different color independently.
[0041] Further, the second movable object accessory 90 arranges a corolla composed of a plurality of petals around the flower center, and further arranges a calyx around its outer periphery to double the perianth, thus forming a flower-shaped part 91 (the first movable object 91) in the shape of a flower. The flower-shaped part 91 is attached to the tip of an arm 92 (the second movable object 92) capable of swinging motion, and is configured as a flower-shaped accessory 90 as a whole. Note that the flower-shaped part 91 has a plurality of petals rotatable about the flower center as the central axis. This flower-shaped accessory 90 usually stands still at the original position (shown by the solid line in FIG. 2) determined at the edge within the liquid crystal screen or beside the liquid crystal screen outside. When a predetermined operating condition is satisfied, the arm 92 tilts, and the flower-shaped part 91 together with the arm 92 moves to a position covering the liquid crystal screen (shown by the broken line in FIG. 2). When it moves to the effect position shown by the broken line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the semi-transparent flower center and petal parts are illuminated by a lamp or full-color LEDs from behind and can emit beautiful light. When the operation of the flower-shaped accessory 90 ends, it returns from the broken-line effect position to the solid-line origin position. As the rotation operation of the petals, the flower-shaped part 91 can have a plurality of operation patterns such as high-speed rotation, low-speed rotation, and reverse rotation. In addition to the fully opened tilting operation in which the arm 92 tilts to the broken-line part, the arm 92 can also have a plurality of operation patterns such as a semi-tilting operation in which it tilts to a predetermined tilting angle, a vibrating operation in which the arm vibrates rattlingly, and a jogging operation. The above-described clock-shaped accessory 80 (clock hand 82) and flower-shaped accessory 90 (the first movable object 91, the second movable object 92) are used not only for a pre-warning effect according to their operation modes but also when executing (presenting) a setting suggestion effect described later.
[0042] <2. Control Device: FIG. 3> Next, referring to FIG. 3, a control device that controls the game operation of the gaming machine 1 according to the present embodiment will be described. FIG. 3 is a control block diagram showing an outline of the control device.
[0043] 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.
[0044] (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.
[0045] Although not shown in the diagram, the main control unit 20 also includes an interrupt controller circuit that provides interrupt enable / disable functions such as periodic interrupts, a function to create pulses of a fixed period (bitrate generator), and a time measurement function to the Z80 system, a reset circuit that can reset the CPU by outputting a system reset signal when the power is turned on or off or when there is a power abnormality, a watchdog timer (WDT) circuit that monitors abnormal operation of the control program, an intrusion prevention (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. 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 the power supply board (not shown) and start backup processing prior to power cut-off, so that the game operation before the power cut-off can be resumed after power is restored (backup function). This game machine 1 is capable of retaining the contents of each memory in RAM for at least several days.
[0046] 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.
[0047] The main control unit 20 is also connected to an upper start-up sensor 34a that detects entry into the upper start-up opening 34, a lower start-up sensor 35a that detects entry into the lower start-up opening 35, a regular symbol start-up sensor 37a that detects the passage of a game ball into the regular symbol start-up opening 37, a large prize-winning opening sensor 52a that detects entry into the large prize-winning opening 50, and a general prize-winning opening sensor 43h that detects entry into the general prize-winning opening 43. The main control unit 20 receives detection signals from these sensors to determine which prize-winning opening the game ball has entered.
[0048] Furthermore, the main control unit 20 is connected to an "OUT monitoring switch 49a" that detects game balls (so-called "out balls") discharged from the game machine through the out port 49 and each prize port, and is capable of receiving the detection signal. The main control unit 20 is equipped with an out ball counting means that counts the number of out balls based on the detection signal from the OUT monitoring switch 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 operation information can be obtained that the game machine 1 was in operation for 300 minutes today ("cumulative number of out balls (pieces) / firing performance (100 balls per minute) = operating time"). The number of out balls is also used to calculate the base value (one of the game performance information) described later.
[0049] Furthermore, the main control unit 20 is connected to fraud detection sensors (for example, vibration sensors, radio wave sensors, magnetic sensors; not shown) 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.
[0050] 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.
[0051] 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.
[0052] 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 displaying and controlling the various information displayed on these devices.
[0053] Furthermore, the main control unit 20 is connected to an external terminal board 21 for the frame, and the main control unit 20 can transmit predetermined game information (external terminal signals) to external devices such as a "data counter DT" or "hall computer HC" located outside the gaming machine via the external terminal board 21 for the frame. Predetermined game information includes, for example, information on the start / end of a winning game, winning information, information on the start / stop of special symbol changes, 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" mentioned above is a game information notification device that can notify specific information related to the gaming machine, such as the number of big wins, the number of times the symbol change display game is executed (number of symbol changes), and the number of games executed between big wins, based on the game information included in the external terminal signals, and is usually installed on top of the gaming machine. Furthermore, the Hall Computer HC, also known as the "Hall Computer," is a management computer specifically for pachinko parlors that monitors and collects the game progress of gaming machines based on game information contained in external signals, and comprehensively manages the operating status of gaming machines installed in the parlor. Both the Data Counter DT and the Hall Computer HC are well-known devices that have been around for a long time.
[0054] 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 type testing conducted by the Security Electronic Communications Technology Association (Security Electronics Technology Association) (tests related to the type approval of gaming machines based on the regulations concerning the certification and type approval of gaming machines). It should be noted that when a gaming machine that has passed type testing is installed in a pachinko parlor, no changes to the approved control program are permitted. Therefore, the type test signal will be repeatedly output even after installation in the pachinko parlor.
[0055] The main control unit 20 is also 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) and a setting change prohibited state (OFF) by inserting a setting key and performing an ON / OFF operation, a setting change switch 95 for changing the setting value (details will be described later) in the setting change allowed state, and a setting change completion switch 96 for confirming the setting value selected by the setting change switch 95. The main control unit 20 is capable of receiving detection signals from these switches. The RAM clear switch 98, setting change switch 95, and setting change completion switch 96 are all push-button type switches that can be operated by the operator. These switches 94, 95, 96, and 98 are formed in appropriate locations inside the gaming machine that are not visible to the player, from the standpoint of preventing fraudulent activity regarding the setting value, and it is impossible to operate them ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0056] Furthermore, a setting display unit 97 (setting display means) that displays information related to the set value 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 and is mounted on the main control unit (main control board) 20. Note that the setting display unit 97 is not limited to the main control board 20, but can be installed in an appropriate place inside the gaming machine, such as the payout control board 28, the launch control board 29, the relay board (a relay board that relays connections between various display devices and switches and the control board: not shown), or the performance control unit (performance control board (including the liquid crystal control board)) 24.
[0057] (Regarding the settings) The main control unit 20 is equipped with a "setting change function" that allows the expected value (profit) of the profit given to players, such as the payout rate (so-called machine payout rate), to be changed in stages. 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).
[0058] A "setting value" is, for example, a value that defines the probability of winning a jackpot (a type of win in which the condition device described later is activated) 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). In this embodiment, there are six setting values, from setting 1 to setting 6. For example, at low probability, setting 1 is 1 / 200, setting 2 is 1 / 196, setting 3 is 1 / 192, setting 4 is 1 / 188, setting 5 is 1 / 184, and setting 6 is 1 / 180. 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. Thus, a "setting value" is a value that defines events that affect the payout rate in stages, and refers to a value for a grade related to the likelihood of special events such as jackpots occurring. In other words, the probability of winning a jackpot during low probability periods and / or the probability of winning a jackpot during low probability periods can be configured to differ according to the setting value. When the jackpot probability is in a high probability state (when the special symbol probability variation function described later is activated), that probability can increase to a value not exceeding 10 times. The rate of increase can be the same or different for each setting value. Furthermore, at least one of the setting values may have a different rate of increase. In this embodiment, the rate of increase is set to be the same for each setting value. In the example above, if the jackpot probability during low probability periods is set to 1 / 200 to 1 / 180 for settings 1 to 6, and the rate of increase is 4 times, then the jackpot probability during high probability periods will be set to 1 / 50 to 1 / 45 for settings 1 to 6.
[0059] Furthermore, if there are multiple types of jackpots, the probability of winning one or more types of jackpots can be changed according to the setting value. For example, if there are four types of jackpots, jackpots 1 to 4, the setting value can be set so that the probability of winning all of jackpots 1 to 4 increases as the setting value is relatively higher, or it can be set so that only the probability of winning some of the jackpots, such as jackpots 1 to 3, increases (in this case, the probability of winning jackpot 4 will be the same for all setting values), or it can be set 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 to 4 will be the same for all setting values). Alternatively, the setting value can be set so that the combined probability of winning jackpots 1 to 4 increases as the setting value is relatively higher. In addition, the probability of winning minor jackpots and / or support time-saving types 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 they can be set to be the same for all settings. Details regarding big wins, small wins, and support time-saving features will be explained later.
[0060] (Regarding changing settings) In this embodiment, when the power is turned on, the system is controlled to a state where setting changes are permitted if at least the setting key switch 94 and the RAM clear switch 98 are ON. 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 change completion switch 96 is turned ON (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. When the setting key switch 94 is turned OFF from its current ON state, the state where setting changes are permitted ends, and thereafter, the game starts with the confirmed setting value. The main control unit 20 is equipped with a setting function (setting means) that can set setting values related to the winning probability by a jackpot lottery (random number lottery). Furthermore, the present invention can also employ "non-setting gaming machines" that do not have a setting function. Alternatively, it may be a "single-stage setting gaming machine" in which only one setting value is provided, rather than being able to switch between multiple setting values. This "single-stage setting gaming machine" means that while it is possible to set a setting value (change setting operation), only one setting value can be selected. It is mainly used to simplify the design process by providing design compatibility and versatility when designing new models between "gaming machines with setting functions" and "gaming machines without settings." The above-mentioned "single-stage setting gaming machine" is essentially the same as a "non-setting gaming machine" in that it has only one setting value. In the case of a "single-stage setting gaming machine," even if the setting change switch 95 is operated, the display value of the setting indicator 97 will only show one setting value, for example, "1→1→1→1→...", and only one setting value can be selected. Here, the "gaming machine with a single-stage setting function" has been described as one in which the settings can be changed, but it may also be configured in a way that makes it impossible to change the settings. For example, a setting display 97 may be provided, but the setting display 97 may only display a predetermined state (for example, displaying a fixed setting value), and the setting change operation itself may be impossible.
[0061] Furthermore, the main control unit 20 can transmit various game processing information, such as information related to the special symbol variation display game and error information, to the performance control unit 24 via performance control commands, depending on the processing status. However, in order to prevent external cheating, 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.
[0062] (Regarding performance indicator 99) Furthermore, a performance indicator 99 is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for displaying and controlling it. The performance indicator 99 notifies information related to the game results for a predetermined period (specific game period) (hereinafter referred to as "performance information"), and functions as an information display means. The performance indicator 99 in this embodiment consists of a plurality of 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays 99a to 99d), in which the display unit and circuit unit are integrated, are arranged horizontally and mounted on, for example, the main control board 20 to constitute a display capable of displaying a 4-digit number. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number. The "performance information" mentioned above is primarily used by pachinko parlors and relevant government agencies for verification and investigation purposes. For example, it is used to investigate whether there are any abnormalities in 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, unlike the preview effects and setting indication effects described later, the performance information itself is not directly related to the game progress itself when players are enjoying the game. For this reason, the performance display unit 99 is not installed in a place visible to players, but is mounted in an easily visible location inside the game machine, for example, on the control board or on the board case protecting it, and is not visible from the outside.
[0063] In this embodiment, the total number of balls dispensed during the normal state (where the probability of winning a jackpot is low (normal probability), and there is no electric support as described later) and the cumulative number of balls that go out during the normal state (number of balls that go out during normal) are measured in real time. The value obtained by dividing the number of balls dispensed during normal by the number of balls that go out during normal and multiplying the result by 100 (the base value calculated as number of balls dispensed during normal ÷ number of balls that go out during normal × 100: normal base value) is adopted as the "performance information" and displayed in a predetermined manner by the performance display 99. The base value is rounded to the first decimal place and displayed on the performance display 99. However, instead of simply measuring and displaying the base value (performance information) indefinitely, when the number of balls that go out during measurement reaches a predetermined number (for example, 60,000), the measurement is temporarily terminated, the base value at the time the measurement is terminated is stored in the RAM 203 as history information (to store the current base value), and the measurement of a new base value is started again. Furthermore, the aforementioned "specified number (60,000)" that triggers the end of measurement, in this embodiment, is not the number of balls that are normally out, but rather the cumulative number of balls that are out (total number of balls out in all states) measured throughout all game states (including during winning games), and this "total number of balls out in all states" is also measured in real time. Note that 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) from the area (in-area memory) that the CPU 201 accesses during normal gameplay. In addition, the performance information is not limited to the base value of the normal state as described above, but is not particularly limited as long as it is useful game performance information. Furthermore, a part of the performance indicator 99 may function as a setting indicator 97. For example, at least one of the 7-segment displays 99a to 99d can function as a setting indicator 97.
[0064] Furthermore, the main control unit 20 primarily controls the operation of various LED (7-segment) displays (for example, display devices 38a, 38b, 39a, 38c, 97, 99, etc.) using a well-known dynamic lighting method. The LED common port of the main control unit 20 outputs a 1-byte dynamic lighting common scan signal to each 7-segment display unit, and the LED data port of the main control unit 20 outputs 1-byte dynamic lighting data. This enables display control of the LED displays using a dynamic lighting method.
[0065] 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.
[0066] 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.
[0067] 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 (ON when open / OFF when closed) that detects the open / closed state of the front frame 2 and / or front operation panel 7, and the payout control board 29 is capable of receiving detection signals from these sensors.
[0068] Furthermore, the payout control board 29 is capable of receiving detection signals from the game ball payout device 19, such as the supply shortage detection sensor 19a which detects insufficient supply of game balls, and the ball counting sensor 19b which 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 of the game ball payout device 19 (a motor that drives the ball payout mechanism (not shown) for dispensing game balls).
[0069] The payout control board 29 is configured to transmit various status signals to the main control unit 20 as status signals, based on detection signals from various sensors such as the full-capacity detection sensor 60, the door open sensor 61, the supply depletion detection sensor 19a, and the ball count sensor 19b. These signals include a "ball jam signal" indicating a full-capacity state, a "door open signal" indicating that the front frame 2 and front operation panel 7 are open, a "supply depletion signal" indicating insufficient supply of game balls, a "counting error signal" indicating abnormal payout of prize balls (insufficient payout, excessive payout), and a "payout completion signal" indicating that the payout operation has been completed. Based on these status signals, the main control unit 20 monitors whether the front frame 2 and front operation panel 7 are open (door open error), whether the payout operation of the game ball payout device 19 is normal (prize ball error), and whether the upper tray 9 is full (ball jam error).
[0070] Furthermore, a launch control board (launch control unit) 28 is connected to the payout control board 29, and a launch control signal ES (launch permission signal ES) can be transmitted to the launch control board 28. Based on the output of the launch permission signal ES from the payout control board 29, the launch control board 28 controls the power supply to the launch solenoid (not shown) provided in the launching device 32, thereby realizing the launching operation of the game ball by operating the launch operation handle 15. Specifically, the launching operation of the game ball is permitted under the following conditions: the launch permission signal ES is output from the payout control board 29, the player's touch is detected by a touch sensor (not shown) provided on the launch operation handle 15 (touch state detection), and the launch stop switch (not shown) provided on the launch operation handle 15 is not operated. Therefore, if the launch permission signal ES is not output, the launching operation will not be performed even if the launch operation handle 15 is operated, and no game ball will be launched. In addition, the strength of the launch of the game ball can be changed according to the amount the launch operation handle 15 is operated.
[0071] (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. In addition, it is equipped with an audio control unit (sound source LSI), an RTC function unit (Real Time Clock), 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, etc., to control the overall performance operation. The RTC function unit is a clock IC that keeps time and acts as a clock means that provides real time information such as the current time ("it is now what time it is") and / or calendar information regarding the date (month, day, day of the week). Also, like the main control unit 20, it is equipped with a backup function and software random number generation means (for example, random number generation means for performance lottery).
[0072] 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).
[0073] 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.
[0074] 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).
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] <3. Overview of Operation> Next, the game operation of the gaming machine 1 using the control device (Figure 3) described above will be explained.
[0081] (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.
[0082] In this embodiment, the jackpot lottery based on the ball entering the upper starting opening 34 and the jackpot lottery based on the ball entering the lower starting opening 35 are performed separately and independently. For this reason, 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 when a game ball enters the upper starting opening 34, while 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 when a game ball enters the lower starting opening 35. Then, 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 that were being displayed in the variation display stop in a predetermined jackpot symbol pattern if the jackpot lottery result is a "jackpot", a predetermined minor jackpot symbol pattern if it is a "minor jackpot", a predetermined support time reduction symbol pattern if it is a "support time reduction", and a predetermined losing symbol pattern otherwise, and the game result (jackpot lottery result) is derived from this.
[0083] 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 simply be referred to as "Special Symbol" (or abbreviated as "Special Symbol" in some cases), 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.
[0084] 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.
[0085] 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 display "7", "7", and "7").
[0086] When a "jackpot" occurs, specifically, the special symbol variation display game ends, followed by the decorative symbol variation display game. As a result, the "jackpot" symbol pattern is displayed, and then the large prize slot solenoid 52c (see Figure 3) of the special variation prize device 52 activates, 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 (jackpot game) that is more advantageous to the player than the 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).
[0087] When the above-mentioned jackpot game begins, an opening sequence (start interval sequence) is performed using the start interval time (start INT). Once the start interval time ends, rounds of gameplay are played multiple times, up to a predetermined maximum number of rounds. After the maximum number of rounds is completed, an ending sequence (end interval sequence) is performed using the end interval time (end INT), and the jackpot game series concludes. Once the current rounds of gameplay are complete, the next rounds of gameplay begin after a predetermined interval time (inter-round INT). Additionally, "inter-round sequences" appear during rounds of gameplay, and "inter-round INT sequences" appear between rounds of gameplay (during inter-round INT). In other words, a jackpot game is broadly composed of the following game periods: the opening period (start interval period), the rounds of gameplay up to the maximum number of rounds, and the ending period (end interval period).
[0088] Regarding the information necessary to execute the above-mentioned decorative pattern variation display game, first, the main control unit 20, 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 condition 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, performs a 'win / lose lottery' to determine whether it is a "big win," a "small win," or a "miss," and if it is a "big win," it specifies the type of big win, and if it is a "small win," it specifies the type of small win. If the result is a "miss," a jackpot lottery is performed that includes a 'symbol lottery (winning type lottery)' to draw the type of miss (if there is only one type of jackpot, minor win, or miss, the symbol lottery does not need to be performed and can be omitted). Based on the lottery result information, the variation pattern of the special symbols and the special symbols to be displayed at the end (special stop symbols) are determined (in this embodiment, the "support time reduction" described later is also subject to the win / loss lottery and symbol lottery. This "support time reduction" will be explained later). Then, as a performance control command that identifies the processing state, a "variation pattern specification command" including at least information on the variation pattern of the special symbols (for example, information on the jackpot lottery result and the variation time of the special symbols) is sent to the performance control unit 24. As a result, the basic information required for the decorative symbol variation display game is sent to the performance control unit 24. In this embodiment, in order to provide a wide variety of effects, a "decorative symbol specification command" including information about special stop symbols (symbol lottery result information (winning type information)) is also transmitted to the effect control unit 24.
[0089] 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 and pseudo-consecutive effect (including the number of pseudo-consecutive effects) described later). More specifically, 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. These variation patterns include multiple types of variation patterns, such as "reach variation patterns" that specify the execution of reach effects (including the specification of the type of reach), "normal variation patterns" that do not specify the execution of reach effects, "pseudo-consecutive reach variation patterns" that specify the execution of pseudo-consecutive effects and reach effects, and "pseudo-consecutive normal variation patterns" that specify the execution of pseudo-consecutive effects but do not specify the execution of reach effects. Furthermore, for reach variation patterns and pseudo-consecutive variation patterns, the variation time is generally set to be longer than that of normal variation patterns in order to secure the performance time for their respective pre-announcement effects. Hereafter, the "reach variation" pattern may be abbreviated as "reach variation," and the "normal variation" pattern may be abbreviated as "normal variation."
[0090] The performance control unit 24 determines the performance content (performance scenario) to be unfolded chronologically during the decorative symbol variation display game, as well as the decorative symbols to be displayed at the end (decorative stop symbols), based on the information contained in the performance control commands (in this case, the variation pattern specification command and the decorative symbol specification command) sent from the main control unit 20. It then controls the pre-announcement performance and the variation display performance of decorative symbols during the variation display game according to the 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 variation display game of decorative symbols 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 variation display game of decorative symbols. 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).
[0091] Thus, the special symbol variation display game and the decorative symbol variation display game are inseparably related, and the results of the special symbol variation display game are reflected in the decorative symbol variation display game's presentation. Therefore, these two symbol variation display games can be considered equivalent symbol games. In this specification, unless otherwise necessary, the above two symbol variation display games may be simply referred to as the "symbol variation display game" or simply the "game." Also, for the sake of explanation, the number of times the symbol variation display game (especially the special symbol variation display game) is played may be referred to as the "number of games played," "number of symbol variations," "number of variations," or "* rotations (where "*" is a natural number: for example, 1 rotation, 10 rotations, 1000 rotations, etc.)."
[0092] (3-1-2. Regular symbol variation display game) In addition, in the gaming machine 1, based on the fact that a game ball has passed through (entered) the regular symbol starting opening 37, the main control unit 20 performs an "auxiliary win lottery" by random number drawing. Based on the result of this lottery, the regular symbols represented by LEDs are displayed in a variable state on the regular symbol display device 39a to start the regular symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed by stopping with a combination of lit and unlit LEDs. For example, if the result of the regular symbol variable display game is an "auxiliary win", the display unit of the regular symbol display device 39a is stopped and displayed in a specific lit state (for example, both LEDs 39 are lit).
[0093] 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.
[0094] (3-1-3. Operation Reserve Ball) In this embodiment, during a symbol variation display game, a normal symbol variation display game, a big win game, a small win game, or a 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 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 ball indicator (not shown) is provided in an appropriate place on the game machine 1, or a reserved ball indicator provided as an icon image on the screen of the liquid crystal display device 36 is lit up.
[0095] In this embodiment, up to four operational reserve balls for each of the special symbols 1, special symbol 2, and normal symbols 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. There is no particular limit to the maximum number of operational reserve balls that can be stored for each of the special symbols 1, special symbol 2, and normal symbols (maximum number of reserved balls). Furthermore, 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 symbols are also referred to as "special symbol 1 operational reserve ball," "special symbol 2 operational reserve ball," and "normal symbol operational reserve ball," respectively.
[0096] (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.
[0097] 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").
[0098] The special symbol probability variation function is a function that 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, the probability of winning a jackpot becomes high, making it easier to win a jackpot. As already explained, in this embodiment, the probability of winning a jackpot differs between the low probability state and the high probability state depending on the setting value (see Figure 4).
[0099] 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.
[0100] Furthermore, the gaming machine 1 of this embodiment is equipped with a "variation time reduction function (time reduction function)" whose function is performed 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").
[0101] The special symbol time reduction function is a feature 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). 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 non-reach losing variation is shortened from 8 seconds to 2 seconds), resulting in a state of increased chances of winning per unit time compared to the normal state.
[0102] 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). When the normal symbol time reduction function is active (normal symbol time reduction state), the average variation time of the normal symbols in one normal symbol variation display game is shortened (for example, from 20 seconds to 0.6 seconds), and the number of auxiliary win draws per unit time is increased compared to the normal state.
[0103] 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 higher than in the normal state, resulting in a game state that is advantageous to the player compared to the state in which the open extension function is not in operation. In this respect, the above-mentioned extended open state is also referred to as the "electric reel support state (electric support state)".
[0104] 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. In the following, for the sake of explanation, 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 will be referred to as the "probability change state," the game state in which the special symbol probability change function is removed from among these functions will be referred to as the "time reduction state," the game state in which at least the special symbol probability change function is activated and the opening extension function is not activated (in this embodiment, the game state in which only the special symbol probability change function is activated) will be referred to as the "latent probability state," and the state in which none of the functions are activated (inactive) will be referred to as the "normal state." Therefore, focusing on the probability of winning a jackpot in these game states, when the game state is "Shortened Time State" or "Normal State," the probability of winning a jackpot is "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 "High Probability State." During a jackpot related to the activation of the condition device, a winning game occurs in which the large prize slot opens and closes, but all of the above functions are deactivated, and the game is basically under the same game state as the normal state described above, and the display of special symbols is interrupted.
[0105] (High base game state) In this embodiment, the three functions related to the normal symbols described 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, when considering the normal symbol probability variation function, the normal symbol time reduction function, and the opening extension function individually, if 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.
[0106] 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 average execution time of the special symbol variation display game (average variation time of the special symbols) 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 the conditions for starting the special symbol variation display game is higher than in the normal state.
[0107] In this embodiment, as an example of the above-mentioned "high base game state," the electric tuner support state in which at least the opening extension function is provided is treated as the "high base game state." Under this electric tuner support state, the operating rate (opening time and number of openings) of the movable wing pieces 47 of the normal variable prize winning device 41 is improved, increasing the rate of winning into the lower starting opening 35, and the frequency of winning per unit time increases. As a result, it becomes a game state that is more advantageous to the player compared to when the electric tuner support state is not in effect (low base game state). Focusing on the presence or absence of this electric tuner support state, when the game state is the "normal state" or "hidden probability state," it is considered 'no electric tuner support state,' and when the game state is the "time-saving state" or "probability variation state," it is considered 'electric tuner support state present.' In this specification, "no electric tuner support state" is referred to as "no electric support state" or "non-electric support state," and "electric tuner support state present" is referred to as "electric support state" or "electric support state."
[0108] (3-2-1. Internal game state (Game state determination number YJ): Figure 43) 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 'normal state (normal)', if it is "01H", it specifies 'probability change state (probability change)', if it is "02H", it specifies 'time reduction state (time reduction)', and if it is "03H", it specifies 'latent probability state (latent probability)'.
[0109] (3-2-2. Variation Pattern Selection Mode (Variation Pattern Distribution Designation Number Tcode): Figure 43) In this embodiment, in order to realize the various effects related to the internal game state described above, a single internal game state is further classified and managed in detail. As will be explained in detail later, for example, the probability variation state includes multiple types of probability variation states such as "probability variation mode 1 to 3," and the time reduction state includes multiple types of time reduction states such as "time reduction mode 1 to 3," and these are managed as different game states using an identifier called "variation pattern distribution designation number Tcode." The actual "variation pattern distribution designation number Tcode" is an identifier (data that identifies the variation pattern selection mode) used when selecting the "variation pattern distribution table (see Figures 32 to 42)" corresponding to the current game state. For example, if the probability variation state (game state determination number YJ=01H) is divided into "probability variation modes 1 to 3", then by defining the variable pattern distribution designation number Tcode corresponding to the probability variation state (YJ=01H) as "01H (probability variation mode 1)", "02H (probability variation mode 2)", and "03H (probability variation mode 3)", it becomes possible to select different variable pattern distribution tables for each of the probability variation modes 1 to 3.
[0110] The above-mentioned "variation pattern distribution table" is used to determine the variation pattern of special symbols in the symbol variation display game. One or more types of variation patterns (variation patterns of special symbols) are determined in association with at least the current game state (variation pattern distribution designation number Tcode) and the jackpot lottery result (see S413 in Figure 12, Figures 32 to 42, etc., described later). For example, if the variation pattern distribution designation number Tcode is "01H", the variation pattern distribution table for probability variation mode 1 is specified; if it is "02H", the variation pattern distribution table for probability variation mode 2 is specified; and if it is "03H", the variation pattern distribution table for probability variation mode 3 is specified. In other words, even if the internal game state is the same "probability variation state", a variation pattern from a different variation pattern distribution table will be selected depending on whether the variation pattern distribution designation number Tcode is "01H" to "03H".
[0111] 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 variation function, special symbol time reduction function, normal symbol probability variation function, normal symbol time reduction function, and open extension function), that is, the "internal game state (game state determination number YJ)", for example, even in the same "probability variation state", it becomes possible to select a variation pattern corresponding to different game states (variation pattern distribution designation number Tcode) called "probability variation mode 1 to 3" with respect to the variation pattern of special symbols.
[0112] As a result, multiple types of "performance modes" related to the variable pattern distribution designation number Tcode are provided, and the performance control unit 24 can display (execute) the performance under each performance mode. Further details about the performance modes will be described later.
[0113] In this way, by managing the "internal game state," which focuses on the functions related to determining the probability of winning the jackpot and the presence or absence of electric support, and the "game state (variation pattern selection mode)," which focuses on determining the variation pattern of the special symbols (determination of the effects), as separate entities, it becomes possible to select a variation pattern of the special symbols that corresponds to different variation pattern selection modes (for example, variation modes 1 to 3) even while in the same internal game state (for example, a probability variation state). As a result, even under the same internal game state, it becomes possible to bring about dynamic changes in the time spent on the symbol variation display game (special symbol variation time) and related effects.
[0114] In this embodiment, as shown in Figure 43, the types of "internal game states" include normal state, probability variation state, time reduction state, etc. (see the "YJ" column in Figure 43). On the other hand, the types of game states (game modes) related to the determination of the variation pattern of special symbols, that is, the variation pattern distribution designation number Tcode (variation pattern selection mode), are more numerous than the types of internal game states, and include "normal mode," "probability variation mode 1," "probability variation mode 2," "probability variation mode 3," "time reduction mode 1," "time reduction mode 2," "time reduction mode 3," etc. (see the "Tcode" column in Figure 43).
[0115] 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 43). As shown in Figure 43, 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)," in other words, the "game state as viewed as the entire game 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." In addition, the variable pattern distribution designation number Tcode may be referred to as the "variable pattern selection mode" or simply as the "Tcode."
[0116] In this specification, unless otherwise specified, "a game state accompanied by a low probability state" refers to "normal state" or "time-saving state" when focusing on the internal game state, and "normal mode" or "time-saving mode" when focusing on the game mode. Furthermore, "a game state accompanied by a high probability state" refers to "probability-increasing state" or "hidden probability state" when focusing on the internal game state, and "probability-increasing mode" or "hidden probability mode" when focusing on the game mode. Furthermore, "a game state accompanied by an electric support state (electric support state)" refers to "time-saving state" or "probability-increasing state," and "time-saving mode" or "probability-increasing mode" when focusing on the game mode. Furthermore, "a game state accompanied by an electric support state" refers to normal state or hidden probability state, and "normal mode" or "hidden probability mode" when focusing on the game mode. Furthermore, the above-mentioned "time-saving state" includes "time-saving state due to a big win," "time-saving state due to support time-saving," and "time-saving state due to the ceiling function (ceiling bonus) described later" (see the third embodiment described later). Unless otherwise specified, these time-saving states may be used as appropriate when referring to a time-saving state. For the sake of explanation below, "time-saving state due to a big win (time-saving state granted as a result of a big win)" will also be referred to as "big win time-saving state," "time-saving state due to support time-saving (time-saving state granted as a result of winning support time-saving)" will also be referred to as "support time-saving state," and the time-saving state granted by the activation of the ceiling function (ceiling bonus) will also be referred to as "ceiling time-saving state."
[0117] <4. Regarding winning> Next, with reference to Figure 4, the "win" according to this embodiment will be explained. Figure 4 is an explanatory diagram for explaining the types of wins (jackpot types, support time reduction types, and loss types), the operation of the winning game, and the transition destination game state (transition destination game mode) after the winning game.
[0118] (4-1. Regarding the types of winning tickets) In the gaming machine 1 of this embodiment, the types of wins (winning types) that are the target of the jackpot lottery include multiple types of wins, such as "10R probability variation jackpot," "4R probability variation jackpot," and "4R time reduction jackpot (4R non-probability variation jackpot)," as shown in the figure. These wins belong to the "jackpot type" that triggers the activation of the condition device, and are different from wins (minor wins) that belong to the so-called "minor win type" that does not trigger the activation of the condition device. Here, "condition device" refers to a device whose operation is a condition required for the operation of the continuous mechanism operation device (a device that continuously operates special electric mechanism) for playing round games, 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, the operation of the continuous mechanism is a condition for triggering the electric support state (open extension function operation) or probability fluctuations (transitioning from one internal game state to another internal game state).
[0119] Therefore, when a "minor win" is achieved, the condition device does not activate, and the continuous mechanism activation device does not activate, so there is no transition in the internal game state (no control is performed for the transition of the internal game state caused by winning a minor win). However, it is possible to control the transition of the variation pattern selection mode (Tcode). Also, since the continuous mechanism activation device does not activate in a minor win game, a round game like a big win is not performed, but by determining the opening and closing pattern of the big prize slot, it is possible to realize a "pseudo-round game" that behaves as if a round game is being performed. By utilizing this transition form, for example, if the game state after a minor win game and the game state after other big win games are transitioned to the same variation pattern selection mode (Tcode), both can remain in the same performance mode. Furthermore, it is possible to switch from the first variation pattern selection mode to the second variation pattern selection mode, or vice versa, based on a minor win.
[0120] The operation of the minor win game is basically the same as the major win game, except that a round game is not performed. Specifically, after a predetermined start INT has elapsed, an "opening and closing action game (a pseudo-round game)" is performed to open the large prize slot, and when the opening and closing action game ends, a predetermined end INT is passed, and 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 serves as a trigger (execution trigger) for transitioning to a winning game (special game state) that involves the opening and closing action of the large prize slot, just like a major win. In this embodiment, there are no "minor wins," but considering the gameplay, one or more types of minor wins can be provided as the target of the lottery on the special figure 1 side and / or special figure 2 side.
[0121] (4-2. Regarding winning games) Next, we will explain the details of the winning game for each of the above-mentioned winning combinations.
[0122] The "10R probability variation jackpot" is a jackpot with a maximum of 10 rounds, and the maximum opening time of the large prize slot in one round of play is set to a "long opening time (for example, 29.8 seconds)" which is sufficient to ensure that the number of balls entering the large prize slot reaches the maximum number of balls (10). The "4R probability variation jackpot" and the "4R time reduction jackpot" are jackpots with a maximum of 4 rounds, and the maximum opening time of the large prize slot in one round of play is set to the same "long opening time" as the 10R probability variation jackpot. The profit state (degree of profit) during jackpot play is higher the relatively larger the maximum number of rounds, and also higher the longer the maximum opening time of the large prize slot. In this embodiment, since the maximum opening time for each jackpot is the same, the jackpot with a larger maximum number of rounds will have a higher profit state during jackpot play.
[0123] Furthermore, the opening pattern for the large prize slot during round games is determined at the player's discretion. For example, the opening pattern for the large prize slot during at least some round games (round games at a specific number of rounds) may be set to a "short opening time" (e.g., 1.8 seconds) or an even shorter "very short opening time" (e.g., 0.2 seconds). Additionally, the large prize slot may remain open throughout the maximum opening time, or it may be opened in a pattern involving one or more closures (e.g., "1.3 seconds open + 0.5 seconds closed + 27 seconds open").
[0124] (4-3. Regarding the transition to the next game state after a winning game) Next, using Figure 4, we will explain the game states that are transitioned to after each of the above-mentioned jackpot games have ended. In the "Game State at Time of Winning / Transition to Game State" column in Figure 4, the relationship between the game state at the time of winning and the game state to which the player transitions after the winning game (transition to game state) is shown, according to the type of win. Note that in Figure 4, "Game State at Time of Winning" indicates the type of internal game state at the time of winning (the corresponding game mode type is shown in parentheses), and "Transition to Game State" indicates the type of internal game state to which the player transitions (the corresponding game mode type is shown in parentheses). Details about the game modes to which the player transitions will be described later.
[0125] (If you win a 10R probability-increasing jackpot or a 4R probability-increasing jackpot) In the case of a "10R probability variation jackpot" or a "4R probability variation jackpot," regardless of the game state at the time of winning, the game transitions to a "probability variation state" after the jackpot. These jackpots are called "probability variation jackpots" because they are the trigger for transitioning to a probability variation state.
[0126] When the game enters the "probability variation state" described above, it can continue until the number of executions of the special symbol variation display game (number of symbol changes) is completed a predetermined number of times, or until a jackpot is won within the predetermined number of executions. If the special symbol variation display game ends without a jackpot being won within the predetermined number of executions, the probability variation state ends, and the game returns to the normal state from the next game. Whether or not the predetermined number of executions has been reached is determined by counting the number of executions of special symbol variation display game 1 and 2 (number of symbol changes for special symbol 1 and special symbol 2) (the same applies to the time reduction state described later). In other words, if the total number of executions of special symbol variation display game 1 and 2 (total number of symbol changes for special symbol 1 and 2) is completed the predetermined number of times without a jackpot being won, the probability variation state ends.
[0127] In this embodiment, after transitioning to a game state (probability variation state or hidden probability state) where the probability of winning a jackpot is at least high, if the special symbol variation display game ends a predetermined number of times without winning a jackpot (excluding "minor wins" that do not trigger a transition to an internal game state), the high probability state ends and the probability of winning a jackpot transitions to a low probability state. This is a "finite probability variation type" "number of spins limit probability variation machine (ST machine)". Hereinafter, as necessary, the upper limit of the number of special symbol variation display games (number of special symbol variations) in which this high probability state continues will be referred to as the "ST spins".
[0128] Therefore, when transitioning to the variable probability state, there are cases where, as in this embodiment, when the number of STs ends, the variable probability state ends and transitions to the normal state (YJ = 00H) (variable probability → normal), and, different from this embodiment, cases where only the high probability state ends when the number of STs ends. Specifically, there is a case where only the "special symbol variable probability function" among the "special symbol variable probability function, special symbol time shortening function, normal symbol variable probability function, normal symbol time shortening function, and release extension function" ends and transitions to the "time shortening state (YJ = 02H)" (variable probability → time shortening). In the case of this embodiment, the number of STs is set to 65535 times (see Remarks (3) in FIG. 4). Due to the relationship of the jackpot lottery probability, it is treated as "infinite variable probability" where the variable probability state is guaranteed until the next jackpot is won substantially. However, actually, when the 65535 times of the number of STs end without winning the jackpot, it will transition to the normal state.
[0129] Note that whether the number of STs is set to infinite (including the number of STs that can continue until the next jackpot win substantially) or finite can be appropriately determined according to the game properties. When the number of STs is set to a finite value, considering the point that it is "not the number of STs that can continue until the next jackpot win", for example, when the denominator of the jackpot win probability at high probability (the value of the probability denominator) is "F1" and the number of STs is "F2 (natural number)", it is preferable that the number of STs satisfies "0 < F2 < F1 (any number of STs less than the probability denominator)" or "F1 ≤ F2 ≤ 5 × F1 (any number of STs within 1 to 5 times the probability denominator: continuous winning rate of about 63% to 99%)".
[0130] (When winning the 4R time shortening jackpot) In the case of the "4R time shortening jackpot", regardless of the game state at the time of winning, it transitions to the "time shortening state" after the jackpot game. These jackpots are called "time shortening jackpots" in that they are the trigger for transitioning to the time shortening state.
[0131] When transitioning to the above-mentioned "time-saving state", the number of executions of the special symbol variation display game continues until a predetermined number of规定次数 is completed. When the special symbol variation display game ends without winning a big win (excluding small wins that do not trigger a transition to the internal game state) within that规定次数, the time-saving state ends and the game transitions from the next game to the normal state. In the case of this embodiment, the规定次数 (time-saving次数) related to the time-saving state includes the time-saving state related to "assist time-saving" described later, such as "100 times (assist time-saving A, time-saving big win: finite time-saving)", "200 times (assist time-saving B: finite time-saving)", "65535 times (assist time-saving C: infinite time-saving that can continue until the next big win is won)" (see Remarks (2) in Figure 4). Here, as the time-saving big win, one type of "4R time-saving big win" is provided, but the present invention is not limited to this, and multiple types of time-saving big wins with different time-saving次数 may be provided. In this case, at least one time-saving big win may be the same as the time-saving次数 by the assist time-saving, and the other time-saving big wins may be time-saving次数 different from the time-saving次数 by the assist time-saving. Also, all time-saving big wins may be different from the time-saving次数 by the assist time-saving.
[0132] Note that whether the time-saving次数 related to the time-saving big win is infinite (including the time-saving次数 that can continue until the next big win is won substantially) or finite can be appropriately determined according to the game properties. When the time-saving次数 is a finite value, considering the point that it is "not a time-saving次数 that can continue until the next big win is won substantially", for example, when the denominator (probability denominator value) of the big win winning probability at low probability is F3 and the time-saving次数 F4 (natural number), it is preferable that the time-saving次数 satisfies "0 < F3 < F4 (any time-saving次数 less than the probability denominator)" or "F3 ≦ F4 ≦ 5 × F3 (any time-saving次数 within 1 to 5 times of the probability denominator: continuous winning rate of about 63% to 99%)".
[0133] (Regarding losses) As shown in the illustration, Figure 1 has multiple types of losing outcomes, A, B, and C, each with different probability of winning a specific outcome. In this embodiment, the relationship is "Losing A > Losing B > Losing C," for example, Losing A has a 95% probability, Losing B has a 4% probability, and Losing C has a 1% probability. Although Figure 2 shows an example where only one type of losing outcome, Losing A, is provided, the present invention is not limited to this, and multiple types of losing outcomes may be provided.
[0134] (Regarding reduced support hours) In this embodiment, as a form of relief function for players who have been stuck in a losing streak (a supportive bonus), or with the aim of expanding the freedom of gameplay and improving the enjoyment of the game, a "support time-saving state" is provided that grants a "time-saving state" without being triggered by winning a jackpot (winning a time-saving jackpot). A major feature of this "support time-saving state" is that the time-saving state is granted without going through winning a jackpot (activation of the condition device, activation of the continuous mechanism device) (without going through a jackpot game).
[0135] (A. Special electric powered support time reduction) If "Support Time Reduction" is won, the condition device will not be activated (because the condition device will not be activated, the continuous mechanism activation device will also not be activated), but just as when "Minor Win" is won, the special electric mechanism will be activated to perform an opening and closing action game (opening and closing the large prize slot in a predetermined opening pattern), and then the time reduction state may be granted. In this specification, the support time reduction that activates the special electric mechanism will be called "Special Electric Activated Support Time Reduction," and the series of opening and closing action games resulting from this will be called "Support Time Reduction Opening and Closing Game." This support time reduction opening and closing game can be composed of a predetermined start INT, an opening and closing action game that performs the opening and closing action of the large prize slot in a predetermined opening and closing pattern, and a predetermined end INT, just like the minor win game. Therefore, if "Special Electric Activated Support Time Reduction" is won, the time reduction state will be granted after the support time reduction opening and closing game.
[0136] In short, the above-mentioned "Special Electric Activated Support Time Reduction" includes two types: a support time reduction that grants a time reduction state via a minor win (minor win-type support time reduction), and a support time reduction that grants a time reduction state via a win of a different type than the minor win (time reduction symbol win-type support time reduction). The former, "minor win-type support time reduction," is suitable when you want to implement a special electric activated support time reduction that grants a time reduction state via a conventional minor win game. On the other hand, the latter, "time reduction symbol win-type support time reduction," is suitable when you want to manage the minor win type and the support time reduction type separately, for example, when you want to control the minor win game related to minor wins and the support time reduction opening game related to the special electric activated support time reduction separately, or when you do not want to implement minor wins at all. Furthermore, among the types of time-saving symbol win support time-saving features, there are support time-saving features that grant a time-saving state without activating special electric features (without performing support time-saving opening / closing games), as described later in the "special electric non-activation support time-saving feature." Whether to provide a support time-saving feature of the minor win type or a support time-saving symbol win type, and whether to provide one or more of these support time-saving features, can be determined as appropriate according to the gameplay.
[0137] (When a small win and a special electric-operated support time reduction are provided) If a "minor win" (here meaning a "simple minor win" that does not grant a time-saving state (hereinafter referred to as "normal minor win"))" and a "special electric-operated support time-saving" are provided, then if the manner of the minor win game and the support time-saving opening / closing game (opening and closing patterns of the big prize slot and in-game effects (opening effects (start INT effects), ending effects (end INT effects), right-hand shooting instruction effects (launch guidance notification effects), etc.)) are the same or similar, then it is possible to keep the outcome of the win secret (support time-saving win secret state). This gives the player a sense of anticipation as to whether they have won a normal minor win or a support time-saving. In particular, it is preferable to make at least a part of the in-game effects (in-symbol effects) when a minor win is won and when a special electric-operated support time-saving is won common, so that the outcome of the win (minor win or support time-saving) can be kept secret for a predetermined period of time. For example, during the period of variation and at least a portion of the winning game period (minor win game and support time reduction opening / closing game), the outcome of the win is kept secret in terms of presentation. More preferably, a common winning variation pattern can be selected for both minor wins and support time reductions, and the presentation during that variation is a common presentation style. Then, during the winning game period executed after the winning variation ends, the presentation style can notify whether the win was a minor win or a support time reduction. Note that the "common presentation" here may also include combinations of stopped decorative symbols. For example, if the decorative symbols related to a minor win are "123", it is preferable that the decorative symbols related to a support time reduction win are also "123", and that the outcome of the win is kept secret from the stopping pattern of the decorative symbols as well. Of course, the system may be configured to make it visually or visually clear (recognizable to the player) which outcome has been achieved, by varying the effects during the reel spin, varying the opening patterns of the big prize slot, or varying the starting and / or ending INTs (opening and / or ending effects). The above-mentioned "effects during reel spin" basically refers to effects that appear during the game, that is, from the start of the reel spin until the reel confirmation display time described below has elapsed, but it is not limited to this, and effects during the reel spin excluding the reel confirmation display time may also be included.
[0138] Furthermore, if multiple types of minor wins are provided, including minor win support time reductions, the configuration can be as follows: (Minor 1) to (Minor 3). (Small 1) Of the multiple small wins, at least one can be made to function as a "normal small win," and the remaining small wins can function as "small win-type support time reductions." For example, if there are multiple small wins A, B, and C, small wins A and B can be made to function as "small win-type support time reductions," and small win C can be made to function as a "normal small win." In this case, for "small win A" and "small win B" that function as small win-type support time reductions, the same number of time reduction rounds may be assigned to both, or different number of time reduction rounds may be assigned to each (for example, 1000 time reduction rounds for small win A and 100 time reduction rounds for small win B). Regarding the probability of winning a minor prize, it is preferable to consider the degree of advantage (benefit state) for the player and set the winning probability to satisfy the relationship "minor prize C < minor prize B ≤ minor prize A" when minor prizes A and B grant the same or nearly the same number of time-saving rounds (hereinafter, the term "same" may include the meaning of nearly the same). It is also preferable to set the winning probability to satisfy the relationship "minor prize C < minor prize B < minor prize A" when minor prize A grants more time-saving rounds than minor prize B. Furthermore, the above-mentioned concealed state of support time-saving round wins may be implemented for both the winning of a normal minor prize (minor prize C) and the winning of a minor prize-winning support time-saving round (in this example, minor prize A and / or minor prize B). (2) Any of the support time reductions A, B, and C shown in Figure 4 can be designated as minor win type support time reductions (in each figure, support time reductions A to C can be replaced with minor wins A to C and applied as appropriate). For example, if minor win A is won, 100 time reduction rounds can be granted (minor win A = same time reduction performance as support time reduction A), if minor win B is won, 200 time reduction rounds can be granted (minor win B = same time reduction performance as support time reduction B), and if minor win C is won, 65,535 time reduction rounds can be granted (minor win C = same time reduction performance as support time reduction C). (3) When multiple mini-win type support time-saving features are provided, if a specific mini-win type support time-saving feature is won during the time-saving state, a new number of time-saving rounds can be set (updated) (the same applies to the cases of (1) and (2) above). For example, in the case of mini-win type support time-saving features where mini-win A grants 1000 time-saving rounds and mini-win B grants 100 time-saving rounds, if mini-win B is won during the time-saving state, 100 time-saving rounds can be set, but if mini-win A, which grants more time-saving rounds than mini-win B, is won, the number of time-saving rounds can not be set. More specifically, for example, if mini-win B (100 time-saving rounds) is won on the 30th remaining time-saving round, a new 100 time-saving rounds will be set in that winning game, and the remaining time-saving rounds will be updated to 100. However, if you win a minor win A (1000 rounds of time-saving bonus), no new rounds of time-saving bonus will be set, this minor win A will be treated as invalid (it can be processed as a loss), and the amount for this game will be deducted from the remaining rounds of time-saving bonus (remaining rounds of time-saving bonus - 1).
[0139] (B. Special electric non-operating type support time reduction) Furthermore, as a form of support time reduction different from the "special electric operation type support time reduction" described above, the time reduction state may be initiated without activating the special electric mechanism, either (1) after the winning game ends (after the special symbol variation time ends, or after the special symbol confirmation display time described later has elapsed), or (2) at the start of the next game. In this specification, such support time reduction will be referred to as "special electric non-operation type support time reduction."
[0140] Furthermore, it is up to the user whether to adopt one or more of the above-mentioned special-electric-operated support time reductions, non-special-electric-operated support time reductions, or one or more of both types of support time reductions. In this embodiment, the explanation will focus on an example in which the "non-special-electric-operated support time reduction" is adopted.
[0141] In this embodiment, the "Support Time Reduction" is subject to the jackpot lottery and, like the jackpot, is awarded with a predetermined probability (for example, about 1 / 500) (target of the win / lose lottery). More specifically, the win / lose lottery determines whether the result is a "jackpot," a "Support Time Reduction," or a "loss" (including "minor wins" if minor wins are provided). If a "Support Time Reduction" is awarded, the type of Support Time Reduction (for example, one of Support Time Reduction A to C) is then determined by a symbol lottery (see Figure 4, note column (4)). Note that the probability of winning the Support Time Reduction lottery is the same for all settings, but the probability may be different for each setting, or the probability may be the same for some of the settings.
[0142] (Support time reduction performance) In this embodiment, as shown in Figure 4, multiple types of support time-saving features A, B, and C are provided on the Special Figure 1 side, and multiple types of support time-saving features B and C are provided on the Special Figure 2 side. If a support time-saving feature is won by a lottery, one of the support time-saving features is determined by a symbol lottery based on a predetermined symbol lottery rate (see the symbol lottery rate column in Figure 4). Furthermore, support time-saving features A to C each have different time-saving performance. Specifically, these are as follows. Note that time-saving performance refers to the number of time-saving rounds and / or the operation manner of the normal power release game during the time-saving state, and basically refers to the profit state (degree of advantage) based on the number of time-saving rounds and the operation manner of the normal power release game during the time-saving state. For example, if the operation manner of the normal power release game during the time-saving state with support time-saving feature A (100 time-saving rounds) and the time-saving state with support time-saving feature B (200 time-saving rounds) are the same, the relationship of time-saving performance will be "support time-saving feature A < support time-saving feature B".
[0143] (A) If you win "Support Time Reduction A", you will be granted 100 time reduction rounds, the same number of time reduction rounds as when you win a jackpot (4R time reduction jackpot) (minor bonus). (B) If you win "Support Time Reduction B", you will be granted 200 time reductions, which is more than the time reduction state granted by a big win (medium bonus). (C) If you win "Support Time Reduction C", you will be granted 65,535 time reduction rounds (effectively continuing until the next big win), which is more than the time reduction rounds granted by a big win (a great bonus). If the number of time reduction rounds is set to 65,535, due to the probability of winning a big win, it is effectively considered "infinite time reduction" where the time reduction round is guaranteed until the next big win is won. While "unlimited time reduction" technically refers to a system where the number of time reductions is "unlimited," in this specification, time reductions that effectively guarantee the time reduction state until the next big win (for example, 10,000 or 65,535 times) are treated as belonging to "unlimited time reduction." Furthermore, granting time reductions that cannot be used within the operating hours of the pachinko parlor (for example, around 5,000 times) can also be treated as belonging to "unlimited time reduction."
[0144] (Regarding the probability of winning the support time reduction in models with multiple setting stages) (Manseki 1) In the case of a gaming machine with a setting function, the probability of winning a jackpot differs depending on the setting value (settings 1 to 6 in this embodiment) (see Figure 4), but the probability of winning the support time-saving feature can be set to a common probability regardless of the setting value. In this embodiment, the probability is 1 / 200 for setting 1, 1 / 196 for setting 2, 1 / 192 for setting 3, 1 / 188 for setting 4, 1 / 184 for setting 5, and 1 / 180 for setting 6, but the probability of winning the support time-saving feature can be set to, for example, 1 / 300 which is common to all settings. If the probability of winning the support time-saving feature is set to a common probability for all settings, the following configurations (Manseki 2) to (Manseki 7) can be used.
[0145] (Manseki 2) The probability of winning the support time reduction can be determined based on the minimum setting 1. For example, if the probability of winning the jackpot at the minimum setting 1 is 1 / M and the probability of winning the support time reduction is 1 / N, it can be determined to satisfy the following relationship (red 1). "1 / M < 1 / N" ... (Red 1) In the case of formula "Red 1", the probability of winning the support time-saving feature can be made higher than the probability of winning the jackpot at least with setting 1. Note that "1 / M = 1 / N" may also be used.
[0146] (Manseki 3) Furthermore, if the probability of winning a jackpot at the lowest setting 1 is 1 / M, the probability of winning a jackpot at the highest setting 6 is 1 / L, and the probability of winning a support time-saving feature is 1 / N, then the following relationship (Red 2) can be satisfied. "1 / M<1 / N<1 / L"...(Red 2) In the case of formula "Red 2," for example, it is possible to set the probability of winning the support time-saving feature to be higher than the probability of winning a jackpot at the lowest setting 1, and to set the probability of winning the support time-saving feature to be lower than the probability of winning a jackpot at the higher setting range of settings 4 to 6. In this case, the relationship between the probability of winning the support time-saving feature and the probability of winning a jackpot can be varied depending on the setting value. This increases the variety of gameplay in gaming machines with setting functions and improves the enjoyment of the game.
[0147] (Manseki 4) Furthermore, the probability of winning the support time-saving feature (which is a common probability for all settings) can be determined based on the highest setting, 6. For example, if the probability of winning a jackpot at the highest setting 6 is 1 / L and the probability of winning the support time-saving feature is 1 / N, the following relationship can be satisfied (Red 3). "1 / L < 1 / N" ... (Red 3) In the case of formula "Red 3," the probability of winning the support time-saving feature can be made higher than the probability of winning the jackpot at the highest setting 6. In this case, even if the setting value is different, it is possible to create a gameplay experience in which it is easier to win the support time-saving feature.
[0148] (5) Furthermore, the probability of winning the support time-saving feature (which is a common probability for all settings) can be determined based on setting values other than the minimum setting 1 and the maximum setting 6. For example, if the probability of winning a jackpot at setting value 3 in the intermediate setting range (which may also be setting 2 or setting 4) is 1 / G and the probability of winning the support time-saving feature is 1 / N, then it can be determined to satisfy the following relational equation (red 4) or equation (red 5). "1 / N < 1 / G" ... (Red 4) "1 / G < 1 / N" ... (Red 5)
[0149] (Manseki 6) Furthermore, if the probability of winning a jackpot at the lowest setting 1 is 1 / M, the probability of winning a jackpot at setting 3 in the intermediate setting range is 1 / G, and the probability of winning a support time-saving feature is 1 / N, then the following relational expression (Red 6) can be set to satisfy. "1 / M < 1 / N < 1 / G" ... (Red 6)
[0150] (Manseki 7) The reference setting value (reference setting value) can be determined as appropriate. Also, the probability of winning the support time-saving feature can be higher or lower than the jackpot lottery probability of the reference setting value. Furthermore, the probability of winning the support time-saving feature and the jackpot lottery probability of the reference setting value may be the same or approximately the same. In any case, the probability of winning the support time-saving feature should be determined based on the jackpot lottery probability of the reference setting value.
[0151] Furthermore, it is up to the user whether to adopt one or more types of support time-saving features. There are also no particular restrictions on which special drawing side should have what kind of support time-saving features. For example, at least one of support time-saving features A to C may be provided on special drawing side 1 and / or special drawing side 2, or at least one of support time-saving features A to C may be provided on only one special drawing side, and no support time-saving features may be provided on the other special drawing side.
[0152] In this embodiment, as shown in the figure, the Special Feature 2 side (lower start port 35 side) is more likely to result in a support time-saving feature with relatively higher time-saving performance than the Special Feature 1 side (upper start port 34 side), and it is also more likely to result in a jackpot with relatively higher jackpot performance (10R probability variation jackpot). Therefore, it is more advantageous for the player to receive the lottery on the Special Feature 2 side.
[0153] In the diagram, regardless of the game state at the time of winning, if you win Support Time Reduction A, B, or C, you will transition to a time reduction state of 100 times (finite time reduction), 200 times (finite time reduction), and 65,535 times (infinite time reduction), respectively. However, taking advantage of the special nature of "Support Time Reduction," you may also configure it as shown below (Configuration A) to (Configuration G).
[0154] (Structure A: Fall avoidance function) To prevent a "downward transition" situation, such as shifting to a less profitable, reduced-hours state, the following configurations (α1) to (α4) can be used. (α1) If, after being granted unlimited time reduction, the player wins a support time reduction that grants a finite time reduction (for example, 100 or 200 times), the player will remain with unlimited time reduction. For example, if the player wins support time reduction A (100 times) or support time reduction B (200 times) while under unlimited time reduction, the player will be controlled not to update the time reduction count. (α2) During game states with electric support (time-saving state or probability-changing state), the support time-saving state is excluded from the lottery. Specifically, if a support time-saving state is won during a game state with electric support (time-saving state, probability-changing state), the win is treated as invalid and the time-saving state due to the support time-saving state is not granted, or the support time-saving state is treated as invalid and the time-saving state due to the support time-saving state is not granted by executing a jackpot lottery that excludes the support time-saving state from the lottery. In the former case, if a support time-saving state is won, the same processing as when a loss is won can be performed (if there are multiple types of losses, the same processing as when any of the losses is won can be performed). In the latter case, since the support time-saving state is excluded from the jackpot lottery, the lottery format does not include the winning of the support time-saving state. Note that during game states with high probability states (probability-changing state or latent probability state), the support time-saving state may be excluded from the lottery (the lottery for the support time-saving state itself does not need to be performed). (α3) The system may be configured not to grant the support time-saving state only during the probability variation state. This is because the probability variation state (high probability state + electric support state) is a more advantageous game state than the time-saving state (low probability state + electric support state), and granting the support time-saving state unnecessarily during the probability variation state will cause the game state to drop. Note that if the number of ST rounds is not infinite but finite (for example, a finite probability variation with 100 ST rounds or 50 ST rounds), depending on the number of ST rounds, the next big win may not be guaranteed during the ST round, meaning that the probability of consecutive big wins during ST may be low (for example, the consecutive win rate during ST may be around 30% to 50%). In such cases, the number of time-saving rounds provided by the support time-saving feature and the degree of benefit compared to the finite probability variation (the degree of advantage to the player (the benefit state granted to the player (degree of benefit))) may be considered, and the system may be configured to grant the support time-saving feature even during the probability variation state. For example, considering the probability of winning a jackpot (considering the so-called "TS" value), even if a time-saving state is entered, the granting of a support time-saving feature that grants a number of time-saving rounds during that time-saving state in which the next jackpot can be greatly expected (for example, a consecutive win rate of about 95% to 99%) does not have to be treated as invalid. For example, in this embodiment, the probability of winning a jackpot at low probability is 1 / 180 to 1 / 200 (setting 6 to setting 1), and the consecutive win rates in each time-saving state when support time-saving A (100 time-saving rounds), support time-saving B (200 time-saving rounds), and unlimited time-saving (65535 time-saving rounds) are granted are... These are approximately 42.7% to 39.4% (100 time-saving rounds), approximately 67.2% to 63.3% (200 time-saving rounds), and approximately 100% (65,535 time-saving rounds), respectively. Support time-saving round C, which grants unlimited time-saving rounds, has a continuous win rate of approximately 100%, meaning that it grants a benefit that essentially guarantees the next big win during the time-saving round state. Therefore, even during the probability variation state, support time-saving round C does not have to be treated as invalid. Also, as mentioned above, if support time-saving rounds that grant a number of time-saving rounds that greatly increases the expectation of winning the next big win during that time-saving round state, for example, more than three times the number of time-saving rounds of the TS (1 / 240) of setting 1 (more than 720 time-saving rounds), then a continuous win rate of approximately 95% or more can be granted in settings 1 to 6. Such support time-saving rounds that grant a finite number of time-saving rounds do not have to be treated as invalid even during the probability variation state. (α4) In this embodiment, when the electric support state is reached, the player "shoots to the right" to receive a lottery on the special feature 2 side, and a situation may arise in which a winning streak can be aimed for. Therefore, in order to prevent a fall-out when receiving a lottery on the special feature 2 side, it is preferable that the special feature 2 side is provided with (1) no support time reduction, (2) support time reduction that grants unlimited time reduction, or (3) support time reduction that grants more time reduction rounds than a time reduction jackpot (more than 100 time reduction rounds in this embodiment).
[0155] (Configuration B: Additional function) (I-20) If a support time reduction is won during a time reduction state, the current remaining number of time reductions will be increased (the current time reduction counter will be configured to allow for the increase in the number of time reductions due to the support time reduction). For example, if the remaining number of time reductions is 50 and support time reduction A is won, the remaining number of time reductions will be updated to "50 times + 100 times = 150 times". In addition, there may be support time reductions that can be increased and support time reductions that do not. For example, if support time reduction A is won, the time reduction will be increased, but if support time reduction B is won, the time reduction will not be increased. The increase function can broaden the range of gameplay and improve the enjoyment of the game. It can also increase the player's interest in the game. (Method to limit the number of time reductions) Furthermore, to prevent excessive bonuses, the system may be configured so that bonuses do not exceed a predetermined number (a means to limit the number of bonuses). For example, the upper limit for bonus bonuses can be set to "300". If the remaining number of bonus bonuses is 150 and support bonus bonus B (200 bonus bonuses) is won, the bonus will not be "150 remaining bonus bonuses + 200 bonuses = 350 bonuses", but will be limited to the upper limit of "300". Even if a bonus bonus is limited, if support bonus bonus C, which grants unlimited bonus bonuses, is won, the limit may be lifted and unlimited bonus bonuses (65,535 bonuses) may be granted to avoid giving the player the feeling that they have wasted their opportunity. Furthermore, if an additional bonus is awarded, it is preferable to execute an "additional bonus notification" that indicates an increase in the number of bonus rounds, such as "+50!" or "+100!", in addition to the number of bonus rounds announced (displayed) by the "remaining bonus rounds notification" (for example, a countdown display) described later, which visually notifies the remaining number of bonus rounds.
[0156] (Structure C: Infinite / Finite Time-Saving Promotion Function) If a support time-saving bonus is won while in a time-saving state, the system is configured to grant unlimited time-saving bonuses (time-saving state promotion means). If the time-saving state was due to unlimited time-saving bonuses, the number of time-saving bonuses may or may not be updated even if a support time-saving bonus is won. Alternatively, instead of granting unlimited time-saving bonuses, the system may be configured to grant a predetermined number of time-saving bonuses. For example, if a support time-saving bonus B is won while in a time-saving state, 200 time-saving bonuses would normally be granted, but if a bonus is won while in a time-saving state, a larger number of time-saving bonuses, such as 300, may be granted. Alternatively, the maximum number of time-saving bonuses granted by a big win and / or support time-saving bonuses may be granted. In this embodiment, since unlimited time-saving bonuses (65535) are the maximum number of time-saving bonuses, unlimited time-saving bonuses will be granted. Alternatively, the system may be configured to grant unlimited time-saving bonuses or a predetermined number of time-saving bonuses only when a specific support time-saving bonus is won while in a time-saving state. For example, if the player wins Support Time Reduction A (high probability of winning), only 100 time reductions are granted, but if the player wins Support Time Reduction B (low probability of winning), unlimited time reductions may be granted. It is preferable to display the aforementioned "bonus notification effect" when the number of time reductions increases.
[0157] (Composition D: Regarding the time-saving jackpot and support time-saving feature corresponding to the special symbols) If the number of types of support time reductions on the 1st diagram side is "X" and the number of types of support time reductions on the 2nd diagram side is "Y", the configuration can be made to satisfy the following relational expression (i). "X" = "Y", "X" < "Y", or "X" > "Y" ... (i) Furthermore, if the above relation (i) is satisfied, it is also acceptable to set "X=0 (no support time reduction on the special figure 1 side)" or "Y=0 (no support time reduction on the special figure 1 side)". Furthermore, one or more types of support time-saving features with the same time-saving performance (number of time-saving cycles) may be provided on both the Figure 1 and Figure 2 sides (for example, support time-saving feature B may be provided on both Figure 1 and 2), or one or more types of support time-saving features with different time-saving performance may be provided (for example, support time-saving feature C may be provided on Figure 1 and support time-saving feature B may be provided on Figure 2). Also, support time-saving features may be finite or infinite, and there is no particular limit on the number of types. Furthermore, if a time-saving jackpot is provided on the Special Feature 1 side and / or the Special Feature 2 side, a time-saving jackpot with the same time-saving performance as the support time-saving jackpot may be provided, or a time-saving jackpot with different time-saving performance may be provided. For example, if a "time-saving jackpot" and a "support time-saving jackpot" are provided on one Special Feature side, they may have the same time-saving performance or different time-saving performance. In this embodiment, during electric support, "right-hand play is advantageous," meaning it is easier to receive a draw on the special feature 2 side. Therefore, it is preferable to set a support time reduction on the special feature 2 side that has higher time reduction performance than the special feature 1 side. Furthermore, when providing a support time reduction and a big win that grants a time reduction state that is treated as virtually unlimited time reduction, it is preferable to standardize the number of time reductions set as "unlimited time reduction" (for example, 65,535 times) to reduce the control burden.
[0158] (Structure E, Structure F: Regarding the probability of winning the support time reduction lottery) (Structure E) The probability of winning the support time-saving feature can be determined according to the setting value. For example, the lower the setting value, the higher the probability of winning the support time-saving feature can be. In this case, the lower the setting, the more benefits you can receive from the support time-saving feature, which can help avoid losing streaks. Also, the higher the setting value, the higher the probability of winning the support time-saving feature can be. In this case, without differentiating the probability of winning a big win according to the setting value, the payout rate can be increased with higher settings. (Structure F) The probability of winning a support time-saving feature (or the combined probability if there are multiple support time-saving features) is the same as or approximately the same as the probability of winning a jackpot at low probability, preferably lower. This is because support time-saving features are a "supportive bonus," and it is preferable not to have them be won at an unnecessarily high probability. For example, if the setting is 1, the probability of winning a jackpot is approximately 1 / 200 (see Figure 4), so it is preferable to set the probability of winning a support time-saving feature to be the same as or approximately the same as 1 / 200, or lower (in this embodiment, it is set to approximately 1 / 500). Note that if the probability of winning a jackpot is the same as or approximately the same as, or lower than, the probability of winning a support time-saving feature is not excessively high, so it is not necessary to use the jackpot probability of a specific setting, such as the minimum setting 1 or the maximum setting 6, as a reference.
[0159] (Structure G: Regarding the support time reduction opening / closing game using a special electric-operated support time reduction) When multiple special power operation type time shortening is provided, the time shortening opening and closing game modes corresponding to each time shortening may be the same, but at least one of the time shortenings may be different. For example, in the time shortening opening and closing game using time shortenings A to C, the opening patterns of the big winning hole are made different from each other. Specifically, the opening time of the big winning hole 50 is 0.4 seconds for time shortening A, 0.8 seconds for time shortening B, 1.8 seconds for time shortening C, and so on. In this case, the number of winning balls obtained by the time shortening opening and closing game can be made different. As described above, when the opening pattern of the big winning hole differs according to the type of time shortening, even if the number of times of the time shortening given is the same, there is an advantage that the time shortenings can have different degrees of advantage (profit states).
[0160] (Regarding the form of granting the number of times of time shortening according to the time shortening) Here, when granting a finite time shortening or an infinite time shortening according to the time shortening, the following granting forms (Ω1) to (Ω4) can be adopted.
[0161] (Finite time shortening granting form Ω1) When there are multiple types (number of types A) of the number of times of time shortening due to a big win (the number of times of time shortening granted due to winning a big win), the number of types of the number of times of time shortening according to the time shortening is set to a smaller number of types (number of types B). Specifically, it is configured to satisfy the relationship of "number of types B < number of types A". For example, when two types (number of types A) of 100 times (number of times of time shortening A) and 50 times (number of times of time shortening B) are provided as the number of times of time shortening due to a big win, the number of times of time shortening according to the time shortening is configured to be granted only one type (for example, 100 times of time shortening). Note that as long as the relationship of "number of types B < number of types A" is satisfied, a number of times of time shortening different from the number of times of time shortening due to a big win may be granted as the number of times of time shortening according to the time shortening. Also, two or more types of the number of times of time shortening (time shortening state) according to the time shortening may be provided (in this case, the relationship is "2 ≤ number of types B < number of types A").
[0162] (Finite time shortening granting form Ω2) When the average number of times of time shortening N due to a big win and the average number of times of time shortening M due to the time shortening are set, it can be configured to satisfy the following relationships (Equation 1) to (Equation 3). (Formula 1) It is configured to satisfy the relationship of "average short-time occurrence number N < average short-time occurrence number M". For example, when the short-time occurrence numbers due to big wins are 100 times and 75 times, since the average short-time occurrence number N is 75 times, the average short-time occurrence number M due to assisted short-time is set to a larger short-time occurrence number (for example, 100 times). In this case, since the degree of profit of the short-time state due to assisted short-time is higher than that of the short-time state due to big wins, it can be a pleasant support privilege for the player in trouble. Note that the average short-time occurrence number M may be an infinite number of times. (Formula 2) It is configured to satisfy the relationship of "average short-time occurrence number N = average short-time occurrence number M". In this case, the degree of profit of the short-time state due to big wins and the short-time state due to assisted short-time are the same. Note that "infinite short-time" may be included in both the short-time state due to big wins and the short-time state due to assisted short-time. In this case, it also becomes "average short-time occurrence number N (infinite number of times) = average short-time occurrence number M (infinite number of times)", satisfying the said (Formula 2). (Formula 3) It is configured to satisfy the relationship of "average short-time occurrence number N > average short-time occurrence number M". In this case, since the degree of profit of the short-time state due to assisted short-time is relatively lower than that of the short-time state due to big wins, it is possible to maintain the positioning as a "support privilege" where the assisted short-time does not result in excessive privilege granting. Note that "infinite short-time" may be included in the short-time state due to big wins. In this case, "infinite short-time" is not included in the short-time state due to assisted short-time.
[0163] (Finite short-time granting form Ω3) (4) Focusing on the point of not causing excessive privilege granting as in the above (Formula 3), the short-time occurrence numbers that satisfy the following relationships (4α) and (4β) can be set. (4α) Determine the short-time occurrence numbers that satisfy at least the relationship of "short-time occurrence number due to assisted short-time ≦ maximum short-time occurrence number due to big win". In this example, the short-time occurrence number due to assisted short-time is set to be less than or equal to the short-time occurrence number due to big win (for example, the short-time occurrence number of 100 times for a 4R short-time big win). For example, the short-time occurrence numbers due to assisted short-time are 100 times, 90 times, 70 times, etc. (4β) In addition, if multiple time-saving jackpots with different number of time-saving rounds are provided, the number of time-saving rounds may be such that the relationship "minimum number of time-saving rounds from a jackpot MIN ≤ number of time-saving rounds from support time-saving rounds ≤ maximum number of time-saving rounds from a jackpot MAX" is satisfied by focusing on the minimum number of time-saving rounds MIN and the maximum number of time-saving rounds MAX from a time-saving jackpot. For example, if multiple time-saving jackpots 1 and 2 are provided, and the number of time-saving rounds from time-saving jackpot 1 is 100, and the number of time-saving rounds from time-saving jackpot 2 is 50 or more, and the number of time-saving rounds from time-saving jackpot 1 is 100 or less or less than 100. For example, the number of time-saving rounds from support time-saving rounds may be 60, 99, etc. Furthermore, the time-saving state resulting from a big win may include "unlimited time-saving," but in this case, the time-saving state resulting from support time-saving may not include "unlimited time-saving." Also, the minimum number of time-saving rounds resulting from a big win may be 100 or more, and if the above (Equation 3) is satisfied, a system with 100 or more time-saving rounds from support time-saving may be adopted.
[0164] (Limited time saving form Ω4) Regarding big wins or support time reductions, it is possible to grant more time reduction rounds than the probability denominator of the big win probability at low probability. Alternatively, the number of time reduction rounds may be set to be the same as or approximately the same as the probability denominator of the big win probability at low probability. If the probability denominator is not a natural number, the number of time reduction rounds may be calculated by truncating the decimal part. For example, if the big win probability is 1 / 300.15, the value is "300" after truncating the decimal part. Furthermore, if the probability denominator is less than 100, the number of time reduction rounds may be calculated by "the tens digit × 10", and if it is less than 1000, the number of time reduction rounds may be calculated by "the hundreds digit × 100". In this way, by adopting the same, nearly the same, or an approximate value as the probability denominator, it is possible to generate a moderate number of consecutive wins during the time-saving state provided by the support time-saving feature. Specifically, a consecutive win rate of approximately 63% to 64% can be achieved, which does not constitute an excessive bonus and allows for a balance of benefits for both the player and the arcade.
[0165] (Limited time saving form Ω5) Furthermore, with a focus on ensuring that the reduced working hours provided through support do not become an excessive perk, it is preferable to set a limit on the number of times that reduced working hours can be provided through support, such that the following relationship is satisfied. (Equation 4) When there are multiple instances of time reduction due to support time reduction, if the maximum number of time reductions among those instances is "S" and "T" is the denominator of the probability of winning the jackpot during low probability (1 / T), it is preferable that the relationship "S ≤ T" is satisfied. The value of "S" may be based on any of the jackpot probability settings from 1 to 6. Preferably, the jackpot probability of the intermediate setting 3 is used as the basis, and more preferably, the jackpot probability of the lowest setting 1 or the highest setting 6 is used as the basis. For example, referring to Figure 4, if the jackpot probability at low probability for setting 1 is used as the basis, and "M=200 (low probability: 1 / 200)" is given by the above (Equation 4), then it is preferable to set the maximum number of time-saving rounds due to the support time-saving to 200 or less.
[0166] (Regarding games played with normal power on while in a time-saving state due to support time-saving measures (support time-saving state), and games played with normal power on while in a time-saving state due to a jackpot or a probability-changing state due to a jackpot) The relationship between the operation pattern of a regular power-open game related to a support time-saving state (hereinafter abbreviated as "support time-saving regular power-open game") and the operation pattern of a regular power-open game related to a time-saving state due to a jackpot or a probability-changing state due to a jackpot (hereinafter abbreviated as "jackpot regular power-open game") can be configured as follows. The operation pattern of a regular power-open game mainly refers to the opening and closing operation pattern of the movable wing piece 47 when an auxiliary jackpot occurs. Therefore, if the operation pattern of one regular power-open game and the operation pattern of another regular power-open game are the same (approximately the same), the profit state (advantage) of the regular power-open games will be the same (approximately the same). (I-4) At least the support time-saving normal power release game and the jackpot normal power release game are common. By standardizing the normal power release game, the program related to the normal power release game can be reduced. In addition, during the development stage, it becomes easier to calculate the payout rate during the electric support state. Also, depending on how the effects are presented, it can be made difficult for the player to tell whether they are in a jackpot time-saving state or a support time-saving state. (I-5) At least the support time-saving normal power release game and the jackpot normal power release game are different. With this configuration, it is possible to have a difference in the winning rate between the support time-saving state and the jackpot time-saving state, thus improving the gameplay.
[0167] <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 that produce performances related to the game state, and the system is configured to allow transitions between each performance mode in response to changes (updates) in the game state. Specifically, the performance mode may be changed when the internal game state or the variation pattern selection mode (Tcode) is updated (changed). Multiple types of performance modes are provided according to each game state, such as the "normal performance mode" related to the "normal state", the "probability variation performance mode" related to the probability variation state, the "time reduction performance mode" related to the time reduction state, and the "winning performance mode" related to winning gameplay. In addition, in each performance mode, the background display (background performance) as the background of the display screen for the variation of decorative symbols is changed to a performance pattern related to the game state, so that the player can understand which game state they are in the performance mode corresponding to.
[0168] For example, in "Normal Performance Mode," the first background display evokes the season of 'Spring' (for example, a background display showing a cherry blossom tree), in "Shortened Time Performance Mode," the second background display evokes the season of 'Summer' (for example, a background display showing a sea), and in "Probability Change Performance Mode," the third background display evokes the season of 'Autumn' (for example, a background display showing a maple tree), and so on. This can indicate the current game state. In addition to the background display changing, the BGM, decorative symbols (pictures), and hold display patterns can also be changed to display patterns related to the game state. Further details will be described later, but the performance mode may change depending on the number of consecutive big wins and the remaining shortened time rounds (for example, see Figures 7A and 7B described later).
[0169] (5-1-1. Stage Production) Furthermore, at least one performance mode includes multiple types of "performance stages," and it is possible to transition between these performance stages. These performance stages, like the performance modes themselves, are a form of performance mode that produces performances related to the state of the game. For example, in the normal state, there are performance stages belonging to the normal performance mode (for example, performance stages that evoke the season 'spring'), such as the "Cherry Blossom Stage (Performance Stage A)" which displays a background image of cherry blossom trees, the "Rape Blossom Stage (Performance Stage B)" which displays a background image of rape blossoms, and the "Dandelion Stage (Performance Stage C)" which displays a background image of dandelions, and performances corresponding to each performance stage are displayed. In other words, even in the same performance mode, performances corresponding to each performance stage can be displayed, making it possible to have a wide variety of performances. Also, transitions from one performance stage to another may be triggered, for example, by the execution of a certain pre-announcement performance (for example, the stage change performance described later), or depending on the number of games played after a big win. Furthermore, if there are multiple performance stages belonging to a single performance mode, the variation pattern selection mode (Tcode) associated with each of those multiple performance stages is the same. In other words, the variation pattern distribution table used when selecting a variation pattern is the same for all of those multiple performance stages. For example, the variation pattern selection mode (Tcode) associated with performance stages A to C is the performance stage associated with the normal mode (Tcode=00H), and the variation pattern distribution table used when selecting a variation pattern is the same for all of performance stages A to C.
[0170] The performance control unit 24 (CPU 241) is configured to control transitions between performance modes in response to changes (updates) in the game state, and has a functional unit (performance state transition control means) that controls transitions between multiple types of performance modes. The performance control unit 24 grasps the game state (internal game state (YJ) and / or variation pattern selection mode (Tcode)) based on the 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 that the game state will change, among the performance control commands sent from the main control unit 20 (CPU 201), manages 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 (transitions between multiple types of performance modes) according to the processing state. The specific performance control commands mentioned above include, for example, variation pattern specification commands, game state specification commands, and specific commands sent during a win (jackpot start command and jackpot end command). Furthermore, if the performance control unit 24 can independently determine the game state, it can control the transition between performance modes or performance stages without relying on specific performance control commands.
[0171] (5-2. Preview Direction) Next, the pre-announcement effects will be explained. The effect control unit 24 is configured to execute and control various "pre-announcement effects" related to the jackpot lottery result based on at least the variation pattern information included in the variation pattern specification command (specifically, the variation pattern specification command and / or the decorative pattern specification command, and the information included in the winning command described later) (pre-announcement effect execution control means). The main roles of the pre-announcement effects are to suggest (preview) the expected probability of winning a type of win (including support time reduction) (the well-known "winning probability"), and to suggest the expected probability of a specific pre-announcement effect occurring (specific pre-announcement occurrence probability). Specifically, it is configured to execute effects related to at least the above-mentioned effect mode and the jackpot lottery result (at least the win / loss lottery result).
[0172] Many of the pre-announcement effects function as "hype effects" to heighten the player's expectation of winning. Typical pre-announcement effects include "reach effects," "pseudo-consecutive effects," "player-participation effects," "step-up effects," "stage change effects," and "pre-announcement effects," and various other pre-announcement effects (such as cut-in effects) occur in conjunction with these effects (simultaneously, overlappingly) or independently.
[0173] (5-2-1. Reach animation) The above-mentioned "reach effect" 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 leads to the game result being displayed via the reach state. The "reach state" is a state in which, prior to the result of the variation display game of decorative symbols being derived, some of the decorative symbols that are derived and displayed during the variation display game of said decorative symbols constitute part of a display effect that indicates the occurrence of a jackpot (jackpot win), and variation display is being performed on decorative symbols that have not yet been derived and displayed. This variation display effect suggests that a display effect indicating the occurrence of a jackpot is likely to be derived by utilizing the effect of variation display of decorative symbols (there is a possibility of winning a jackpot), and can make the player expect to win a jackpot. For example, if the combination of decorative symbols indicating a jackpot (jackpot symbol) 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 decorative symbols, will display "7" (a so-called "tenpai" state), while the middle symbol (the remaining symbol that does not constitute the tenpai state) will be displayed in a state of rapid movement, frame by frame, oscillation, enlargement and reduction, deformation, etc. Therefore, even if a reach state is formed, the result of the decorative symbol display game is not necessarily a "jackpot", and if the final result is not a stop display pattern indicating a jackpot (jackpot symbol), the result of this game will be a "miss".
[0174] The "reach animations" described above include multiple types of reach animations associated with the probability of winning. For example, they include the conventionally known "N reach (normal reach)" and the "SP reach (super reach)," which has a relatively higher probability of winning than when an N reach appears. Many of these "SP reaches" have a relatively longer animation time (variation time) than N reaches in order to heighten the anticipation of winning the jackpot. In addition, SP reaches include special SP reaches such as "SP reach + SPSP reach," "SPSP reach," and "hype reach." The details of each reach are explained below.
[0175] (r1) "N-Reach" is a variation where, after a normal variation, the game ends by simply passing through a normal reach state without an SP reach occurring, and the game result (win or loss (information related to the jackpot lottery result)) is announced. N-Reach is the reach variation with the lowest probability of winning among the reach variations. There are N-Reach 1 and N-Reach 2, which have different probability of winning, and the relationship of the probability of winning is "N-Reach 1 <Nリーチ2」となっている。 (r2) "SP Reach (Normal SP Reach)" is a type of reach variation in which, after a normal variation, a normal reach (N Reach 1 or N Reach 2) occurs, followed by the first reach effect (SP Reach), and then the game result is announced and the game ends. (r3) "SP Reach + SPSP Reach" is a type of reach variation that occurs when, after a normal variation, a normal reach occurs, followed by a first reach effect (SP Reach), and after a loss is initially announced, a second reach effect (SPSP Reach) occurs which has a higher probability of winning than the first reach effect (developing into other SP reach types), and the game ends after announcing the game result (hereinafter also referred to as "developed SPSP Reach"). (r4) "SPSP Reach" is a type of reach variation in which, after a normal variation, the game proceeds through a normal reach, 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 (hereinafter also referred to as "Direct Hit SPSP Reach"). (r5) "Fanning Reach (Special SP Reach)" is, like (r2) above, a reach variation pattern where, after normal fluctuations, a first reach effect (SP Reach) occurs via a normal reach, and then the game result is notified and the game ends. However, in this embodiment, it is set to occur under specific conditions (for example, it occurs in the symbol variation display game on the special figure 2 side during the absence of electric support) (see FIGS. 72, 74 to 75, etc.).
[0176] The winning expectation in the reach effect mainly changes according to the high or low selection rate of the reach effect. For example, in the reaches during normal times, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "N Reach 1 < Reach N2 < SP Reach < Developed SPSP Reach < Direct SPSP Reach". Also, for example, in the reaches during certain probability changes shown in FIGS. 34 and 35, the winning expectation relationships are "Direct Reach 1 < Direct Reach 2", "Middle Continuous Win Middle Reach A < Middle Continuous Win Middle Reach B", "Large Continuous Win Middle Reach A < Large Continuous Win Middle Reach B < Large Continuous Win Middle Reach C", and in the reaches during time shortening shown in FIGS. 40 and 41, the winning expectation relationship is "Time Shortening Middle Reach A < Time Shortening Middle Reach B < Time Shortening Middle Reach C", and the selection rate is determined in relation to the jackpot lottery result.
[0177] In addition, the actual winning expectation changes according to whether other warning effects (for example, pseudo - continuous effects) are involved. For example, even when a developed SPSP reach appears, if a warning effect with a high winning expectation is involved, it can have a winning expectation equal to or higher than that of a direct SPSP reach. In this specification, for convenience of explanation, Middle Continuous Win Middle Reach A, Middle Continuous Win Middle Reach B, Large Continuous Win Middle Reach A, Large Continuous Win Middle Reach B, Large Continuous Win Middle Reach C, Time Shortening Middle Reach A, Time Shortening Middle Reach B, and Time Shortening Middle Reach C are treated in the same row as the reaches belonging to "SP Reach", but in some cases, Middle Continuous Win Middle Reach A and Time Shortening Middle Reach A with a low winning expectation can be treated in the same row as "N Reach".
[0178] In this embodiment, the process of deriving and displaying a combination of decorative symbols indicating a jackpot involves passing through the above-mentioned reach animation. Therefore, for the player, the presence or absence of a reach animation serves as a clue to the possibility of a jackpot. Accordingly, several types of "expectation announcement animations" are provided as animation patterns that foreshadow (suggest) the possibility of a reach animation occurring, in other words, animation patterns that can more clearly foreshadow the probability of winning. These "expectation announcement animations" serve as buildup animations that foreshadow the probability of winning, but they also play a role in foreshadowing the possibility of a specific animation (for example, a reach animation) occurring, or foreshadowing that the occurrence of a specific animation is certain. Therefore, for example, in a reach animation scenario, a certain announcement animation may occur before the reach animation occurs, foreshadowing the possibility of the reach animation occurring and foreshadowing the probability of winning. In other words, if one or more expectation announcement animations accompany the reach animation, the probability of winning becomes clearer and the probability of winning may increase compared to when the reach animation occurs alone. Such pre-announcement effects include "pre-announcement effects" that can occur before the reach effect and "post-announcement effects" that can occur during the reach effect.
[0179] (5-2-1A. Fluctuation patterns related to the selection of support staff for reduced working hours) Furthermore, as one form of reach variation, a "reach variation for support time reduction winning (support time reduction winning variation)" belonging to the winning variation can be provided. For example, support time reduction N reach, support time reduction SP reach, support time reduction SPSP reach, etc. can be provided (see "Note 3" in Figure 32). In addition, corresponding to the above-mentioned reach variation for support time reduction winning, a "reach variation for support time reduction loss (support time reduction loss variation)" belonging to the losing variation pattern can be provided. For example, support time reduction loss N reach, support time reduction loss SP reach, support time reduction loss SPSP reach can be provided. These support time reduction winning variation and support time reduction loss variation function as variation patterns (special variation patterns) that allow the execution of a teasing effect (support time reduction teasing effect) to encourage a support time reduction win (suggest the possibility of a support time reduction win). These promotional tactics include, for example, "support time reduction promotional tactics" that suggest the possibility of winning a support time reduction and ultimately announce whether or not the support time reduction was won. These support time reduction promotional tactics may include not only information on whether or not the support time reduction was won, but also information that suggests the likelihood of winning a support time reduction and / or the type of support time reduction (support time reduction A to C). In this embodiment, the support time reduction winning variation and the support time reduction losing variation belong to the reach variation, but they do not necessarily have to be reach variations (those that go through a reach state (tenpai state)). Specifically, when the decorative symbols corresponding to the support time reduction win are not a combination of the same symbols, for example, when they are "579", the symbols stop sequentially or almost simultaneously as "5" → "7" → "9" as in a normal variation, and the support time reduction win is announced (a variation effect in the non-reach win type). In this case, it is a variation pattern that belongs to a special variation system in which the support time reduction win is announced without going through a general reach state (tenpai state) like when a win is achieved, but in this specification, for the sake of explanation, such special variation systems are also treated as belonging to reach variations.
[0180] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the expected prediction effects is the "pseudo-consecutive effect" (hereinafter abbreviated as "pseudo-consecutive"). "Pseudo-consecutive" refers to an effect that involves a pseudo-continuous variation display state of decorative symbols (so-called "pseudo-variation"). This "pseudo-variation" refers to a variation display effect in which, during one decorative symbol variation display game, some or all of the decorative symbols are temporarily stopped (one or more pseudo-consecutive-specific symbols may be used instead of normal decorative symbols), and the display operation of the decorative symbols is performed again from that temporarily stopped state, and this display operation is repeated one or more times. In this respect, it differs from the "pre-announcement effect" described later, which can be executed across multiple symbol variation display games.
[0181] The occurrence rate of "pseudo-consecutive spins" is basically determined so that the probability of winning increases as the number of pseudo-spins increases. For example, the probability of a high-probability pre-announcement effect, such as an SP reach, occurring is higher with two pseudo-spins than with one. Therefore, in the case of an effect scenario that includes a reach effect, pseudo-spins mainly occur in the stage before the reach state is formed (the stage before the reach effect), and after one or more pseudo-spins, the main effect, the reach effect, is executed, 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-spins M times and the main effect. For example, "pseudo-2" means "1 pseudo-spin + main effect", and "pseudo-3" means "2 pseudo-spins + main effect" (for example, pseudo-2 + SP reach, pseudo-3 + SP reach in Figure 33). Furthermore, if "Pseudo 2" or "Pseudo 3" is not indicated, it means "no pseudo-consecutive wins," and no pseudo-consecutive wins will occur (for example, N-reach 2 and SP-reach in Figure 33).
[0182] (5-2-3. Player-participation type of performance) In this embodiment, one of the expected notification effects is a "player-participation effect." A "player-participation effect" is a type of "button notification effect" in which, 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), the content of the effect may change based on the content of that operation. In a player-participation effect, when a predetermined button valid period is reached, an "operation instruction effect" is executed that instructs the operating means to perform a predetermined operation. If the player operates the operating means during that button valid period, the currently displayed effect changes to another effect (operation effect) based on the content of that operation, and depending on the effect form (effect content) before and after the operation, the expected winning rate, win / loss result, or setting suggestion information can be notified. The performance control unit 24 includes an operation validity period setting means for setting an operation validity period (button validity period) during which the operation of the operation means becomes effective based on predetermined setting conditions (for example, a predetermined timing during a player-participation performance), an operation pre-performance control means for controlling a predetermined pre-operation performance during the button validity period, and an operation post-performance control means for controlling a predetermined post-operation performance based on the fact that the performance button was operated during the operation validity period.
[0183] (5-2-4. Step-up effect) In this embodiment, one of the expected prediction effects is a "step-up prediction effect." A "step-up prediction effect" is a type of effect that consists of one or more stages of effects. Specifically, it is a type of prediction effect that progresses step by step from the first stage (step 1) to multiple stages (step N (N ≤ 2)), and the probability of winning increases as the effect progresses to a later stage (the probability of winning is highest when it progresses to the final stage). For example, in a step-up effect consisting of three stages of effects SU1 to SU3, the probability of winning increases as the relatively higher the stage of the effect steps, such as "effect SU1 (step 1): low probability of winning," "effect SU1 → effect SU2 (step 2): medium probability of winning," and "effect SU1 → effect SU2 → effect SU3 (step 3): high probability of winning." In addition, some step-up effects belong to the category of player-participation effects, and can progress to a later stage by, for example, by operating an operating means (effect button 13 or directional key 75) or by the expiration of the button's validity period.
[0184] (5-2-4. Pre-announcement effect: Figure 5A, Figure 5B) A "pre-announcement effect" (hereinafter abbreviated as "pre-announcement") is an effect that can inform the player in advance of the expected winning probability (not only the expected winning probability for a big win, but also the expected winning probability for the support time reduction described later) for an activated reserved ball (an unplayed activated reserved ball) that has not yet been used to execute the symbol variation display game (the operation of the variation display of special symbols). This is done by utilizing the reserved ball display pattern and the effects during the symbol variation display game that are executed earlier in the timeline.
[0185] 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.
[0186] 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.
[0187] 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), 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 that exist when the pre-read determination is made, for example, only 3. Therefore, this reserved ball display section functions as a 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.
[0188] 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.
[0189] Furthermore, in the lower right corner of the LCD screen shown in Figure 5A, there is a sub-display area 79 (a form of retracted display) that can display information related to the operation of the special figures 1 and 2, the number of operating reserve balls for the normal figure, information related to the variation display operation of special figures 1 and 2, and information related to the variation display operation of the normal figure. This sub-display area 79 is shown by six small squares. The information in this sub-display area 79 can continue to be displayed even when the display of decorative figures and / or the reserve display section is not displayed when displaying the prediction effect, and as shown in the figure, it is displayed in a non-interfering area (a form of retracted display area) that does not interfere with the variation display of decorative figures or the prediction effect as much as possible. As a result, it is possible to identify whether or not a symbol variation display game is currently in progress and how many operating reserve balls there are using the sub-display information in the sub-display area 79.
[0190] Of the six squares in the sub-display area 79, the two squares indicated by "Special Symbol 1, 4th Symbol" and "Special Symbol 2, 4th Symbol" in Figure 5A are display areas (first variation / no variation display area, second variation / no variation display area) that provide information regarding the variation display operation of Special Symbol 1 and Special Symbol 2, respectively. For example, during variation, it is displayed as "⇔" (the "⇔" is displayed as a blinking symbol), and when stopped, it is displayed in a manner that reflects the jackpot lottery result (at least the win / loss lottery result). Examples of stop display manners include "X" for a losing symbol, "△" for a minor win symbol, and "○" for a jackpot symbol. Therefore, if any of "X", "△", or "○" is displayed, the special symbol is in a non-variable state (displayed as stopped). Furthermore, the grid to the left of the fourth symbol in Special Feature 1 and the grid to the left of the fourth symbol in Special Feature 2 are display areas (first reserved ball display area) and second reserved ball display area, respectively, that show information regarding the number of balls reserved for Special Feature 1 and Special Feature 2. In the illustrated example, the number of balls reserved for Special Feature 1 is "3" and the number of balls reserved for Special Feature 2 is "0".
[0191] Furthermore, the grid indicated by "Normal Decorative Symbols" at the bottom of the sub-display area 79 is a display area (third variation presence / absence display area) related to the variation display operation of the normal symbols. For example, it is displayed as "⇔" during variation (the "⇔" is displayed as a blinking symbol), and when stopped, it is displayed in a manner that reflects the result of the auxiliary win lottery. Examples of stop display manners include "●" for a losing symbol and "○" for an auxiliary win symbol (if there are multiple types of auxiliary wins, each may be displayed with the corresponding auxiliary win symbol). Also, the grid to the left of the normal decorative symbols is a display area (third reserve number display area) related to the number of balls held for normal symbol operation. In the illustrated example, the number of balls held for normal symbol operation is shown as "1". Of the three vertical grids in the second reserve number display in the figure, from top to bottom, they display the number of balls held for special symbol 1 operation, the number of balls held for special symbol 2 operation, and the number of balls held for normal symbol operation.
[0192] Furthermore, depending on the game state (game mode or internal game state), the hold display area 76 can be displayed more prominently than the hold display area 77, or conversely, the hold display area 77 can be displayed more prominently than the hold display area 76. For example, during the first game state (normal state (performance mode belonging to normal mode)), the hold display area 76 can be displayed more prominently. When the hold display area 76 is displayed more prominently, for example, the hold display area 76 can be displayed preferentially, the hold display area 76 can be displayed larger, or the hold display area 77 can be hidden. The same applies when the hold display area 77 is displayed more prominently, for example, the hold display area 77 can be displayed preferentially, the hold display area 77 can be displayed larger, or the hold display area 76 can be hidden.
[0193] Furthermore, during the second game state (for example, during the time-saving state (a performance mode belonging to the time-saving mode) or the probability-changing state (a performance mode belonging to the probability-changing mode)), the reserve display area 77 can be displayed prominently. Also, during the first game state, both the reserve display areas 76 and 77 can be displayed, and during the second game state, the reserve display area 77 can be displayed preferentially (for example, only the reserve display area 77 can be displayed).
[0194] (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 the random number determination process ~ special stop symbol data creation process (steps S318~S319) in Figure 11 and the "random number determination process for special electric mechanism operation determination ~ special stop symbol creation process (steps S410~S411)" in Figure 12 described later).
[0195] 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 variation display game in the future (see "Random number determination process when the ball enters the starting slot (step S320)" in Figure 11). This variation pattern of the special symbols determined in advance is called the "pre-read variation pattern". In this pre-read variation pattern determination, for example, it is determined in advance 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.
[0196] 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 may 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".
[0197] 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 reserve balls at the time of the pre-read determination (the number of existing reserve balls including the reserve balls that occurred this time) and a "winning command" that can identify the above pre-read fluctuation pattern information (information that has determined the win / loss lottery result at least at the start of the fluctuation) to the performance control unit 24. 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.
[0198] Specifically, when the performance control unit 24 receives a hold-add command and a win command, it performs a "pre-read notification lottery" based on the pre-read variation pattern information to determine whether or not to execute (appear) a pre-read notification. If a pre-read notification is to be executed, a performance scenario related to the pre-read notification is created, and the pre-read notification is made to appear according to that performance scenario (see Figures 5A and 5B). Pre-read notifications are executed with a higher probability for "jackpots" than for "misses," and for pre-read variation patterns with a relatively higher probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-read notification occurs. A pre-read notification targeting the current hold-add ball may appear at the timing when the activated hold-add 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.
[0199] The aforementioned 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 balls to be held during the pre-read judgment. The winning command also consists of two bytes: a higher-order byte that specifies the win / loss result (MODE1), and a lower-order byte that identifies the content of the pre-read variation pattern as pre-read judgment information (EVENT). Note that instead of using both the hold-up command and the winning command, a single command may be sent. For example, a hold-up command (or winning command) may be sent with the higher-order byte data identifying the type of special symbol and the number of balls to be held during the pre-read judgment, and the higher-order byte data identifying the win / loss result and the pre-read variation pattern, and a pre-read notification may be executed based on that command.
[0200] (Pre-announcement related to winning: Reserve change announcement) In this embodiment, when a pre-announcement is performed (when the pre-announcement lottery is won), a reserve change announcement may be performed in which the reserve icon that is the target of the pre-announcement 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 announcement can be triggered when a prize is won (reserve display) and is therefore also called a "prize-winning-time pre-announcement."
[0201] 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.
[0202] 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.
[0203] 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).
[0204] Special reserve displays related to reserve change announcements can include (A) cases where they appear when a win is made, in other words, cases where they appear at the timing of the reserve display; (B) cases where the normal reserve display (white) appears when a win is made, but the normal reserve display changes to a special reserve display (blue, etc.); and (C) cases where the special reserve display changes to one that has a relatively higher probability of winning than the current special reserve display (for example, changing in a step-up manner from blue to yellow or higher). In cases (B) or (C), the reserve display can change from one type to another at predetermined timings during the shift display, at predetermined timings during the previously executed symbol variation display game, at predetermined timings during the appearance of a specific announcement effect, or during a player-participation effect for reserve change announcements (for example, during the button operation valid period). A reserve change announcement that changes to a reserve display with a higher probability of winning, such as in (B) or (C) above, is called a "step-up reserve change announcement".
[0205] 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 current symbol variation display game may be notified to the player even during the game. However, at a predetermined timing during the symbol variation display game, the reserved ball display mode of the reserved ball K during gameplay may change to another reserved ball display mode. Such changes in the display mode of the reserved ball K during gameplay are also treated as belonging to the above-mentioned step-up reserved ball change announcement.
[0206] 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 indicate that the activated reserve ball is a guaranteed win, and it will be a premium reserve change notification similar to a guaranteed win 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". Furthermore, 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)).
[0207] (Pre-announcement during symbol change: Pre-announcement during change) Furthermore, in this embodiment, unlike the "winning-time" pre-announcement effect described above, it is possible to display a "pre-announcement during reel spin" that is triggered when the reel spin display game begins. This pre-announcement during reel spin, unlike the hold change announcement described above, can be displayed at a predetermined timing during the reel spin display, and is therefore also called a "reel spin during (reel start change)" pre-announcement.
[0208] This "pre-announcement during variation" is a pre-announcement that, for example, displays a special pre-announcement image on the screen of the liquid crystal display device 36 and executes this during one or more symbol variation display games (single or continuous display). In other words, in a pre-announcement during variation, when a game ball enters the start slot and the start condition is met during a certain symbol variation display game, the right to execute the symbol variation display game related to the meeting of that start 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 memory) that exist at that time, all or some of these reserved memories can be represented in a way that has some kind of relationship to those symbol variation display games. For example, in all or some of the symbol variation display games related to the existing active reserved balls from the oldest active reserved ball in memory order to the active reserved ball that is the target of the pre-announcement, a special pre-announcement image (for example, the lightning bolt-like announcement image in Figure 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or part of the pre-announcement may appear in each symbol variation display game. For example, if it appears over three symbol variation display games, the first symbol variation display game could show a thundercloud image, the second symbol variation display game could show a rain image (an image depicting rain falling from a thundercloud) or a thundercloud image, and the third symbol variation display game could show a lightning image. The probability of winning may also differ depending on the announcement image. In the example above, the thundercloud image could represent a low probability, the rain image a medium probability, and the lightning image a high probability. In this case, if the game ends with only the thundercloud image, the expectation of winning is low, but if the lightning image is displayed, the expectation of winning will increase dramatically, creating a dramatic effect. Alternatively, the pre-announcement may be a step-up type, where the probability of winning develops in stages (the probability of winning increases) with each execution of the symbol variation display game, such as "thundercloud image → rain image → lightning image".
[0209] 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 execution lottery for the pre-announcement of a change in the reserve ball and the execution lottery for the pre-announcement during reel spin are conducted independently of each other. 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). The performance means and the content of the performance used when executing the pre-announcement of a change in reel spin can be determined as appropriate.
[0210] (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.
[0211] 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).
[0212] 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.
[0213] 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 image (lightning effect using a 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).
[0214] 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.
[0215] 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 game execution reserved K. Also, the pre-announcement during variation (lightning effect in this case) ends after occurring during 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 end with its occurrence in the previous symbol spin display game. In this case, the pre-announcement during reel spin will end when the "special reserve display" of the reserve change announcement is used for the execution of the symbol spin display game.
[0216] (5-2-6. 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" (confirmation suggestion type) 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 an internal setting value 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 setting suggestion 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" (a system that suggests a specific range) that definitively indicates that the setting value is not one of the specific settings (any of settings 1 to 6). (c) "Specific range suggestion effects" (specific range confirmation suggestion systems) that indicate a setting within a specific range. For example, they may suggest settings 3 to 5 (α ≤ setting value ≤ β), suggest 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, by making a certain effect less likely to appear in setting 1, appearing fairly often in setting 4, and appearing more often in setting 6, thereby indicating the high / low probability of a certain setting value.
[0217] 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.
[0218] Furthermore, the setting suggestion effects can be displayed at predetermined timings during the symbol variation display game, for example, in combination with or independently with the pre-announcement effects. In addition, they can be displayed not only during the symbol variation game, but also during jackpot gameplay, and during the "pre-customer waiting effects (demo start waiting display)" and "customer waiting effects (demo screen)" described later while waiting for the game to start.
[0219] Furthermore, by defining the appearance rate of specific pre-announcement effects according to the setting value, the pre-announcement effect itself can function as a "setting-suggesting effect." For example, by varying the appearance rate of at least one effect from among specific reach effects, specific pseudo-consecutive spins (specific pseudo-consecutive spin patterns or specific number of pseudo-consecutive spins), specific player-participation effects, and specific pre-announcement effects according to the setting value, the pre-announcement effect itself can function as a "setting-suggesting effect." For example, if a specific SP reach is likely to appear when there is a miss, it suggests a "high setting is likely," if three pseudo-consecutive spins (two pseudo-spins + one main spin) are likely to appear when there is a miss, it suggests a "high setting is likely," and if a specific button operation effect appears, it suggests a "setting 6 confirmed." In addition, by utilizing pre-announcement effects, it is possible to generate pre-announcement effects 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 is likely."
[0220] (Regarding the setting suggestion animation during the support time reduction state) (I-6) Multiple setting suggestion effects can be executed, and during the support time reduction state, the execution of some or all of these setting suggestion effects may be prohibited (restricted). Alternatively, the execution probability may be different compared to other game states. This includes (I-6-1) to (I-6-4) below. (I-6-1) During the support time reduction state, the probability of setting suggestion effects being executed can be lowered compared to the normal state. In this case, the probability of executing one or more specific setting suggestion effects can be lowered. (I-6-2) During the support time reduction state, the appearance rate of setting suggestion effects can be increased compared to the normal state. In this case, the appearance rate of one or more specific setting suggestion effects can be increased. (I-6-3) During the support time reduction state, the execution of one or more specific setting suggestion animations can be prohibited (restricted). There are no particular restrictions on specific setting suggestion animations, but for example, if setting suggestion animations such as those shown in (A) to (C) above can be executed, the execution of at least one of them can be prohibited. Specifically, during the support time reduction state, it is preferable to prohibit the execution of setting suggestion animations that have low usefulness as setting prediction elements, such as the even setting suggestion animation in (Ki) and the odd setting suggestion animation in (Yu). (I-6-4) There are one or more setting-suggesting effects that can appear only during the support time reduction state. For example, only during the support time reduction state, it is possible to make the setting N confirmation effect (Me), which is highly useful as a setting estimation element, appear. This configuration allows for variations in the appearance rate of setting-suggesting notifications depending on the game state. Furthermore, specific setting-suggesting effects can be displayed only in certain game states (support time-saving states). This allows for a wider variety of effects and enhances the enjoyment of the game.
[0221] (Regarding decorative designs during reduced support hours) The display method for the decorative pattern indicating the reduced support time can be configured as follows. (I-9) At least the decorative symbols used during the support time reduction state (e.g., Arabic numerals) and the decorative symbols used during the normal state (e.g., Chinese numerals) or the decorative symbols used during the jackpot time reduction state (e.g., Roman numerals or Chinese numerals) shall be different. In this case, since the decorative symbols differ depending on the game state, the effects become more diverse. It also becomes easier for players to recognize when they are in the support time reduction state. Furthermore, since decorative symbols can be displayed while waiting for customers (e.g., pre-customer waiting effects), players can easily identify when they are in the support time reduction state simply by checking the display screen when selecting a game machine. (I-10) The stop display of the decorative symbols after power outage and recovery during the support time reduction state is different from the stop display of the decorative symbols after power outage and recovery during the normal state or the stop display of the decorative symbols after power outage and recovery during the jackpot time reduction state. With this configuration, it becomes easier for players and hall staff to understand whether or not the machine is in the support time reduction state when they are checking the state of the machine at the start of the day.
[0222] (Regarding the pending display area for support time reduction status) (I-11) After the end of the winning game for the support time reduction (at the end of the symbol variation time (see Figure 16), or during the confirmed display time of the symbols (see Figures 16 and 17A), or after the confirmed display time of the symbols has elapsed (see Figures 17A to 17B)), the hold display area 77 (the hold display area on the special figure 2 side) can be displayed in the above-mentioned emphasis (priority). When the hold display area 77 is displayed in emphasis, as already explained, this can be done by prioritizing the display of the hold display area 77, displaying the hold display area 77 larger, or hiding the hold display area 76. If a support time-saving mode is won in the symbol variation display game 1 on the Special Feature 1 side, it is preferable to change the priority of the reserve display from the Special Feature 1 side to the Special Feature 2 side at the time the winning game ends (because during the support time-saving mode, right-hand play is advantageous and the symbol variation display game on the Special Feature 2 side becomes the main one). By changing the priority of the reserve display at the time the game on the Special Feature 1 side ends, the reserve display on Special Feature 2 can be prioritized before the first symbol variation display game on the Special Feature 2 side starts during the support time-saving mode.
[0223] (Regarding the management system for the support time reduction state and the jackpot time reduction state) Although the support time-saving state and the jackpot time-saving state are the same time-saving state, the internal game state can be configured as follows. (I-12) The main control unit 20 can manage the internal game state, and at least the support time-saving state and the jackpot time-saving state can be managed as a single easy-to-win state (electric support state). In this case, the flag indicating that the support time-saving state is in progress and the flag indicating that the jackpot time-saving state is in progress can be managed with a "common flag (first specific time-saving state flag)". By using a common flag for both, it is possible to reduce the RAM capacity. In addition, it becomes easy to make the data to the performance control unit 24 and its transmission process common, which reduces the program capacity and data capacity. (I-13) The main control unit 20 can be configured to manage at least the support time reduction state and the jackpot time reduction state as different easy-to-win states for internal game states. For example, the game state determination number YJ related to the support time reduction state can be set to 05H, and the game state determination number YJ related to the jackpot time reduction state can be set to 07H, and each can be managed as a different internal game state. With this configuration, the support time reduction state and the jackpot time reduction state can be managed with separate flags, so the main control unit 20 can easily grasp each game state. In addition, it becomes easy to execute processing according to the game state according to the game situation. For example, different information can be sent to the performance control unit 24 regarding the support time reduction state and the jackpot time reduction state. As a result, the performance control unit 24 can easily transition to different performance modes or execute different performances during the support time reduction state and the jackpot time reduction state.
[0224] (Regarding the conditions for activating the support time reduction state) (I-14) In order to transition to the support time reduction state, the condition is to win the support time reduction type in the big win lottery. However, the transition to the support time reduction state may also be made when the number of times the special electric mechanism is activated by a normal small win (number of times the small win game is executed) reaches a predetermined number (for example, 3 times). In this case, it becomes possible to transition to the support time reduction state without going through the big win lottery, thus improving the gameplay. Furthermore, the existence of simple small wins becomes important, increasing the significance of providing normal small wins and greatly expanding the range of gameplay. (I-15) If a specific support time reduction is won, after a predetermined number of games (for example, 3 games) have been played from the game in which the win was made, the player can transition to the support time reduction state after the end of those games (after the end of the 3rd game). This configuration allows for a novel gameplay experience in which the entry into the support time reduction state is planned for a game played after the game in which the support time reduction was won, thus expanding the freedom of gameplay.
[0225] (Regarding the unique gameplay utilizing the reduced playtime support system) (I-17) If a support time-saving bonus is won during the normal state, a predetermined number of time-saving rounds will be granted. However, if a support time-saving bonus is won in a game state that is more advantageous than the normal state (such as a time-saving state, a probability variation state, or a hidden probability state), 0 time-saving rounds will be granted. For example, as a hypothetical game machine, suppose that the special symbol 1 side has at least one support time-saving bonus D (a low probability win of 1 / 5000) as a winning type, and the special symbol 2 side has only two big win types: "10R time-saving big win that grants 1000 time-saving rounds (a win of 1 / 100)" and "special support time-saving bonus with 0 time-saving rounds (a win of 1 / 200)". During the normal state, the game progresses while receiving big win draws on the special symbol 1 side. If a support time-saving bonus D, which has an extremely low probability, is won, the game will transition to a time-saving state, and the game will progress while receiving big win draws on the special symbol 2 side. On the special feature 2 side, "10R time-saving jackpot" and "special support time-saving with 0 time-saving spins" are the targets of the jackpot lottery. If a 10R time-saving jackpot is won before a special support time-saving spin with 0 time-saving spins is won, a jackpot streak will occur. However, if a special support time-saving spin is won before a 10R time-saving jackpot is won, 0 time-saving spins are assigned, and the time-saving state is forcibly terminated. In other words, winning a special support time-saving spin causes a return to the normal state, ending the chance for a jackpot streak. Therefore, as long as a special support time-saving spin is not won, the return to the normal state is avoided, and the possibility of a jackpot streak remains, making it possible to create a pseudo-"fall lottery type (see (Machine 3) described later)" gaming machine. By providing a special support time-saving spin with 0 time-saving spins, the range of gameplay is broadened, and a novel gameplay experience can be expected.
[0226] (Regarding the conditions for ending the reduced support period) (I-18) In this embodiment, the support time-saving state ends when the number of time-saving rounds is used up or when a big win is achieved. However, other termination conditions may be adopted. For example, when a supplementary big win is achieved a predetermined number of times (for example, 100 times) (when the normal opening game is performed a predetermined number of times), when a normal small win is achieved a predetermined number of times (for example, 5 times) (when the small win game due to a normal small win is performed a predetermined number of times), when one of the special symbols (either Special Symbol 1 or Special Symbol 2) changes a predetermined number of times, when the "ceiling bonus" described later is granted (when the ceiling function activation conditions are met), or when the ceiling game described later is reached, etc. One or more termination conditions can be set. This makes it possible to have a variety of conditions for ending the support time-saving state, broadening the range of gameplay and improving the enjoyment of the game.
[0227] <6. Production 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 such as decorative lamps 45 and LED devices (light effect means), sound generating devices such as speakers 46 (sound effect means), effect display devices such as liquid crystal display devices 36 (display means), pressure devices that transmit contact pressure to the operator's body, vibration devices that give vibrations to the player (for example, the firing operation handle 15 vibrates), 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 non-image devices (for example, 7-segment displays). When referring to an image display device, it primarily means a type that creates a performance (image display performance) through image display. Devices that create a performance using means other than images, such as 7-segment displays, are included within the concept of the above-mentioned performance display device.
[0228] <7. Transition patterns of game modes: Figure 6> Next, referring to Figure 6, we will explain the contents of the "game mode" related to the variable pattern selection mode (Tcode) in this embodiment, the transition control between each game mode (between each game state), and the performance modes related to the game mode. Figure 6 is a game flow that shows an overview of each game mode and the performance modes related to them.
[0229] In this embodiment, as shown in Figure 6, there are several types of game modes, broadly categorized as "normal mode," "time-saving mode," and "probability-changing mode," and the progress of the game is controlled under these game modes. In the following, it is assumed that the player follows the most advantageous way of playing according to the game state, and unless otherwise specified, it is assumed that "Symbol variation display game 1 on the special symbol 1 side" is executed when left-handed play is advantageous (normal state), and "Symbol variation display game 2 on the special symbol 2 side" is executed when right-handed play is advantageous (probability-changing state, time-saving state).
[0230] (7-1. About "Normal Mode") The normal mode is a game mode in which the internal game state is associated with the normal state (YJ=00H). This normal mode is the initial game mode and is also entered when the RAM in the area is cleared, for example, by a RAM clear operation or a setting change operation, in addition to the control of transitions between game modes due to game progress.
[0231] This normal mode includes the "Normal Mode" with a variable pattern selection mode (Tcode) of "00H". This "Normal Mode" is the game mode in which you can stay the longest during gameplay, and basically, you will win a jackpot or a support time-saving mode from normal mode and transition to other game modes (such as the probability variation mode or time-saving mode described later).
[0232] (7-1. About Normal Mode) During the "Normal Mode" described above, the game remains in "Normal Performance Mode," which features effects related to the Normal Mode. In Normal Performance Mode, as background effects, for example, as shown in Figure 7B(b)(c), effects depicting aerial combat with fighter jets flying around appear, and this mode is also called "Aerial Combat Mode."
[0233] (7-2. About "Probability Change Mode") Next, we will explain the "probability variation mode." As shown in the diagram, the probability variation mode is a game mode in which the internal game state is related to the probability variation state (YJ=01H), and the probability variation mode includes "probability variation mode 1 to 3 (Tcode="01H" to "03H")" which have different variation pattern selection modes. This probability variation mode can be entered when a 10R probability variation jackpot or a 4R probability variation jackpot is won (see Figure 4).
[0234] In this embodiment, when the first win occurs (for example, a jackpot won during normal mode (normal state)), the game transitions to "Probability Variation Mode 1," which belongs to the probability variation mode. If the player wins jackpots consecutively (consecutive wins) from Probability Variation Mode 1 without falling back to normal mode, the game transitions in stages from "Probability Variation Mode 1 ⇒ Probability Variation Mode 2 ⇒ Probability Variation Mode 3" depending on the number of wins (consecutive wins). In other words, the number of consecutive wins is defined as the condition for changing the game mode (transition condition). For example, the game transitions to Probability Variation Mode 1 up to the 3rd consecutive win, to Probability Variation Mode 2 from the 4th to the 6th consecutive win, and to Probability Variation Mode 3 from the 7th consecutive win onwards (see Figure 7A). By changing the probability variation mode according to the number of consecutive wins, the game offers a variety of effects and gameplay during consecutive wins, greatly enhancing the player's enjoyment of the game. In this embodiment, the probability variation state is considered to be infinite probability variation (effectively an infinite number of ST rounds, 65,535 rounds), so in reality, it is not possible to revert from the probability variation state to the normal state (from probability variation mode to normal mode). However, if a finite probability variation state (for example, 50 or 100 ST rounds) is adopted, there is a possibility that the entire ST round will be used up without winning a jackpot during the probability variation state (probability variation mode), and the player will revert to the normal state (normal mode).
[0235] To facilitate understanding of the present invention, we will first explain the method for counting the "number of consecutive wins" used as a trigger for transitioning between game modes.
[0236] The above "number of consecutive wins" will be explained with reference to the "Example of Counting Consecutive Wins" shown in Figure 7A(i). The counting of consecutive wins basically counts the number of consecutive wins of probability-increasing jackpots until transitioning to normal mode (normal state), as shown in Figure (A), such as "probability-increasing jackpot (first win) ⇒ probability-increasing jackpot during probability-increasing state (2 consecutive wins) ⇒ probability-increasing jackpot during probability-increasing state (3 consecutive wins) ⇒ probability-increasing jackpot during probability-increasing state (4 consecutive wins) ⇒ probability-increasing jackpot during probability-increasing state (5 consecutive wins) ⇒ probability-increasing jackpot during probability-increasing state (6 consecutive wins) ⇒ probability-increasing jackpot during probability-increasing state (7 consecutive wins)...". Note that "Probability 1", "Probability 2", and "Probability 3" in the illustration refer to probability-increasing mode 1, probability-increasing mode 2, and probability-increasing mode 3, respectively.
[0237] In this embodiment, since a time-saving jackpot (4R time-saving jackpot) is provided, the question arises whether or not to include the time-saving jackpot in the count of consecutive wins.
[0238] <(A-1) Cases where time-saving jackpots are not counted (not counted)> As shown in Figure (A-1), time-saving jackpots may be excluded from the count of consecutive wins. In the illustrated case, the time-saving jackpot won during the second consecutive win in probability mode 1, and the time-saving jackpot won during the third consecutive win in probability mode 1, are excluded from the count (not counted). In this case, although the actual number of consecutive jackpots is 7, the number of consecutive wins will be counted as "5 consecutive wins".
[0239] <(A-2) Cases where the consecutive win count is reset when a time-saving jackpot is won> As shown in Figure (A-2), if a time-saving jackpot is won, the consecutive win count may be reset to zero. In the illustrated case, the number of consecutive wins becomes "zero" due to the time-saving jackpot won during the second consecutive win in probability variation mode 1, and the probability variation jackpot won in the subsequent time-saving state is treated as the first consecutive win, that is, it is counted the same as the initial win.
[0240] When counting jackpot wins with a guaranteed bonus, you are free to use either the counting method described above, (A-1) or (A-2).
[0241] Alternatively, as shown in Figure (B), all big wins may be counted. In this case, as shown in the figure, even if the first win is a time-saving big win, it is counted as the first consecutive win, and thereafter, the number of consecutive wins is increased by +1 each time a big win is achieved until the machine returns to the normal state (normal mode). In the illustrated case, there are a total of 7 big wins: 3 time-saving big wins (first win, 3rd consecutive win, 4th consecutive win) and 4 probability-changing big wins (2nd consecutive win, 5th consecutive win, 6th consecutive win, 7th consecutive win), so the number of consecutive wins is 7.
[0242] The "number of consecutive wins" is counted by the "number of consecutive wins counting means," which is the functional part of the main control unit 20. The number of consecutive wins counting means functions as a unit that counts the number of consecutive wins during a specific game period, provided that a win has been achieved. The "number of consecutive wins" can be counted as, for example, the number of times a jackpot is won (additional 1 for each jackpot win), the number of times the jackpot game is played (for example, additional 1 for each jackpot game), or the number of times the condition device or continuous feature activation device related to the jackpot is activated (for example, monitoring the ON / OFF status of the condition device or continuous feature activation device and adding 1 each time it is turned ON). In this embodiment, the number of times a jackpot is won is counted, and for example, in the various setting processes when the jackpot symbols stop in Figure 17A (described later) (step S475), if it is a jackpot that is subject to counting, the current number of consecutive wins (zero for the first win) is increased by 1.
[0243] Furthermore, since support time-saving rounds are not considered big wins, they are excluded from the count, although they may be included. However, if support time-saving rounds are included in the count, it is preferable to include "special electric-activated support time-saving rounds" where the special electric mechanism is activated and prize balls are awarded, and exclude "special electric-non-activated support time-saving rounds" where the special electric mechanism is not activated and prize balls are not awarded. Additionally, "minor wins" where the special electric mechanism is activated may also be included in the count. Since the condition device and the continuous mechanism activation device do not activate in special electric-activated support time-saving rounds and minor wins, when counting these, it is sufficient to count the number of times support time-saving rounds are won, the number of times minor wins are won, the number of times support time-saving rounds are opened and closed, and the number of times minor win games are executed (number of times the special electric mechanism is activated).
[0244] (7-2-1. Characteristics of the probability variation mode) Next, the characteristics of the probability variation modes (probability variation modes 1 to 3) according to this embodiment will be described. As already explained, probability variation modes 1 to 3 are game modes in which the variation pattern selection mode (Tcode) is different (see Figure 43), and the variation pattern distribution table corresponding to probability variation modes 1 to 3 (see Figures 34 and 35) is selected. By utilizing this, probability variation modes 1 to 3 can each be created to create a probability variation mode with its own unique characteristics. For example, in the variation pattern distribution table for probability variation mode 1, a variation pattern with a variation time of 2 seconds (for example, normal variation) is selected with a high probability; in the variation pattern distribution table for probability variation mode 2, a variation pattern with a variation time of 3 seconds is selected with a high probability; and in the variation pattern distribution table for probability variation mode 3, a variation pattern with a variation time of 4 seconds is selected with a high probability (see FH11, FH15, FH19 in Figure 35). In this way, the average variation time of the special symbols related to each probability variation mode, in other words, the average time spent playing the symbol variation display game (average execution time of the symbol variation display game per game or the number of executions of the symbol variation display game per unit time: hereinafter also referred to as "average time spent") can be varied. Note that the average time spent playing the symbol variation display game mentioned above is the average time spent at least when there is a loss, that is, the "average variation time of the losing variation pattern" in each probability variation mode.
[0245] In this embodiment, the relationship between the average play times for each probability variation mode is set to satisfy "probability variation mode 3 < probability variation mode 2 < probability variation mode 1". That is, in terms of the relationship between the variation states between probability variation modes, probability variation mode 1 is controlled under a "high-speed variation state", probability variation mode 2 under a "medium-speed variation state", and probability variation mode 3 under a "low-speed variation state". In other words, the more consecutive wins there are, the longer the average play time will be. As long as the average play time in each mode satisfies the above relationship "probability variation mode 3 < probability variation mode 2 < probability variation mode 1", there is no particular limit on the time. However, since probability variation modes are game modes related to the probability variation state, and the "special symbol time reduction function" is in operation during probability variation modes, all variation states will be shorter than the average play time of the normal mode (normal state).
[0246] As mentioned above, the reason for defining the relationship between the average time spent in each bonus mode (game speed) as "bonus mode 3 < bonus mode 2 < bonus mode 1" is as follows:
[0247] In recent years, in order to moderately curb the incitement of gambling addiction, regulations have been put in place regarding the payout performance of amusement machines by legal requirements. For example, the payout rate (safe balls / out balls) in the short-term test (1 hour) related to the above-mentioned type approval test is limited from the upper limit of "300% (old standard)" to "220% (new standard)" (Regulations concerning the certification and type approval of amusement machines, Appendix 4, Technical standards for pachinko amusement machines (related to Article 6) (1) Standards concerning performance, b (c), etc.). This regulation greatly affects payout performance, especially payout performance during consecutive wins, and compliance with it can reduce the "hourly rate" of payouts to about two-thirds of the conventional rate. In more detail, if the firing time is 1 hour, the number of out-of-bounds balls is 6,000 (firing performance of firing device 32: 100 balls / minute x 60 minutes = 6,000 balls). Under the old standards, the upper limit payout rate was "300%", so the number of safe balls allowed was 18,000 per hour (6,000 balls x 300% = 18,000 balls / hour). However, under the new standards, the upper limit payout rate is restricted to "220%", so the upper limit of safe balls drops to 13,200 per hour (6,000 balls x 220% = 13,200 balls / hour). In particular, during the time-saving mode or the probability variation mode, the machine is under a high base state (under electric support state), so if the jackpots occur excessively in a row, the upper limit payout rate of 220% (13,200 balls) can easily be exceeded, resulting in failure in the type approval test. For example, if the base value under electric support is 70 (BA70), the number of safe balls produced by normal electric support play will be 4200 per hour (BA70 x 100 balls / minute x 60 minutes = 4200 balls). Therefore, under the old standards, it would be possible to pay out "13800 balls" (18000 balls - 4200 balls) through jackpot play, but under the new standards, only "9000 balls" (13200 balls - 4200 balls) can be paid out. Thus, under the above regulations, it is necessary to devise ways to control the payout performance in a way that makes it easier to pass (conform to) type approval tests without significantly compromising the feeling of winning.
[0248] Therefore, in this embodiment, the average time spent playing the symbol variation display game increases as the number of consecutive wins increases relatively, thereby preventing the payout speed from increasing drastically when there are consecutive wins.
[0249] On the other hand, by varying the average time spent on the symbol variation display game according to each game mode (here, each probability variation mode 1 to 3), the freedom of gameplay and presentation can be increased, and the game can be made more interesting. More specifically, the above-mentioned "high-speed variation state" is mainly useful in game modes (game states) that prioritize gameplay, such as "increasing the average speed of the game to improve the time efficiency of the game's progress." During probability variation mode (probability variation state), the state becomes "electric support state + high probability state (special symbol probability variation function activated) + special symbol time reduction state (special symbol time reduction function activated)," and the average time spent on the symbol variation display game is relatively shorter compared to the normal mode, and the game state is designed to make it easier to win a jackpot. However, in such a game state, many players want to win a jackpot quickly rather than enjoy the presentation. Therefore, in this embodiment, in probability variation mode 1, the system is designed to make it easier to select variation patterns with relatively short variation times, thereby generating a "high-speed variation state." On the other hand, in "medium-speed fluctuation state" or "low-speed fluctuation state," the average time spent playing the symbol fluctuation display game is longer than in "high-speed fluctuation state," but in return, the time for the animations can be extended, making it useful for game modes that place emphasis on the enjoyment of the animations.
[0250] As described above, in order to establish the relationship "Probability Mode 3 (slow fluctuation state) < Probability Mode 2 (medium fluctuation state) < Probability Mode 1 (high-speed fluctuation state)" with respect to the average play time of the symbol fluctuation display game, it is preferable to configure the "Loss Fluctuation Pattern Distribution Table (Figure 35)", which is most frequently referenced when a loss occurs during gameplay, as shown in (T1) to (T19) below. However, the present invention is not necessarily limited to the relationship between the three probability modes 1 to 3. That is, the present invention provides at least a probability mode for which the number of consecutive wins is less than a predetermined number (hereinafter referred to as "Probability Mode A") and a probability mode for which the number of consecutive wins is the predetermined number or more (hereinafter referred to as "Probability Mode B"), and the configuration should satisfy the relationship "Probability Mode A < Probability Mode B" when comparing the average play times of probability mode A and probability mode B (the same applies to the modified examples A and B described later). Hereafter, when we refer to it as "in the order of 'Probability Change Mode A ⇒ Probability Change Mode B'", it also includes the meaning of "in the order of 'Probability Change Mode 1 ⇒ Probability Change Mode 2 ⇒ Probability Change Mode 3'".
[0251] (T1) Increase the average duration of normal spins in the order of "Probability Mode A ⇒ Probability Mode B". Note that there can be one or more normal spins. (T2) The average duration of the reach variation is increased in the order of "Probability Variation Mode A ⇒ Probability Variation Mode B". Note that there can be one or more reach variations. (T3) The spin time of the normal spin, which has the highest selection rate, is increased in the order of "Probability Mode A ⇒ Probability Mode B". (T4) The variation time of the reach variation with the highest selection rate is increased in the order of "Probability Variation Mode A ⇒ Probability Variation Mode B". (T5) The selection rate of normal spins is reduced in the order of "Probability Mode A ⇒ Probability Mode B". Note that there can be one or more normal spins. (T6) The selection rate of reach variations is increased in the order of "Probability Variation Mode A ⇒ Probability Variation Mode B". Note that there can be one or more reach variations. (T7) The shortest normal spin time in each mode is increased in the order of "Probability Mode A ⇒ Probability Mode B". (T8) The shortest reach variation time in each mode is increased in the order of "Probability Variation Mode A ⇒ Probability Variation Mode B". (T9) Reduce the number of normal variations in the order of "Probability Mode A ⇒ Probability Mode B". (T10) Increase the variety of reach variations in the order of "Probability Mode A ⇒ Probability Mode B". (T11) If "First variation time < Second variation time", the number of variation patterns with a variation time of 2 or longer will increase in the order of "Probability variation mode A ⇒ Probability variation mode B". "Variation patterns with a variation time of 2 or longer" may be normal variations or reach variations (the same applies below). (T12) If "First variation time < Second variation time", the number of variation patterns for the first variation time and below will decrease in the order of "Probability variation mode A ⇒ Probability variation mode B". The "Variation patterns for the first variation time and below" may be normal variations or reach variations (the same applies below). (T13) If "First variation time < Second variation time", then in probability variation mode A there are no variation patterns longer than the second variation time, and in probability variation mode B there are variation patterns longer than the second variation time. (T14) If "First fluctuation time < Second fluctuation time", then probability mode A has fluctuation patterns that are less than or equal to the first fluctuation time, and probability mode B does not have fluctuation patterns that are less than or equal to the first fluctuation time. (T15) If "First variation time < Second variation time", then in probability variation mode 1 and probability variation mode 2, there are no variation patterns longer than the second variation time, while in probability variation mode 3, there are variation patterns longer than the second variation time. (T16) If "First fluctuation time < Second fluctuation time", then probability variation mode 1 and probability variation mode 2 have fluctuation patterns that are less than or equal to the first fluctuation time, while probability variation mode 3 does not have fluctuation patterns that are less than or equal to the first fluctuation time. (T17) In probability variation modes A and B, the variation time of the variation pattern selected when the number of activated reserve balls at the start of variation (excluding the activated reserve balls used for the current variation display operation) is 0 is set to be the same (or nearly the same), and when the number of activated reserve balls is not 0, the machine is configured to allow selection of variation patterns with different variation times. For example, in probability variation modes 1 to 3, when the number of activated reserve balls is 0, only the normal variation 8s type (in this example, normal variation 8s during a short winning streak, normal variation 8s during a medium winning streak, and normal variation 8s during a long winning streak) is selected, and when the number of activated reserve balls is not 0, the machine is configured to allow selection of variation patterns with different variation times. In this case, the variation time of the variation pattern that is more likely to be selected when the number of activated reserve balls is not 0 is increased in the order of "probability variation mode A ⇒ probability variation mode B". (T18)) In both the probability variation mode A and probability variation mode B, the normal spins are the same, and the probability of selecting a reach spin is increased in the order of "probability variation mode A ⇒ probability variation mode B". For example, in probability variation modes 1 to 3, the normal spins are the same, and the probability of selecting a reach spin is increased in the order of "probability variation mode 1 ⇒ probability variation mode 2 ⇒ probability variation mode 3". (T19) In both the probability variation mode A and probability variation mode B, the normal spins are the same, and the probability of selecting reach spins with relatively longer spin times is increased in the order of "probability variation mode A ⇒ probability variation mode B". For example, in probability variation modes 1 to 3, the normal spins are the same, and the probability of selecting reach spins with relatively longer spin times is increased in the order of "probability variation mode 1 ⇒ probability variation mode 2 ⇒ probability variation mode 3".
[0252] Furthermore, since the number of activated reserve balls accumulates easily during the electric support state, it is important to adopt a losing variation pattern distribution table with the configuration of (T1) to (T6) described above, focusing on the variation patterns that are more likely to be selected when there are a relatively large number of activated reserve balls. On the other hand, since the number of activated reserve balls does not accumulate easily during the non-electric support state, such as the hidden probability state, in order to achieve the above-mentioned "probability mode 3 (slow variation state) < probability mode 2 (medium variation state) < probability mode 1 (high variation state)", it is important to adopt a losing variation pattern distribution table with the configuration of (T1) to (T19), focusing on the variation patterns that are more likely to be selected when there are a relatively small number of activated reserve balls.
[0253] Furthermore, the distribution table of winning patterns shown in Figure 34 can be configured as follows (T20) to (T27).
[0254] (T20) The variation time of the reach variation that is more likely to be selected when a win occurs is increased in the order of "Probability Variation Mode A ⇒ Probability Variation Mode B". (T21) When the degree of advantage (degree of profit) is "First winning type < Second winning type", a reach variation with a relatively longer variation time is more likely to be selected when winning the second winning type than when winning the first winning type. In this case, the variation time of the reach variation can be increased in the order of "Probability Mode A ⇒ Probability Mode B". (T22) When the degree of advantage (degree of profit) is "First winning type < Second winning type", the reach variation when the first winning type is won is the same (the variation time of the reach variation is the same), but the reach variation that is likely to be selected when the second winning type is won is different (the variation time of the reach variation is different). In this case, the variation time of the reach variation can be made longer in the order of "Probability variation mode A ⇒ Probability variation mode B". (T23) If the longest possible reach variation (longest reach variation for the first win) that can be selected when winning in probability variation mode A is defined as "R seconds", and the longest possible reach variation (longest reach variation for the second win) that can be selected when winning in probability variation mode B is defined as "S seconds", The R / S value (extension rate of fluctuation time upon winning), If we define the longest possible reach variation (longest reach variation for the first miss) that can be selected when a miss occurs in probability variation mode A as "T seconds", and the longest possible reach variation (longest reach variation for the second miss) that can be selected when a miss occurs in probability variation mode B as "U seconds", The T / U value (extension rate of variation time when losing) is different from R / S. In this case, it can be said that "T / U" < "R / S". Also, if the degree of advantage (degree of profit) is "First winning type < Second winning type", then the "R / S" value is larger for the second winning type than for the first winning type. (T24) The sequence "Probability Mode A ⇒ Probability Mode B" is used to increase the duration of the reach variation that can be selected when winning the highest-profit type (in this embodiment, a 10R probability variation jackpot). (T25) In the order of "Probability Mode A ⇒ Probability Mode B", the duration of the longest reach variation among the reach variations that can be selected when winning the highest profit type (in this embodiment, 10R probability variation jackpot) is increased by at least one. (T26) When comparing probability variation mode A and probability variation mode B, the variation time of the variation patterns that can be selected in the case of a loss does not change, but the variation time of the variation patterns that can be selected in the case of a win becomes relatively longer. Although not shown in the diagram, for example, the variation pattern distribution table referenced in each probability variation mode 1 to 3 when there is a loss is the "Loss Variation Pattern Distribution Table (for Medium Consecutive Wins)" corresponding to probability variation mode 2 in Figure 35, and when there is a win, the "Probability Variation Win / Support Time Reduction Win Variation Pattern Distribution Table" shown in Figure 34 is used according to the number of consecutive wins. Note that "win" here means "winning the jackpot" and / or "winning the support time reduction" (the same applies to (T27) described below). When comparing the probability variation mode A and the probability variation mode B, the variation time of the variation pattern that can be selected in the case of winning does not change, but the variation time of the variation pattern that can be selected in the case of losing becomes relatively long. Although not shown in the figure, for example, when winning, the variation pattern distribution table referred to in each probability variation mode 1 to 3 is the "Probability Variation Win·Short Assist Win Variation Pattern Distribution Table (for Medium Continuous Wins)" corresponding to the probability variation mode 2 in FIG. 33, and in the case of losing, the "Probability Variation Loss Variation Pattern Distribution Table" shown in FIG. 35 is used according to the number of continuous wins.
[0255] In the case of this embodiment, after shifting to the probability variation mode 3, until winning a big win or exhausting the number of ST times, it does not shift from the probability variation mode 3 to other game modes. However, the present invention is not limited to this, and when a predetermined number of game times (variation times) is executed during the probability variation mode 3, it may be shifted to other game modes (probability variation mode 1 or probability variation mode 2). This is because if the probability variation mode 3 in the low-speed variation state continues for a long time, it may give the player a sense of boredom or make the game monotonous. The shift of the game mode is not limited to the shift form of "probability variation mode 3 ⇒ probability variation mode 2 or probability variation mode 1", and it may also be "probability variation mode 3 (first variation times exhausted) ⇒ probability variation mode 2 (second variation times exhausted) ⇒ probability variation mode 1" or "probability variation mode 3 (first variation times exhausted) ⇒ probability variation mode 1 (second variation times exhausted) ⇒ probability variation mode 2". When setting the first variation times as K times and the second variation times as L times, it can be "K times" = "L times", "K times < L times", or "K times > L times".
[0256] (Modification Example A) In this embodiment, as described above, the relationship "Probability Mode 3 (Slow Fluctuation State) < Probability Mode 2 (Medium Fluctuation State) < Probability Mode 1 (High-Speed Fluctuation State)" is realized by using a losing fluctuation pattern distribution table (Figure 35) corresponding to each of the probability modes 1 to 3, but the present invention is not limited to this. For example, as shown in Figures 36 and 37, the same fluctuation states as the relationship "Probability Mode 3 (Slow Fluctuation State) < Probability Mode 2 (Medium Fluctuation State) < Probability Mode 1 (High-Speed Fluctuation State)" can be realized by using a fluctuation pattern distribution table corresponding to one probability mode (one Tcode). Figure 36 shows an example of a probability mode win / support time reduction win fluctuation pattern distribution table (winning system fluctuation pattern distribution table) according to modified example A, and Figure 37 shows an example of a losing fluctuation pattern distribution table according to modified example A.
[0257] First, let's explain the outline of this example by referring to the losing variation pattern distribution table shown in Figure 37. In this example, the losing variation pattern distribution table used during short winning streaks (1st to 3rd consecutive wins) is used as the base table (see Figure 37(a)). During medium winning streaks (4th to 6th consecutive wins), the variation pattern at the start of the current variation is obtained by adding a first added time (for example, 5 seconds) to the variation time of the variation pattern defined in this base table (see Figure 37(b)). Furthermore, during long winning streaks (7th consecutive win or later), the variation pattern at the start of the current variation is obtained by adding a second added time (for example, 10 seconds) to the variation time of the variation pattern defined in the above base table (see Figure 37(c)). In other words, this is a variation pattern selection technique that uses a variation pattern distribution table corresponding to one game mode to obtain variation patterns corresponding to multiple game modes. In this example, since a predetermined time is added to obtain the pattern, the selection rate of the variation pattern does not change, as shown in Figures 37(a) to (b). The same applies to the "Winning / Support Time Reduction Winning Variation Pattern Distribution Table" shown in Figures 36(a) to (b).
[0258] Figure 37(i) shows the distribution table of losing spin patterns used during the 1st to 3rd consecutive wins. For the sake of explanation, here, as representative examples, the types of spin patterns that can be selected are: normal spins 1-4 during probability variation (spin times of 1 second, 2 seconds, 3 seconds, and 3 seconds), N-reach during probability variation, SP-reach A during probability variation (low probability of winning), and SP-reach B during probability variation (high probability of winning).
[0259] As can be seen from Figures 37(a) to (c), although the selection rate for each variation pattern is the same, the more consecutive wins there are, the more variation patterns with relatively longer variation times are selected (the same applies to Figures 36(a) to (c)). This makes it possible to achieve variation states that correspond to the relationship described above, "Probability Variation Mode 3 (slow variation state) < Probability Variation Mode 2 (medium variation state) < Probability Variation Mode 1 (high variation state)", namely, "Small consecutive wins (high variation state) < Medium consecutive wins (medium variation state) < Large consecutive wins (slow variation state)".
[0260] Figure 37(b) shows the result of adding 5 seconds (first addition time) to each variation pattern in the reference table, and Figure 37(c) shows the result of adding 10 seconds (second addition time) to each variation pattern in the reference table. However, the present invention is not limited to these, and can be configured as follows (S1) to (S7).
[0261] (S1) No predetermined time is added to the normal variations (normal variations 1-4 during probability variation) (hereinafter simply abbreviated as "addition"), but the time is added to at least one reach variation (N reach during probability variation, SP reach A during probability variation, SP reach B during probability variation). For example, in the case of a medium winning streak, 5 seconds (first addition time) is added to the N reach during probability variation in the standard table (Figure 37(i)), and in the case of a long winning streak, 10 seconds (second addition time) is added to the N reach during probability variation. It is preferable to add the reach variation that is relatively easy to select (here, the N reach during probability variation with the highest selection rate among the reach variations). Furthermore, the first addition time and the second addition time only need to satisfy the relationship "first addition time < second addition time" (the same applies to (S2) to (S5) described below). (S2) Addition is made to at least one normal variation (normal variation 1 to 4 during probability variation), but not to the reach variations (N reach during probability variation, SP reach A during probability variation, SP reach B during probability variation). For example, in the case of a medium winning streak, 5 seconds (first addition time) is added to normal variation 1 during probability variation in the standard table (Figure 37(i)), and in the case of a long winning streak, 10 seconds (second addition time) is added to normal variation 1 during probability variation. It is preferable to add the normal variation that is relatively easy to select (in this case, normal variation 1 during probability variation, which has the highest selection rate among the normal variations). (S3) If it is a miss, no time is added; if it is a win, time is added. For example, if it is a win, 5 seconds (first time addition) and 10 seconds (second time addition) are added, as shown in Figures 37(b) and (c), but if it is a miss, no time is added (in the case of a miss, the reference table: Figure 37(a) is used). In other words, the time of the variation patterns that can be selected in the case of a miss does not change, but the time of the variation patterns that can be selected in the case of a win becomes relatively longer. Note that "win" here means "winning the jackpot" and / or "winning the support time reduction" (the same applies to (S4) described later). (S4) If it is a loss, the time is added; if it is a win, the time is not added. For example, if it is a loss, 5 seconds (first addition time) and 10 seconds (second addition time) are added, as shown in Figures 37(b) and (c), but if it is a win, the time is not added (if it is a win, the reference table: Figure 36(a) is used). In other words, the variation time of the variation patterns that can be selected in the case of a win does not change, but the variation time that can be selected in the case of a loss becomes relatively longer. (S5) The longest variation pattern is not added. For example, SP Reach B during the probability variation is excluded from the addition, and at least one variation pattern with a shorter variation time is added (the addition details can be as described in (T7) or (T8) above). This is because the longest variation pattern has a long original variation time. The "longest variation pattern" may be the longest of the losing variations (Figure 37) (in this example, SP Reach B during the probability variation), or the longest of the winning variations (Figure 36) in the table (in this example, SP Reach B during the probability variation). (S6) A common animation can be performed during the first or second addition time. For example, "Animation A" can be performed for the first 5 seconds of addition (during the first addition time), and "Animation B" can be performed for the next 10 seconds of addition (during the second addition time). Alternatively, during the next 10 seconds of addition (during the second addition time), "Animation ...
Claims
[Claim 1] A launching mechanism capable of launching game balls, A symbol display means configured to display changing symbols and to stop the symbols in a display mode corresponding to the game result, A special electric mechanism is configured to open and close the large prize slot, The system includes a hold display means capable of displaying information related to hold memory, A gaming machine capable of controlling the winning state in which the aforementioned large prize opening is opened and closed, It has a specific state that can be transitioned to without going through the aforementioned state, The specific performance can only be executed when it is planned to be controlled to the aforementioned specific state. When controlled to the aforementioned winning state, the symbols are stopped and displayed in the first specific display mode. When controlled to the aforementioned specific state, the pattern is stopped and displayed in a second specific display mode different from the first specific display mode. In the aforementioned specific state, if there is no pending memory, the system is configured to enable the display of an addiction prevention indicator. When the aforementioned specific state occurs, the system is configured to restrict the execution of the pre-read notification. It is configured to be able to switch to a specific mode when a specific operation is performed when the power is turned on. The launch of game balls by the launching means is restricted from the time the system transitions to the specified mode until the specified mode is deactivated. After transitioning to the aforementioned specific mode, the system is configured to require a power interruption to be restored as a condition for deactivating the said specific mode. A gaming machine characterized by the following features.