Gaming machine
Patent Information
- Application Number
- JP2024052530
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-27
- Publication Date
- 2026-09-01
- Estimated Expiration
- 2044-03-27
AI Technical Summary
【0007】 本発明の一形態によれば、遊技の興趣を向上できる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] Conventionally, there are gaming machines in which a time-saving state (specific gaming state) ends based on the number of times a variable display game is executed (e.g., Patent Document 1). [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2015-221239 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] However, conventional gaming machines still leave room for improving the entertainment appeal of games.
[0005] Accordingly, an object of the present invention is to improve the entertainment appeal of games. [Means for Solving the Problem]
[0006] In a representative embodiment of the present invention, a gaming machine can be in a special gaming state that is more advantageous to a player than a normal gaming state, and a specific gaming state after the special gaming state , capable of running games with changing patterns wherein when a termination condition is satisfied, the specific gaming state is terminated; the termination condition includes a primary condition and a secondary condition; the progress of the process toward satisfaction of the primary condition is indicated, and the progress of the process toward satisfaction of the secondary condition is indicated Sometimes it doesn't happen,There are multiple primary conditions, and they occur more frequently than the non-primary conditions. When at least the first of the primary conditions is met, a special performance may be executed during the special game state through multiple stages. The special performance can be executed when a specific stage is reached among the multiple stages. If the specific stage is not reached, the special performance is not executed, and the special game state that was started ends. When the special game state ends without reaching the specific stage, even if there is a start memory remaining to fulfill the second of the primary conditions, the specific game state is not started. Instead, a playing instruction display indicating a recommended playing method is shown, and a background image corresponding to the normal game state is displayed. In the process leading up to the fulfillment of the third of the aforementioned non-primary conditions, the degree of progress of that process is not shown; in the process leading up to the fulfillment of the fourth of the aforementioned non-primary conditions, the degree of progress of at least a part of that process is shown; the degree of progress of the process leading up to the fulfillment of the second condition is shown including the number of fluctuations required to satisfy the termination conditions of the specific game state; however, the degree of progress of the process leading up to the fulfillment of the fourth condition is shown without including the number of fluctuations required to satisfy the termination conditions of the specific game state. The aforementioned Third condition The extent to which the process leading to its establishment is not shown, but the performance includes elements that suggest the process is underway. [Effects of the Invention]
[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of a game machine's performance control system. [Figure 5] This is a game state transition diagram (game flow) illustrating the transitions between game states. [Figure 6] This table illustrates the types of winning symbols (types of winning results) in special feature variation display games and the corresponding winning outcomes. [Figure 7] This table provides examples of termination conditions for specific game states. [Figure 8]This is a screen transition diagram showing the display screens of a display device in chronological order, illustrating the screen transitions when moving from a specific game state to a normal game state. [Figure 9] This is a screen transition diagram following Figure 8. [Figure 10] This is a screen transition diagram following Figure 9. [Figure 11] This is a time chart illustrating the interval period after the end of a fluctuation. [Figure 12] This is another example of a screen transition diagram showing the display screens of a display device in chronological order, illustrating the screen transitions when moving from a specific game state to a normal game state. [Figure 13] This is a screen transition diagram following Figure 12. [Figure 14] This is a screen transition diagram showing the display screens of the display device in chronological order, illustrating the screen transitions when a minor win occurs and the conditions for ending the time-saving feature are met. [Figure 15] This is a table illustrating the termination conditions for a specific game state in a modified example relating to the standard ST diagram. [Figure 16] In a modified example relating to the regular diagram ST, this is a screen transition diagram showing the display screen of the display device in chronological order, illustrating the screen transition when a regular diagram win occurs and the number of special diagram 2 variations becomes 1, thus fulfilling the time-saving termination condition. [Modes for carrying out the invention]
[0009] [Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, front (front), back (back), left, and right refer to the direction as seen from the perspective of the player during gameplay.
[0010] [Overall diagram of the gaming machine] Fig. 1 is a diagram illustrating a gaming machine 10 configured as a pachinko machine. The gaming machine 10 of the present embodiment is an enclosed-type gaming machine (smart pachinko machine), in which game balls serving as game media circulate inside the gaming machine and are not awarded as game values to a tray such as an upper tray. Game values are awarded as numerical data instead of game media (game balls). Note that the configuration of the following embodiments is also applicable to non-enclosed gaming machines.
[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to island equipment via a hinge 16 so as to be openable / closable and rotatable. The opening / closing frame is constituted by a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Further, the opening / closing frame has a pivoted end side where the left end side thereof is attached to the hinge 16, and an open end side where the right end side thereof is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit.
[0012] A game board 30 (see Fig. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front surface of the game board 30 is attached thereto. The cover glass 14 functions as a game viewing area that allows visual confirmation of a game area 32 (see Fig. 2) formed on the game board 30. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Further, by opening the front frame 12 in a state where the glass frame 15 is not opened, access can be gained to a game control device (main board) 100 (see Fig. 3) disposed on the back surface side of the game board 30 and the like.
[0014] Various frame constituent members are disposed on the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, and 18c, capable of illuminating according to the game state, are installed on the upper, right, and left sides of the glass frame 15. Each decorative device 18a, 18b, and 18c houses lighting components such as LEDs 46 (see Figure 4) and is an illuminating device that performs illuminating effects according to the game state. These decorative devices 18a, 18b, and 18c together constitute the frame decorative device 18.
[0016] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, a lower speaker 19b is provided at the bottom of the gaming machine 10. The lower speaker 19b is installed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed down. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross-shaped key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 may, for example, use the two left and right switches to increase or decrease (+-) the brightness of the performance LED 46, and the two front and rear switches to increase or decrease (+-) the volume of the speaker 19 (upper speaker 19a and lower speaker 19b).
[0019] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.
[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state) in which it is easy to win a prize in the second start prize slot of the normal variable prize winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring is high in the variable display game (probability change state, probability change state). Special game states include the jackpot state and the minor prize game state (minor prize state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).
[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (1+Type machine). In this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and a game ball enters a specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines. For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.
[0047] When a game ball enters one of the main prize slots (general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39), the payout control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are installed around the general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39 or their vicinity.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a group of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation display game is executed based on the determination result of the regular display winning random value (random value for winning determination) extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values (normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values are also extracted to distribute (draw) the winning results, and both the normal variation win random values and normal variation winning symbol random values are stored as start memory.
[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops at the winning result, and the game enters a winning state (normal symbol winning state). At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.
[0060] When a winning ball is detected to start a special symbol variation display game, various random values are extracted, such as the jackpot random value, the jackpot symbol random value (special symbol random value), and the variation pattern random value. These random values are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and the special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).
[0062] Special Symbol 1 Variable Display Game (First Special Symbol Variable Display Game, First Symbol Variable Game) and Special Symbol 2 Variable Display Game (Second Special Symbol Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (special symbols, special symbols) in a variable manner on the Special Symbol 1 display 51 and Special Symbol 2 display 52, and then stopping to display a predetermined result pattern. The predetermined result patterns that are stopped to display on the Special Symbol 1 display 51 and Special Symbol 2 display 52 include jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), time-saving symbols (support jackpot stop symbols), and losing symbols (losing stop symbols).
[0063] Furthermore, the display device 41 executes a decorative special symbol variation display game that displays multiple types of identification information in a variable manner in accordance with each special symbol variation display game. The identification information in the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.
[0064] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and changing manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images, to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented in the display device 41, either in place of or in conjunction with the decorative special symbol variation display game, in which identification information (decorative regular symbols, decorative regular symbols) changes over time in accordance with the regular symbol variation display game (symbol variation game) on the regular symbol display device 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.
[0065] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).
[0066] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.
[0068] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.
[0069] Here, I will explain the difference between a big win and a small win.
[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.
[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies of recovery (restoration, recovery) from a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.
[0078] Furthermore, the game control device 100 is equipped with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random values stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the figures, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and non-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.
[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0085] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0086] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and are detected.
[0088] Furthermore, the input unit 120 is connected to various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud or abnormalities in the gaming machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the gaming machine 10, a glass frame opening detection switch (door opening / closing sensor) provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch, door opening / closing sensor) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the gaming microcontroller 111 via the data bus. Data may also be input from the payout control device 200 to the gaming control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).
[0092] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.
[0093] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.
[0095] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.
[0098] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.
[0099] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when the operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.
[0101] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.
[0102] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed during a predetermined period, has reached the difference in balls standard value (predetermined value), and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls during the predetermined period (difference in balls = number of safe balls - number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the difference in balls for condition (1) may be the difference in balls during the predetermined period from the point in time when the difference in balls was at its lowest value to the present, that is, the difference in balls based on the lowest value (the increase in the difference in balls from the lowest value), and may also correspond to the maximum increase in the difference in balls during a day of operation (so-called MY). In addition, the operating conditions may be other; for example, condition (1) may be configured to be that the number of safe balls reaches a predetermined value. Also, condition (2) may be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded during a predetermined period. The number of ejected balls (number of out balls) is the number of game balls ejected from the game area 32 during a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.
[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the difference in balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (difference in balls = number of safe balls - number of balls used). Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the difference in balls is reduced by -1 for each game ball launched by the ball launcher and increased by +1 for each foul ball.
[0105] For example, for a difference of less than 90,000 balls, the safety device will be in an inactive state (not activated, not in an activated warning state, not in an activated state, and not in an activated state). For a difference of 90,000 to 94,999 balls, the safety device will be in an activated warning state, indicating that the safety device will be activated. When the difference of 95,000 balls is reached, the safety device will be in an activated warning state, indicating that the safety device will be activated, or in an activated state, indicating that the safety device is activated (activated state).
[0106] Furthermore, when the number of balls reaches 95,000, the safety device will enter an activation warning state if a big win or a small win is occurring, and will enter an activation state if neither a big win nor a small win is occurring. Therefore, if the safety device is activated before a big win or small win occurs, the game will immediately enter a game stop state (game unavailable state, game prohibited state), and the activation warning state will not occur. Note that the safety device is more likely to be activated before a big win or small win occurs in time-saving states or probability-changing states.
[0107] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device switches from an activated warning state to an activated state (operating state).
[0108] In the operation notification state, the performance control device 300 displays an operation notification (for example, the words "The game will stop soon") on the display device 41. In the operation warning state of the safety device during a minor win or a major win, the performance control device 300 displays an operation warning (for example, the words "The game will stop after the win ends") on the display device 41.
[0109] When the safety device is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays the activation indicator 513 (the words "Stopped") on the display device 41. When the safety device is activated, the game control device 100 sets the safety device activation flag (safety device activation flag) to ON, indicating that the safety device is activated. The safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.
[0110] In the stopped game state, it is not possible to play special symbol variation display games, normal symbol variation display games, or round games (gameplay during big wins or small wins). To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch becomes invalid, the prize entry (winning) becomes invalid, the solenoid stops so that the big prize entry, specific area 86, normal variation prize entry device 37 etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), the launch is stopped, and the unified display device 50 turns off. In the stopped game state, not only is it not possible to continue special symbol variation display games or normal symbol variation display games, but it is also not possible to start new special symbol variation display games or new normal symbol variation display games.
[0111] [Transition state upon power-on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).
[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) capable of emitting light in various colors.
[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.
[0117] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.
[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM that stores sound data including speech, and an amplifier circuit that amplifies the speech data.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).
[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.
[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random value for determining a win in the regular diagram (regular diagram win random value) based on the input of a game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular diagram variation display game is a win or a loss.
[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.
[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.
[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.
[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0130] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal train release time and the number of normal train releases associated with each normal train result may be changed depending on the type of time-saving state (normal train support state). Also, the high probability state (probability change state) and the time-saving state can occur independently of each other, and it is possible to have both occur simultaneously or to have only one of them occur.
[0138] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state, in which the payout rate (base value) is as low as the normal game state because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which no special gameplay is performed (of course, it may also be treated as a time-saving state).
[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0141] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.
[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).
[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.
[0146] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to the safety device (complete function), and ball counting processing, which updates the counter that counts the number of balls. In the safety device-related processing, safety device-related information, such as the operating status of the safety device, is sent as a command to the performance control device 300, and a safety device operating flag is set to indicate that the safety device is operating.
[0147] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands to the performance control device 300, indicating that the power has been restored or turned on, and RAM initialization-related commands related to RAM initialization. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.
[0148] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. Safety device-related commands include ball difference information commands that indicate the number of balls difference, operation notification commands that correspond to the operation notification state of the safety device, operation warning commands that correspond to the operation warning state of the safety device, and operation in progress commands that correspond to the operation state of the safety device.
[0150] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.
[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.
[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include a pre-read stop symbol command that corresponds to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on the jackpot random value or special symbol random value saved as the first start memory or second start memory, and a pre-read variation pattern command based on the saved variation pattern random value.
[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.
[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the nature of the error, the display device 41 may also display the nature of the error.
[0157] When the performance control device 300 receives a ball difference information command, it may display the number of balls on the display device 41. When the performance control device 300 receives an operation notification command, an operation warning command, or an operation command, it displays text on the display device 41 corresponding to each command, such as "Stopping soon," "Stopping after the win ends," or "Stopping."
[0158] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the display device 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.
[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set performances related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and stop symbol command to the performance control device 300.
[0160] In the variation-related effect setting process, it is possible to set pre-announcement effects that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation effects such as pseudo-continuous effects and reach effects on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-continuous effects (number of pseudo-variations) and information on the type of reach effect corresponding to the reach state. A pseudo-continuous effect is an effect in which a predetermined number of pseudo-variations are performed on the display device 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related effect setting process, it is possible to set the lighting pattern of the effect LED 46 and the sound pattern of speakers 19a and 19b according to the pre-announcement effect and variation effect.
[0161] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if a decorative special feature variation display game displayed on the display device 41 in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.
[0163] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying probabilities (reliability) of leading to special outcome patterns (jackpot patterns). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The probability (reliability) of winning a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, a reach state is a state with a higher probability of winning a jackpot compared to a state without a reach state.
[0164] The expected value (reliability) of a special effect (preview) indicates the probability of a big win if that effect is selected, and can be calculated based on the selection rate of that effect when a big win occurs and the selection rate of that effect when a loss occurs. The higher the selection rate of that effect when a big win occurs, the higher the expected value, and the higher the selection rate of that effect when a loss occurs, the lower the expected value. Big wins include the aforementioned V-entry big wins, and the expected value for V-entry big wins is approximately the same as the expected value for minor wins that result in V-entry. In addition to the expected value for big wins, the expected value for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach) can also be set in the same way.
[0165] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.
[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.
[0167] When the performance control device 300 receives a Special Symbol 1 Reserve Count command or a Special Symbol 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the Special Symbol Start Memory (Special Symbol Reserve) on the display device 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may also display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the display device 41 or the like. When the performance control device 300 receives a Pre-read Variation Pattern command and a Pre-read Stop Symbol command as pre-read commands, it draws and sets a pre-read notification performance (pre-read performance, pre-read notification) with a lottery probability corresponding to the pre-read command. Examples of pre-read notification performances include consecutive notification performances and reserve change notifications. Examples of consecutive notification performances include chance symbol pre-read performances related to decorative stop symbols. The pending change notification indicates that the display method of the pending display (color, shape, pattern, effect, etc.) changes from the normal one, suggesting that the probability of the variable display game based on the pending display being a win is higher than when there is no pending change (normal).
[0168] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as hitting instruction notification commands, it can execute a left-hit instruction display and a right-hit instruction display on the display device 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 that celebrates a V-win.
[0169] Furthermore, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100, in addition to those mentioned above.
[0170] [Game State Transition Diagram (Game Flow)] Figure 5 is a game state transition diagram (game flow) illustrating the transitions (changes) in game states.
[0171] In normal gameplay, the probability of winning with the regular symbol is low (0 in this embodiment), and the regular variable prize entry device 37 is difficult to open, so there is no regular electric support (electric support). For this reason, in normal gameplay, shooting to the left, which makes it easier for the game ball to enter the first start prize entry 36, is preferable (advantageous) to the player than shooting to the right, and is recommended as the manner of launching the game ball. In normal gameplay, the main start area where the game ball is easily entered with the recommended launching manner is the start prize entry 36, and the main variable display game (main variable display game) is the special symbol 1 variable display game (the main variable is special symbol 1). In normal gameplay, the start area where the game ball is difficult to enter with the recommended launching manner is the regular variable prize entry device 37, and the special symbol 2 variable display game is not the main one and is executed less frequently than the special symbol 1 variable display game. In this embodiment, during normal gameplay, the probability of winning with the regular symbol is 0, and the regular variable prize winning device 37 is not opened, so no balls enter, and the special symbol 2 variable display game is not executed.
[0172] When the result of the Special Symbol 1 variation display game is a jackpot during normal gameplay, the game transitions to a jackpot state. There are two types of jackpots: direct jackpots (symbol jackpots, special symbol jackpots) which do not involve a V-entry, and V-entry jackpots which occur via a V-entry during a minor jackpot. Direct jackpots are determined solely by a lottery using jackpot random values, without requiring a V-entry. In this embodiment, there are no minor jackpots in the Special Symbol 1 variation display game, and there are no V-entry jackpots during normal gameplay.
[0173] The probability of a jackpot occurring in a single special symbol variation display game is the sum of the probability of a direct jackpot occurring and the probability of a V-entry jackpot occurring (i.e., the probability of a minor win, the probability of a minor win occurring). In this embodiment, there are no minor wins in the special symbol 1 variation display game, so the probability of a minor win (probability of a minor win occurring) is 0, while there are minor wins in the special symbol 2 variation display game, and the probability of a minor win is high (for example, 1 / 11). Therefore, in the normal game state, the jackpot probability is low (for example, 1 / 100), while in the specific game state AD, which is more advantageous to the player than the normal game state, the jackpot probability is high (for example, 1 / 10 ≈ 1 / 11 + 1 / 100) because of the normal power support. In normal gameplay, if the special symbol variation display game results in a jackpot, the normal gameplay state ends and the player enters a jackpot state (initial jackpot, direct jackpot). After the jackpot state, the player either transitions to a specific gameplay state A or B, or returns to the normal gameplay state, depending on the type of jackpot symbol (type of jackpot result).
[0174] In the specific game state AD shown in Figure 5, the probability of winning with the regular symbol is high (1 in this embodiment), and there is regular electric support, making it a time-saving state that is more advantageous to the player than the normal game state. In this embodiment, the specific game state AD is basically described as a time-saving state. However, if part or all of the specific game state AD is more advantageous to the player than the normal game state, it is not limited to a time-saving state and can also be configured as a probability variation state. In the specific game state AD, shooting to the right, which facilitates the entry of game balls into the regular variable prize winning device 37, is more preferable (advantageous) to the player than shooting to the left, and is recommended as the manner of launching game balls. In the specific game state AD, the main starting area where game balls are more likely to enter with the recommended launch manner is the regular variable prize winning device 37, and the main variable display game (main variable display game) is the special symbol 2 variable display game (the main variable is special symbol 2). In the modified example described later, the main variable display game in the specific game state AD may be the regular symbol variable display game. In specific game state AD, the starting area where it is difficult for the game ball to enter with the recommended launch method is the starting entry point 36, and the special feature 1 variation display game is not the main one and is executed less frequently than the special feature 2 variation display game.
[0175] However, exceptionally, if the specific game state is the medium support state (slightly shortened time state) or the hidden probability variation state, then, as with the normal game state, shooting to the left, which facilitates the entry of the game ball into the first starting entry point 36, is preferable (advantageous) to the player than shooting to the right, and is recommended as the method of launching the game ball. In the medium support state, the opening time of the normal variation entry device 37 is short and the normal electric support is weak (the opening time is slightly longer than in the normal game state). In the hidden probability variation state, the probability of a direct jackpot occurring in the special feature 1 variation display game is high, but there is no normal electric support.
[0176] In the special game state AD, which is a time-saving state (normal power support state), if a minor win or a major win occurs, the termination condition is met and the special game state AD ends. Also, in the special game state AD, if no minor win or major win occurs and the number of times the special symbol variation display game is executed (in the modified example described later, this can also be the number of times the normal symbol variation display game is executed) reaches the termination number (a predetermined number), the termination condition is met and the special game state AD ends and the game returns to the normal game state. Here, the number of times the special symbol variation display game is executed can be the number of variations (executions) of the special symbol 2 variation display game, the number of variations (executions) of the special symbol 1 variation display game, or the total number of variations of the special symbol 1 variation display game and the special symbol 2 variation display game.
[0177] The number of times required to terminate a specific game state AD may vary to enhance the enjoyment of the game, enriching the gameplay and variations, and improving the enjoyment of the game. For example, the number of terminations may increase in the order of specific game state A < specific game state B < specific game state C < specific game state D. If the number of terminations is an extremely large value (for example, 10,000 times), the termination count will not be reached in practice, and specific game state AD can only be terminated when a minor win or a major win occurs.
[0178] Furthermore, after the end of the specific game state AD, if there are remaining reserves (second start memory, special symbol 2 reserve), the game may transition to a remaining reserve state (remaining reserve consumption state) in which a special symbol 2 variation display game based on the remaining reserves is executed. In this embodiment, the remaining reserve state is considered part of the normal game state because there is no normal power support. However, since the remaining reserve state is more advantageous to the player than the normal game state because the special symbol 2 variation display game is executed, it may be considered a different advantageous state from the normal game state.
[0179] [Winning symbols] Figure 6 is a table illustrating the types of winning symbols (types of winning results) and the corresponding winning content in the special symbol variation display game, in relation to Figure 5. In this embodiment, big win symbols and small win symbols are distinguished. Big win symbols are the stopping symbols for direct big wins that are not caused by V-entry, and small win symbols are the stopping symbols that result in V-entry big wins caused by V-entry during small wins. It is also possible to configure the small win symbols to be used as big win symbols related to V-entry big wins without distinguishing them from big win symbols.
[0180] As shown in Figure 6(I), with respect to the special display game 1, there is a jackpot symbol AD regardless of whether the game state at the time of a win is not in a time-saving state (i.e., normal game state, etc.) or in a time-saving state (i.e., specific game state). In this embodiment, the time of a win is when the jackpot symbol is stopped and displayed as a stop symbol as a result of the variable display game, or while it is being displayed, or immediately before that (at the end of the variable display of the variable display game). If the game control device 100 has determined the jackpot symbol at the start of the variable display game, the time of a win may also be when the jackpot symbol is determined.
[0181] The number of rounds refers to the number of times the special variable prize winning device 39 (large prize winning slot) is opened, that is, the number of round games played while the large prize winning slot is open. For jackpot symbols A and B, it is 2 rounds (2R), and for jackpot symbols C and D, it is 3 rounds (3R). The number of rounds here refers to the number of times the large prize winning slot is opened and closed in one direct jackpot. Note that since it is rare for the special symbol 1 variable display game to be executed during a specific game state, Figure 5 does not show the state transition from the specific game state based on the jackpot symbols of the special symbol 1 variable display game.
[0182] After the jackpot state ends, the transition destination is the normal game state for jackpot symbol A, specific game state B for jackpot symbols B and C, and specific game state A for jackpot symbol D (see also Figure 5). Even if the number of rounds is the same, the transition destination differs depending on the jackpot symbol, which can surprise the player and enhance the excitement of the game. Also, in Figure 6, to simplify game control, the transition destination is the same if the jackpot symbol is the same, regardless of whether the game state at the time of the win is in a non-time-saving mode or a time-saving mode. However, this is not the only way, and to enhance the excitement of the game, the transition destination may differ even if the jackpot symbol is the same, depending on whether the game state at the time of the win is in a non-time-saving mode or a time-saving mode.
[0183] As shown in Figure 6(II), regarding the Special Feature 2 Variable Display Game, if the game state at the time of a win is in Time-Saving Mode, there is a minor win symbol ah and one major win symbol. If the game state at the time of a win is not in Time-Saving Mode, the type of symbol is not particularly limited, but it may be a minor win symbol a and one major win symbol. In this embodiment, since the Special Feature 2 Variable Display Game is not executed in normal game state, the remaining symbols are in a reserved state when the Special Feature 2 Variable Display Game results in a win during Time-Saving Mode.
[0184] If the game state at the time of a win is not in a time-saving mode (normal game state (including remaining reserved state)), the number of rounds for all winning symbols is 10 rounds (10R), and the transition destination after the end of the big win state is specific game state B. If the game state at the time of a win is in a time-saving mode, the number of rounds is 10 rounds (10R) for minor winning symbols a, e, h and big winning symbols, and 2 rounds (2R) for minor winning symbols b, c, d, f, g, and the transition destination after the end of the big win state is specific game state B for minor winning symbols a, b and big winning symbols, specific game state C for minor winning symbols c, e, h, and specific game state D for minor winning symbols d, f, g (see also Figure 5). For minor winning symbols, the first round is a minor winning round (V-winning round), and the second round onwards are big win rounds due to a V-winning big win. Furthermore, if the number of game balls won is small, it is acceptable to have 1 round (1R) instead of 2 rounds (2R), and a time-saving symbol (no balls won) is acceptable instead of a minor win symbol.
[0185] Furthermore, since there is a winning symbol for 10 rounds (10R), playing the Special Symbol 2 variation display game is more advantageous for the player than playing the Special Symbol 1 variation display game.
[0186] Referring to Figure 5, when the game state at the time of a win is specific game state A, the distribution rate (selection rate, winning rate) of minor winning symbols in the lottery using the special symbol random values is zero for all symbols except minor winning symbols e and f, and it is only possible to win with minor winning symbols e and f. When the game state at the time of a win is specific game state B, the distribution rate of minor winning symbols in the lottery is zero for all symbols except minor winning symbols a, b, c, and d, and it is only possible to win with minor winning symbols a, b, c, and d. Here, the ratio of the distribution rates of minor winning symbols b, c, and d, which result in a 2R win, is 10:9:1, and it is more difficult to transition from specific game state B to specific game state D than from specific game states B and C. Furthermore, the probability of returning to specific game state B from specific game state B is higher than the probability of transitioning to another specific game state, by an amount equivalent to the distribution rate of minor win symbol a. Note that, since the distribution rate of big win symbols is very small for the special symbol 2 variable display game, state transitions from specific game states based on big win symbols in the special symbol 2 variable display game are not shown in Figure 5.
[0187] Referring to Figure 5, when the game state at the time of a win is specific game state C, the distribution rate of minor winning symbols in the lottery is zero for all symbols except minor winning symbol g, and it is only possible to win with minor winning symbol g. Ignoring the rare case of a big win, it is only possible to transition from specific game state C to specific game state D by winning. When the game state at the time of a win is specific game state D, the distribution rate of minor winning symbols is zero for all symbols except minor winning symbol h, and it is only possible to win with minor winning symbol h. Ignoring the rare case of a big win, it is only possible to transition from specific game state D to specific game state C by winning.
[0188] As shown in FIG. 5 and FIG. 6, once the specific game state B is entered, it is easy for the specific game state B to be repeated. Therefore, a consecutive game state in which the specific game state B is entered after a minor jackpot / a major jackpot (special game state) is likely to occur, which enhances the entertainment interest of the game. Further, once the specific game state C or the specific game state D is entered, it is easy to loop (repeat) between the specific game state C and the specific game state D. Therefore, a consecutive game state in which the specific game state C or the specific game state D is entered after a minor jackpot / a major jackpot (special game state) is likely to occur, which enhances the entertainment interest of the game. It should be noted that consecutive games (consecutive jackpots) refer to the continuation of game states other than the normal game state (such as a jackpot state, a minor jackpot state, a time-saving state, a probability-variable state) without passing through the normal game state (normal mode). In addition, the number of consecutive games is the number of consecutive jackpots that continue without passing through the normal game state. In the specific game state D, almost all jackpots are 10R jackpots, and it is easy to enter a consecutive game state, so the specific game state D is the most advantageous state for a player among all the specific game states.
[0189] In FIG. 5 and FIG. 6 described above, if the number of rounds and the game state of the transition destination are the same, the jackpot symbols may be the same, and minor jackpot symbols (for example, minor jackpot symbols d, f, g and minor jackpot symbols e, h) may be the same. Further, even if the number of rounds or the game state of the transition destination is different, the same symbol may be used (for example, minor jackpot symbols d and e are set to be the same), and the number of rounds and the game state of the transition destination may be determined based on the game state at the time of the jackpot.
[0190] [End Condition] FIG. 7 is a table illustrating an end condition for ending a specific game state A-D. In this embodiment, since the specific game state is a time-saving state, the end condition is a time-saving end condition or an electric support end condition. It should be noted that the end condition is not limited to that shown in FIG. 7, for example, the end conditions may be exchanged between the specific game states shown in FIG. 7, and other end conditions are also acceptable.
[0191] The termination conditions include those related to the number of Special Feature 1 variations m, the number of Special Feature 2 variations n, the total number of Special Feature 1 + 2 variations r, and the number of wins s. The number of Special Feature 1 variations m is the number of times the Special Feature 1 variation display game is executed (i.e., the number of variations, the number of executions). The number of Special Feature 2 variations n is the number of times the Special Feature 2 variation display game is executed (i.e., the number of variations, the number of executions). The total number of Special Feature 1 + 2 variations r is the total number of variations for the Special Feature 1 variation display game and the Special Feature 2 variation display game. If the number of times the big prize opening is opened for a single small win is 1, the number of wins s as the number of wins may be replaced with the number of times the big prize opening is opened t. In a specific game state, the termination condition is met and the game can be terminated when any of the following reaches the termination count: the number of Special Feature 1 variations m, the number of Special Feature 2 variations n, the total number of Special Feature 1 + 2 variations r, or the number of wins s. Note that there is no termination condition related to the total number of Special Feature 1 + 2 variations r.
[0192] The number of times a specific game state A can be terminated is 6 times for the number of spins m in Special Feature 1, 10 times for the number of spins n in Special Feature 2, 14 times for the total number of spins r in Special Feature 1 + 2, and 1 time for the number of wins s. In other words, specific game state A terminates when any of the following termination conditions are met: the number of spins m in Special Feature 1 becomes 6, the number of spins n in Special Feature 2 becomes 10, the total number of spins r in Special Feature 1 + 2 becomes 14, or the number of wins becomes 1.
[0193] The number of times a specific game state B can be terminated is 6 times for the number of spins m in Special Feature 1, 123 times for the number of spins n in Special Feature 2, 123 times for the total number of spins r in Special Feature 1 + 2, and 1 time for the number of wins s. In other words, specific game state B terminates when any of the following termination conditions are met: the number of spins m in Special Feature 1 becomes 6 times, the number of spins n in Special Feature 2 becomes 123 times, the total number of spins r in Special Feature 1 + 2 becomes 123 times, or the number of wins s becomes 1 time.
[0194] The number of times a specific game state C can be terminated is 6 times for the number of spins m in Special Feature 1, 140 times for the number of spins n in Special Feature 2, 144 times for the total number of spins r in Special Feature 1 + 2, and 1 time for the number of wins s. In other words, specific game state C terminates when any of the following termination conditions are met: the number of spins m in Special Feature 1 becomes 6, the number of spins n in Special Feature 2 becomes 140, the total number of spins r in Special Feature 1 + 2 becomes 144, or the number of wins s becomes 1.
[0195] The number of times a specific game state D can be terminated is 6 times for the number of spins m in Special Feature 1, 10,000 times for the number of spins n in Special Feature 2, 10,004 times for the total number of spins r in Special Feature 1 + 2, and 1 time for the number of wins s. In other words, specific game state D terminates when any of the following termination conditions are met: the number of spins m in Special Feature 1 reaches 6, the number of spins n in Special Feature 2 reaches 10,000, the total number of spins r in Special Feature 1 + 2 reaches 10,004, or the number of wins s reaches 1.
[0196] Furthermore, the number of times a specific game state ends increases in the order of Specific Game State A < Specific Game State B < Specific Game State C < Specific Game State D, which is advantageous for the player as it increases in relation to the number of Special Feature 2 spins n and the total number of spins r. In particular, Specific Game State D is more advantageous than Specific Game State A and C because, due to the termination condition of Special Feature 2 spins n = 10,000 times, the time-saving state effectively continues until the next win and a win is guaranteed. For this reason, the transition from Specific Game State D to the normal game state is not illustrated in Figure 5.
[0197] Termination conditions include a primary condition and secondary conditions (conditions other than the primary condition). There may be one or more primary and secondary conditions. The primary condition has a higher probability of being met compared to the secondary condition. That is, when each specific game state ends, the probability of termination due to the fulfillment of the primary condition is higher than the probability of termination due to the fulfillment of the secondary condition. Furthermore, over a certain number of times in each specific game state, or over a certain period (for example, one hour, the operating hours of the arcade, several days, etc.), the primary condition will be met more frequently than the secondary condition.
[0198] When there are multiple primary conditions, the probabilities (%) of each primary condition being met are of similar or the same magnitude (e.g., between 10% and 99% in the same two-digit range), and the ratio of probabilities may range from 1 to a fraction of a percent (e.g., 1 / 9), such as 55% and 14%. Sub-conditions are very rarely met (e.g., have a probability of less than 1%), and the termination of each specific game state is almost always due to the fulfillment of a primary condition. However, exceptionally, when the player intentionally launches the game ball in an unrecommended manner (left-handed shooting) in each specific game state, the sub-conditions related to the number of special feature 1 variations m and the total number of variations r may be more likely to be met. As another example, when a specific game state is terminated, all conditions with a probability of being met less than a predetermined value (e.g., 1%) may be designated as sub-conditions, and all conditions with a probability of being met equal to or greater than the predetermined value may be designated as primary conditions.
[0199] In Figure 7(I), for example, if the probability of a minor win is about 1 / 11 (the probability of a minor win occurring within 10 spins is about 61%), then for specific game state A, the probabilities of the termination condition of n=10 spins in Special Figure 2 and the termination condition of s=1 spin are roughly equal or of the same magnitude. These multiple termination conditions become the primary conditions, and the other termination conditions become secondary conditions. For specific game states BD, for example, if the probability of a minor win is about 1 / 11, then only the probability of the termination condition of s=1 spin being met is significantly higher than the probabilities of the other termination conditions being met. Therefore, only the termination condition related to s spins becomes the primary condition, and the other termination conditions become secondary conditions. Note that the termination condition of s=1 spin, as a primary condition, can be met as the termination condition for a specific game state that is not the final one in a winning streak. The secondary conditions can be met as the termination condition for the final specific game state in a winning streak.
[0200] In Figure 7(II), the number of times a specific game state A can be terminated is 6 times for the number of spins m in Special Feature 1, 9 times for the number of spins n in Special Feature 2, 13 times for the total number of spins r in Special Feature 1 + 2, and 2 times for the number of wins s. In other words, specific game state A terminates when any of the following termination conditions are met: the number of spins m in Special Feature 1 becomes 6, the number of spins n in Special Feature 2 becomes 9, the total number of spins r in Special Feature 1 + 2 becomes 13, or the number of times the big prize opening t becomes 2.
[0201] The number of times a specific game state B can be terminated is 6 times for the number of spins m for special symbol 1, 1000 times for the number of spins n for special symbol 2, 1004 times for the total number of spins r for special symbol 1 + 2, and 1 time for the number of wins s. In other words, specific game state B terminates when any of the following termination conditions are met: the number of spins m for special symbol 1 reaches 6, the number of spins n for special symbol 2 reaches 1000, the total number of spins r for special symbol 1 + 2 reaches 1004, or the number of times the big prize opening t reaches 1.
[0202] The number of times a specific game state C can be terminated is 7 times for the number of spins m for Special Feature 1, 230 times for the number of spins n for Special Feature 2, 235 times for the total number of spins r for Special Feature 1 + 2, and 2 times for the number of wins s. In other words, specific game state C terminates when any of the following termination conditions are met: the number of spins m for Special Feature 1 reaches 7, the number of spins n for Special Feature 2 reaches 230, the total number of spins r for Special Feature 1 + 2 reaches 235, or the number of times the big prize opening t reaches 2.
[0203] The number of times a specific game state D can be terminated is 8 times for the number of spins m in Special Feature 1, 10,000 times for the number of spins n in Special Feature 2, 10,006 times for the total number of spins r in Special Feature 1 + 2, and 2 times for the number of wins s. In other words, specific game state D terminates when any of the following termination conditions are met: the number of spins m in Special Feature 1 reaches 8, the number of spins n in Special Feature 2 reaches 10,000, the total number of spins r in Special Feature 1 + 2 reaches 10,006, or the number of times the big prize opening t reaches 2.
[0204] Furthermore, the termination condition for the number of times the big prize slot is opened t=2 may be that the big prize slot is opened twice in one minor win, or it may be equivalent to two minor wins. For example, two minor wins may consist of one minor win without a V-entry (a minor win in which the V-entry slot is not opened) and one minor win with a V-entry, and the specific game state may end with a V-entry.
[0205] In Figure 7(II), for specific game state B, the termination condition related to the number of Special Feature 1 spins m is a primary condition, along with the termination condition related to the number of times the big prize opening t is opened. However, if specific game state B is a medium support state (slight time reduction state) or a hidden probability variation state, then exceptionally, left-handed play becomes more favorable (advantageous) to the player than right-handed play, making it easier for the termination condition related to the number of Special Feature 1 spins m to be met, and thus it can become a primary condition.
[0206] In FIG. 7(I) and 7(II), the end count rEND for the total variation count r of first special figure and second special figure is a number different from the sum of the end count mEND for the variation count m of first special figure and the end count nEND for the variation count n of second special figure. Specifically, the end count rEND for the total variation count is smaller than the number obtained by subtracting 1 from the sum of mEND and nEND, and is greater than or equal to nEND (nEND≦rEND<mEND+nEND-1). Accordingly, even if an irregular playing method is performed, in which the player changes from right-hand hitting to left-hand hitting when the variation count n of second special figure is (nEND-1) times immediately before reaching the end count, so that the variable display game of first special figure is executed, the end count rEND for the total variation count of first special figure and second special figure is reached before the end count mEND for the variation count of first special figure is reached, and the specific gaming state is terminated. Also, even if an irregular playing method is performed, in which the player changes from left-hand hitting to right-hand hitting when the variation count m of first special figure is (mEND-1) times immediately before reaching the end count, so that the variable display game of second special figure is executed, the end count rEND for the total variation count of first special figure and second special figure is reached before the end count nEND for the variation count of second special figure is reached, and the specific gaming state is terminated. Therefore, the implementation of such irregular playing method by the player is suppressed. It should be noted that such an irregular playing method is performed for over-winning to prolong the time-saving state as much as possible.
[0207] In short, if the end count rEND for the total variation count of first special figure and second special figure is set to be the same as the end count nEND for the variation count of second special figure (123 times for the specific gaming state B in FIG. 7(I)), the irregular playing method can be effectively suppressed. However, when the end count rEND is set to be larger than the end count nEND, there is an advantage that accidental execution of the variable display game of first special figure can be allowed in the specific gaming state where right-hand hitting should be performed.
[0208] [Screen Transition 1] Figures 8 to 10 are screen transition diagrams showing the display screens of the display device 41 in chronological order, illustrating the screen transition when transitioning from a specific game state to a normal game state in Figure 5. The transition occurs when the main condition (primary condition) of reaching the end count n of the special figure 2 variation count is met, which is one of the termination conditions for the specific game state. Here, the case where the specific game state is specific game state A as a time-saving state is explained, but the same applies to specific game states other than specific game state A (specific game states B, C, etc.). Note that Figure 9 is a continuation of Figure 8, and Figure 10 is a continuation of Figure 9. Note that displays such as signs and images on the display screen may be displayed decoratively and as part of the performance, even if they have the purpose of conveying information.
[0209] In Figure 8 (a), specific game state A, which is a time-saving state, begins. The mode display 501, which indicates the performance mode (performance style), shows "Time-Saving Mode" in text, which is the performance mode of the time-saving state. Note that "Time-Saving Mode" will be displayed until just before the end of the time-saving state as described in (c) below. In addition, a movie 505 (video) corresponding to the time-saving mode will be displayed as a background image on the display screen. Here, since it is a time-saving state where right-hand play is recommended (normal power support state), the right-hand play instruction display 503 will be displayed. The right-hand play instruction display 503 will be displayed until just before the end of the time-saving state as described in (c) below.
[0210] The remaining spins display 520 indicates the number of spins remaining for Special Feature 2 until the end condition of the time-saving state is met (in this case, 9 spins, "009"). The remaining spins display 520 indicates the progress or degree of progress of the process (formation process) until the main condition is met. This allows players to fully enjoy the progress of the process until the end condition of the time-saving state (main condition) is met during the time-saving state, thereby enhancing the enjoyment of the game. The remaining spins display 520 indicates the number of spins remaining until the main condition of the time-saving state is met, and may also indicate the total number of spins remaining or the number of spins remaining for Special Feature 1 if it relates to the main condition. There is no remaining spins display to show the number of spins remaining until the sub-condition is met.
[0211] In (a), the Special Feature 2 Variable Display Game is being executed as the main variable display game, and the variation (↓↓↓) of the decorative special symbols (large symbols) is being executed in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and middle symbol are varying (scrolling variation in this case) as three decorative special symbols. The large symbols may be displayed in a semi-transparent and rapidly changing manner to make them difficult to see, or they may be hidden, so as not to interfere with the movie 505 or other effects. At the same time, the variation of the decorative special symbols (small symbols) is being executed in the variable display area 615 in the corner of the display screen as the Special Feature 2 Variable Display Game. In addition, the Special Feature 2 Variable Display Game is also being executed in the Special Feature 2 display unit 52, and the special symbols are changing.
[0212] In the second hold display unit 635 (standby area), which displays the second start memory (special figure 2 start memory) before the execution of the variable display game as the second hold display, several hold displays 631a corresponding to the second start memory (one in this case) are displayed. In the first hold display unit 645 (described later), which displays the first start memory (special figure 1 start memory) before the execution of the variable display game as the first hold display, there are no hold displays. In addition, in the hold consumption unit 640 (hold consumption area), a variable hold display 631b indicating the variable hold related to the special figure 2 variable display game that is currently being executed (start memory that was the right to execute this special figure variable display game) is displayed. In the upper right corner of the display screen of the display device 41, there is a special figure 1 hold count display unit 650 and a special figure 2 hold count display unit 660. The special figure 1 hold count display unit 650 and the special figure 2 hold count display unit 660 display the number "0" indicating the number of special figure 1 holds and the number "1" indicating the number of special figure 2 holds, respectively.
[0213] If there is a sub-display in addition to the main display device 41, the mode display 501 may be displayed on the sub-display (sub-display device). Similarly, the special figure 1 reserve count display unit 650, the special figure 2 reserve count display unit 660, the reserve display 631a, the reserve during variation display 631b, the remaining number display 520, etc., may also be displayed on the sub-display.
[0214] Next, in (i), the Special Feature 2 variable display game results in a loss, and the losing symbol is stopped and displayed as a stop symbol by the game control device 100 on the Special Feature 2 display unit 52. Furthermore, in the variable display areas 610 and 615 of the display screen, the losing symbol (for example, the decorative special symbol "724") is stopped and displayed as a stop symbol by the performance control device 300. Also, the variable reserve display 631b is hidden. Note that the number of Special Feature 2 reserves has increased by 3 from (a), and the number "4" indicating the number of Special Feature 2 reserves is displayed on the Special Feature 2 reserve count display unit 660.
[0215] Next, in (c), immediately before the next Special Feature 2 variation display game begins, a remaining count display 522, indicating the remaining number of Special Feature 2 variations until the conditions for ending the time-saving state are met, is displayed in the center of the display screen of the display device 41. The remaining count display 522 indicates the progress or degree of progress of the process (establishment process) until the main condition is met. This allows players to fully enjoy the progress of the process in which the time-saving end conditions (main conditions) are met during the time-saving state, thereby enhancing the enjoyment of the game.
[0216] The remaining spins display 522 shows the word "Remaining" in small letters and the spin count (8 spins in this case) in large letters. The remaining spins display 522 clearly shows the remaining number of spins for Special Feature 2 after the start of the Special Feature 2 spin display game that will be executed, and shows 8 spins, which is one less than the 9 spins in (a) and (b). In the spin display area 615, losing symbols (for example, "724") are not displayed, but they may be displayed. In (c), along with the remaining spins display 522, the losing symbols (for example, "724") may be displayed as a stop, continuing from (b).
[0217] Then, in (E), the Special Feature 2 Variable Display Game begins, and, as in (A), the variation (↓↓↓) of the decorative special symbols (large and small symbols) is performed in the variation display areas 610 and 615. When the Special Feature 2 Variable Display Game begins, the reserve displays 631a displayed in the second reserve display unit 635 move one by one to the left (reserve shift), and the reserve display 631a at the far left of the second reserve display unit 635 moves to the reserve consumption unit 640, where it is displayed as a variable reserve display 631b. Three reserve displays 631a are displayed in the second reserve display unit 635. The Special Feature 1 Reserve Count Display Unit 650 and the Special Feature 2 Reserve Count Display Unit 660 display the numbers "0" indicating the number of Special Feature 1 reserves and "3" indicating the number of Special Feature 2 reserves, respectively.
[0218] The remaining spins display 520 shows the remaining number of spins for Special Feature 2 (remaining spins) until the end condition of the time-saving state is met, as "008" with a value of 8. In (c), the remaining spins for the time-saving state are displayed in a large size by the remaining spins display 522, while in (d), they are displayed in a small size by the remaining spins display 520. Therefore, the remaining spins are displayed in a way that is easy for the player to recognize immediately before the start of the Special Feature 2 spin game, and in a way that is difficult for the player to recognize after the start of the Special Feature 2 spin game so as not to interfere with the movie 505 or other effects, thereby improving the enjoyment of the game. In addition, the remaining spins display 520 is a three-digit display, while the remaining spins display 522 is a single-digit display that is easy to recognize.
[0219] Next, in (O) and (Ka), similar to (I) and (U), in the variable display areas 610 and 615, after a losing symbol (for example, "572") is displayed, the remaining number of spins in the time-saving state (7 spins in this case) is displayed by the remaining spins display 522.
[0220] Subsequently, in (Ki) and (Ku), after the Special Feature 2 variable display game is executed 5 times from (Ka), the Special Feature 2 variable display game is executed in the variable display areas 610 and 615, similar to (A) and (I) or (E) and (O), and a losing symbol (for example, "149") is displayed. Note that there are 4 Special Feature 2 reserved symbols.
[0221] In Figure 9 (Ke), similar to (U) or (Ka), the remaining number of turns in the time-saving state is displayed by the remaining number display 522. In (Ke), the remaining number of turns in the time-saving state becomes a specific number (in this case, 1). Then, as a result of going through the specific stage of 1 turn remaining, a specific performance image 551 is displayed as a predetermined performance. In the performance image 551, a star mark (☆) is displayed as a still image, but it may also be a video.
[0222] The remaining number of spins in the time-saving state progresses through multiple stages corresponding to each spin (9 spins → 8 spins → ... → 0 spins), going from 9 spins to 0 spins. When the final spin of the time-saving state ends as the spin display for the final spin of the special feature 2 spin display game in the time-saving state, the conditions for ending the time-saving state are met. By setting a specific stage to less than half of the number of spins required to end the time-saving state (10 spins in this case) (less than 5 spins remaining in this case), the player can appropriately understand from the presentation image 551 that the conditions for ending the state (one of the main conditions) are about to be met.
[0223] Next, in (Ko) and (Sa), similar to (A) and (I) or (E) and (O), the Special Feature 2 variable display game is executed in the variable display areas 610 and 615, and a losing symbol (for example, "827") is displayed. Note that there are 3 Special Feature 2 reserved symbols. The remaining number display 520 shows the remaining number as 1, such as "001".
[0224] Next, in (C), the remaining number of spins in the time-saving state (0 spins in this case) is displayed by the remaining spins display 522. A text display 523 (for example, "Last") indicating that the remaining spins in the time-saving state are 0 and that the spin display of the special feature 2 spin display game that is about to start is the final spin of the time-saving state is displayed in addition to the remaining spins display 522. Note that in (C), the remaining spins display 522 may be hidden and only the text display 523 may be displayed.
[0225] Next, in (S), the special symbol 2 variation display game is executed as the final special symbol variation display game in the time-saving state (final time-saving variation), similar to (A), (E), (Ki), and (Ko). The remaining number of spins display 520 is shown as "000" with the remaining number of spins set to 0. Note that there are 2 special symbol 2 reserves.
[0226] Next, in (Se), similar to (I), (O), (Ku), and (Sa), a losing symbol (for example, "976") is displayed in the variable display areas 610 and 615. At this point, the specific game state A, which is a time-saving state, ends. Note that in (Se), the mode display 501, the right-hand shooting instruction display 503, and the remaining spins display 520 are not displayed, but they may be displayed.
[0227] Next, in (S), a screen return effect is performed such that part or all of the display screen of the display device 41 temporarily returns to the normal screen displayed in normal mode for a predetermined period of time. Normal mode is an effect mode that corresponds to the normal game state. The screen return effect may be performed together with the display device 41 or in place of the display device 41 on a sub-display (sub-display).
[0228] (So) The normal background image 524, which is displayed in normal mode, is shown. The normal background image 524 may be a still image or a video. Here, the normal background image 524 is modeled after a mountainous landscape, but is not limited to this. In place of the normal background image 524, other images or displays may be shown, such as character images displayed in normal mode, or titles (text displays) related to animations or movies displayed in normal mode.
[0229] Next, in (T), the results screen is displayed when the time-saving state (time-saving mode) ends. The results screen displays the game results (game history). The game results are reported, for example, by the number of jackpots display 545 and the number of balls acquired display 547. The number of jackpots display 545 shows the number of consecutive jackpots (including V-entry jackpots) during the winning streak (in this case, 2). The number of balls acquired display 547 shows the number of balls acquired by the player during the winning streak (in this case, 2998). In the results screen of (T), the number of jackpots display 545 is displayed as the text "2 jackpots", and the number of balls acquired display 547 is displayed as the text "Total 2998". By placing the results screen between the screen return animation and the normal mode (normal game state), a distinction can be made between the screen return animation and the animation in normal mode.
[0230] The screen return animation for (So) and / or the display of the result screen for (Ta) serve as the time-saving mode end animations to indicate the end of the time-saving mode. To allow the player to savor the feeling of the time-saving mode ending after the time-saving mode end animation is performed, the interval period from the end of the final time-saving mode spin until the next spin (the next special symbol spin display game) can be started may be set to be longer than the interval period for spins other than the final time-saving mode spin. Note that the order of (So) and (Ta) may be reversed, but in this case, it is preferable to dim the display screen during the interval period after (So) and (Ta) so that the screen return animation and the animation in normal mode can be distinguished (separated). Furthermore, in (So) and (Ta), similar to (Se), a misaligned symbol (for example, "976") may be displayed in the variable display area 615, and the numbers "0" indicating the number of reserved symbols for Special Feature 1 and "2" indicating the number of reserved symbols for Special Feature 2 may be displayed in the Special Feature 1 reserved symbol display unit 650 and the Special Feature 2 reserved symbol display unit 660, respectively.
[0231] Next, in (Chi) of Figure 10, the normal game state begins. The mode display 501, which indicates the performance mode, shows the normal mode corresponding to the normal game state. On the display screen, the normal background image 524 corresponding to the normal mode is displayed. Since two remaining reserves (second start memory, special symbol 2 reserve) occurred during the time-saving state, the special symbol 2 variation display game is executed in the variation display area 615 as the main variation display game after the time-saving state. In addition, the special symbol 2 variation display game is also executed in the special symbol 2 display 52, and the special symbols are in the process of changing. Although not executed in (Chi), the special symbol 2 variation display game may be executed in the variation display area 610.
[0232] (Chi) is not in a time-saving state (normal power support state), but since it is a variation in the Special Feature 2 variation display game, the right-hand shooting instruction display 503 is displayed in accordance with this. However, it is not limited to this, and the left-hand shooting instruction display 504, which suggests left-hand shooting as recommended in normal mode (normal game state), may also be displayed.
[0233] The reserve consumption unit 640 displays the reserve indicator 631b during variation, and the second reserve indicator unit 635 displays one reserve indicator 631a. The special figure 1 reserve count display unit 650 and the special figure 2 reserve count display unit 660 display the numbers "0" and "1" respectively, which indicate the number of reserves for special figure 1 and special figure 2, respectively. It is also possible to configure the machine so that the reserve indicator 631a corresponding to the second start memory and the reserve indicator 631b during variation are not displayed during normal mode.
[0234] Next, in (Tsu), the last of the two remaining reserved balls is consumed, and the Special Feature 2 variable display game is executed in the variable display area 615. The reserved ball consumption unit 640 displays the variable ball display 631b, and the second reserved ball display unit 635 does not display the reserved ball display 631a. The Special Feature 1 reserved ball count display unit 650 and the Special Feature 2 reserved ball count display unit 660 display the numbers "0" indicating the number of reserved balls for Special Feature 1 and the number "0" indicating the number of reserved balls for Special Feature 2, respectively.
[0235] Furthermore, since (Chi) and (Tsu) are in a state of remaining reserved balls being consumed (remaining reserved balls state), the performance mode may also be the remaining reserved balls mode (or remaining reserved balls consumption mode), and the mode display 501 may be displayed as remaining reserved balls mode. In addition, on the display screen, instead of the normal background image 524, a unique background image corresponding to the remaining reserved balls mode may be displayed, or the background image of the final variation of the time-saving mode (one scene from the time-saving mode movie 505) may be displayed as the background image. This also distinguishes the screen return performance from the performance in normal mode. In addition, in (Chi) and (Tsu), both the playing instruction displays (i.e., the right-hand playing instruction display 503 and the left-hand playing instruction display 504) may be hidden.
[0236] Next, in (Te), after the variation of the special feature 2 variation display game based on the remaining reserved symbols has finished, a losing symbol (for example, "136") is displayed in the variation display area 615. Also, a left-hand play instruction display 504 is displayed, suggesting left-hand play. This left-hand play instruction display 504 is displayed largely in the center of the display screen and consists of an arrow and the text "Please return to left-hand play," and also functions as a warning display (attention alert display) for the player.
[0237] Next, in (T), a first start memory (Special Feature 1 start memory, Special Feature 1 reserve) is generated when the ball enters the start entry opening 36 by a left-handed shot, and the Special Feature 1 variable display game is executed as the main variable display game in the variable display areas 610 and 615. In the first reserve display unit 645, which displays the first start memory before the execution of the variable display game as the first reserve display, one reserve display 641a corresponding to the first start memory is displayed. In addition, in the reserve consumption unit 640, a variable reserve display 641b indicating a variable reserve related to the Special Feature 1 variable display game that is currently being executed is displayed. The reserve display 641a (◇) corresponding to the first start memory and the reserve display 631a (〇) corresponding to the second start memory have different appearances (shapes). The Special Feature 1 reserve count display unit 650 and the Special Feature 2 reserve count display unit 660 display the number "1" indicating the number of Special Feature 1 reserves and the number "0" indicating the number of Special Feature 2 reserves, respectively. The left-handed hitting instruction indicator 504 is smaller than (Te) and is displayed only as an arrow, in a different manner than (Te). Note that in (To), the left-handed hitting instruction indicator 504 may be hidden.
[0238] [Interval period after the end of fluctuations] Figure 11 is a time chart illustrating the interval period after the end of a variation. In Figure 11, time progresses as you move to the right. The interval period refers to the period from the end of a variation related to one special symbol variation display game (one variation) until the next variation of the special symbol variation display game (next variation) becomes possible, or the period from the end of a variation related to one special symbol variation display game that results in a win until the opening animation of the win state becomes possible (until a win game becomes possible). The game control device 100 can execute game control based on the stored interval period. The interval period is a variation stop period during which the variation of special symbols stops when start memories are accumulated and special symbol variation display games are executed one after another. If there are no start memories after the interval period has elapsed, the special symbol variation display game will not be executed, and the variation stop period may be longer than the interval period.
[0239] Figure 11(I) shows the interval period after a losing spin, excluding the final spin of the time-saving mode. A losing spin here refers to the spin display of the special symbol 2 spin display game that results in a losing outcome. The interval period here is 3.0 seconds, consisting of, in order from shortest to longest, a symbol stop period of 0.5 seconds where the losing symbol is displayed, a remaining spins display period of 1.5 seconds where the remaining spins display 522 is displayed, and a waiting period of 1.0 second. The remaining spins display period of 1.5 seconds is longer than the symbol stop period of 0.5 seconds, and the player can fully enjoy the process of the time-saving mode ending condition (main condition) being met by the remaining spins display 522 during the time-saving mode, thereby enhancing the enjoyment of the game.
[0240] Furthermore, if the losing variation is the variation display of the Special Feature 1 variation display game that results in a losing outcome, it will be the same as Figure 11(III) as described later, with no remaining count display period or waiting period, and the remaining count will not be displayed. As a result, the player will feel that they are at a disadvantage, so the player will be encouraged to play with right-hand shooting, which is recommended in the time-saving state, so that the Special Feature 2 variation display game will be executed by the normal variation prize winning device 37. Also, if the termination condition regarding the number of Special Feature 2 variation counts n is a secondary condition rather than a primary one, then even in the case of the variation display of the Special Feature 2 variation display game that results in a losing outcome, it will be the same as Figure 11(III) as described later, with no remaining count display period or waiting period, and the remaining count may not be displayed by the remaining count display 522.
[0241] Regarding Figure 11(I), the symbol stop period corresponds to (i), (o), (ku), and (sa) in Figures 8-10. The remaining spins display period and the waiting period correspond to (u), (ka), (ke), and (shi) in Figures 8-10 and immediately afterward, respectively. During the waiting period, the display screen may be darkened to show a different screen than the symbol stop period or the remaining spins display period, or a different background image such as Movie 50 may be displayed. Alternatively, the waiting period may be eliminated, and the special symbol variation display game may start immediately after the remaining spins display period has elapsed, as shown in (e), (ki), (ko), and (su) in Figures 8-10.
[0242] Figure 11(II) shows the interval period after the final spin of the time-saving mode that results in a loss, and the subsequent period for consuming remaining reserved symbols, etc., when the main condition (primary termination condition) is met and the time-saving mode ends. If the time-saving mode ends when a secondary condition (non-primary termination condition) is met, it will be as shown in Figure 11(III), as described later. The final spin of the time-saving mode that results in a loss is the spin display of the game that results in a loss among the final special symbol spin display games in the time-saving mode. The interval period here is 7.5 seconds, consisting of, in order from earliest to latest, a symbol stop period of 0.5 seconds when the losing symbols are stopped and displayed, a first waiting period of 1.0 seconds, a screen return period of 1.0 seconds when the screen return effect is executed as a time-saving mode termination effect, and a second waiting period of 5.0 seconds. The remaining reserved symbol consumption period immediately following the second waiting period corresponds to the period during which the remaining reserved symbols are consumed and the special symbol 2 spin display game based on the remaining reserved symbols is executed.
[0243] Regarding Figure 11(II), the symbol stop period and the first waiting period correspond to (Se) in Figure 9 and immediately after. The screen return period and the second waiting period correspond to (So) in Figure 9 and immediately after. The remaining reserved consumption period corresponds to (Chi) to (Tsu) in Figure 10. From the first waiting period to the second waiting period, a screen return animation or the display of the results screen is executed as a time-saving end animation (specific animation) indicating the end of the time-saving period.
[0244] Furthermore, during the first and second waiting periods, the display screen may be darkened to show different screens during the symbol stop period and the screen return period, or a different background image, such as Movie 50, may be displayed. Alternatively, the first waiting period may be eliminated, and the screen return period may begin immediately after the symbol stop period ends, with the screen return animation being executed. The second waiting period may be eliminated, and the remaining reserved ball consumption period may begin immediately after the screen return period ends.
[0245] The screen return period in Figure 11(II) is shorter than the remaining spins display period in Figure 11(I), allowing the results screen that announces the game result to be displayed for a longer period, thereby enhancing the enjoyment of the game. However, this is not the only way; the screen return period can also be made longer than or the same length as the remaining spins display period, and the enjoyment of the game can be enhanced by making the screen return animation longer.
[0246] During the remaining reserved ball consumption period, the performance mode returns to normal mode (remaining reserved ball mode is also acceptable), and the right-hand shooting instruction display 503 instructs or recommends shooting to the right. After the remaining reserved ball consumption period has elapsed, the left-hand shooting instruction display 504 is displayed, and when a ball enters the starting entry point 36 by shooting to the left, the special feature 1 variable display game is executed in the variable display areas 610 and 615.
[0247] Figure 11(III) shows the interval period after a winning variation. A winning variation is a variation display in the special symbol variation display game that results in a win. Here, the interval period is 0.5 seconds, consisting of a 0.5-second symbol stop period during which the winning symbols are displayed. After the interval period following the winning variation has elapsed, the game enters either a minor win state or a major win state. The interval period after a winning variation can be the same regardless of whether the game is in a time-saving mode (time-saving state) or not (non-time-saving state).
[0248] As shown in Figure 11 above, the 7.5-second interval period after the final spin of a losing time-saving feature is set longer than other interval periods, ensuring sufficient time to perform time-saving feature completion animations such as screen return animations and result screen displays. Therefore, players can fully savor the afterglow of the end of the time-saving feature, enhancing the enjoyment of the game. The symbol stop period is the same regardless of whether it is a winning or losing spin, and regardless of whether it is the final spin of the time-saving feature or not, simplifying control.
[0249] Furthermore, the interval period after a variation in the non-primary Special Feature 1 variation display game may be the same as shown in Figure 11(III), at least during the time-saving mode (time-saving state, time-saving mode) when right-hand play is recommended. This ensures that even if the non-primary Special Feature 1 variation display game is played during the time-saving mode when right-hand play is recommended, the remaining number of spins display 522 will not be shown. In addition, the progress (or degree of progress) of the process leading up to the fulfillment of the time-saving end condition (sub-condition) related to the number of Special Feature 1 variation spins m, which is not the primary condition, will not be shown during the interval period after the variation. Moreover, the interval period after a variation in the Special Feature 1 variation display game may also be the same as shown in Figure 11(III) when not in time-saving mode (normal game state, normal mode). This simplifies the control.
[0250] Furthermore, if a secondary condition (a termination condition that is not the primary condition) is met and the time-saving state ends, the same as shown in Figure 11(III) may be used. This results in a disadvantage (penalty) where time-saving end effects (specific effects) indicating the end of the time-saving state, such as the screen return effect or the display of the results screen, are not executed. Therefore, players will be encouraged to play by shooting to the right as the recommended playing method (playing style, playing procedure) during the time-saving state in order to avoid meeting the secondary condition, thereby improving the enjoyment of the game.
[0251] [Screen transition 2] Figures 12 and 13 are screen transition diagrams showing the display screen of the display device 41 in chronological order, illustrating the screen transition when transitioning from a specific game state to a normal game state in Figure 5. The transition occurs when a secondary condition, which is not the primary condition, is met, specifically when the number of special figure 1 fluctuations n reaches the end count among the termination conditions of the specific game state. Here, the case where the specific game state is specific game state A as a time-saving state is explained, but the same applies to specific game states other than specific game state A (specific game states B, C, etc.). Note that Figure 13 is a continuation of Figure 12. Note that displays such as signs and images on the display screen may be displayed decoratively and as part of the performance, even if they have the purpose of conveying information.
[0252] In Figure 12(a), specific game state A, which is a time-saving state, begins. Mode display 501 indicates the time-saving mode, which is the performance mode of the time-saving state. Note that "Time-saving mode" will be displayed until just before the end of the time-saving state as described in (g) below. Here, since it is a time-saving state where right-hand shooting is recommended (normal power support state), the right-hand shooting instruction display 503 is displayed. The right-hand shooting instruction display 503 will be displayed until just before the end of the time-saving state as described in (g) below.
[0253] In (a), the Special Feature 1 Variable Display Game is started as a non-primary variable display game in the time-saving state, and the variation (↓↓↓) of the decorative special symbols (large symbols) is being performed in the variation display area 610 in the center of the display screen. At the same time, the variation of the decorative special symbols (small symbols) in the Special Feature 1 Variable Display Game is being performed in the variation display area 615 in the corner of the display screen. In the Special Feature 1 display unit 51, the Special Feature 1 Variable Display Game is also being performed, and the special symbols are changing. Note that the player has rested their hands and the operation handle 24 is not being operated, and there are no winnings in the normal variable prize winning device 37 in the time-saving state, so the Special Feature 2 Variable Display Game has not yet started.
[0254] Furthermore, on the display screen, Movie 505, which corresponds to the time-saving mode, is displayed as a background image. Movie 505 is a type A movie that corresponds to the execution of the Special Feature 1 variable display game, and the main character 530 and the enemy character 533 appear as character images during Movie A.
[0255] In the first hold display unit 645, one hold display 641a corresponding to the first start memory is displayed. In the second hold display unit 635, there is no hold display. In the hold consumption unit 640, a hold display 641b in progress is displayed, indicating a hold during the variation related to the special figure 1 variation display game that is currently being executed. It is also possible to configure the system so that the hold display 641a corresponding to the first start memory and the hold display 641b in progress are not displayed during the time-saving state. The special figure 1 hold count display unit 650 and the special figure 2 hold count display unit 660 display the number "1" indicating the number of special figure 1 holds and the number "0" indicating the number of special figure 2 holds, respectively. It is assumed that two first start memories (special figure 1 holds) were generated before the start of the time-saving state, especially before the winning state that leads to the time-saving state (such as the normal game state).
[0256] In (a), the Special Feature 1 variable display game is being played, except in cases where it results in a win, as it does not contribute to the fulfillment of the main condition (the primary termination condition). For this reason, the remaining number of plays display 520, which shows the number of plays remaining until the main condition is met, is not displayed. Furthermore, although the execution of the Special Feature 1 variable display game contributes to the fulfillment of the secondary condition (a non-primary termination condition), there is no display of the remaining number of plays that shows the number of plays remaining until the secondary condition is met. Consequently, the progress or degree of progress (degree of progress) of the process until the secondary condition is met is not shown. As a result, the player will feel that they are at a disadvantage, and this can encourage the player to play using the right-hand shooting method, which is recommended in the time-saving state.
[0257] However, the fluctuations of the decorative special symbols and movie A, which are being executed as part of the performance in the fluctuating display areas 610 and 615, suggest to the player that the process leading up to the fulfillment of the secondary condition (the fulfillment process) is progressing. This prevents problems such as players mistakenly thinking that the time-saving feature has ended and leaving their seats or stopping playing.
[0258] In (b), the Special Feature 1 variable display game results in a loss, and the losing symbol is stopped and displayed as a stop symbol by the game control device 100 on the Special Feature 1 display unit 51. Furthermore, in the variable display areas 610 and 615 of the display screen, the losing symbol (for example, the decorative special symbol "136") is stopped and displayed as a stop symbol by the performance control device 300. In addition, the variable hold display 641b is hidden.
[0259] Unlike the display of losing symbols after the stop of a losing symbol in the Special Feature 2 variable display game (Figure 8(c)(f), etc.), after the stop of a losing symbol in the Special Feature 1 variable display game, the remaining number of spins display 522, which shows the number of spins remaining until the main condition is met, is not displayed, and the remaining number of spins display, which shows the number of spins remaining until the sub-condition is met, is not provided in the first place and is therefore not displayed. Consequently, the player feels that they are at a disadvantage, and is encouraged to play with right-hand spinning, which is recommended in the time-saving state, and the Special Feature 2 variable display game is executed when a ball enters the normal variable prize winning device 37.
[0260] Next, in (c), the Special Feature 1 Variable Display Game begins, and, as in (a), the variation (↓↓↓) of the decorative special symbols is performed in the variation display areas 610 and 615. Movie 505 is a type A movie corresponding to the Special Feature 1 Variable Display Game that is currently running. When the Special Feature 1 Variable Display Game begins, the hold shift causes one of the hold displays 641a at the right end of the first hold display unit 645 to move to the hold consumption unit 640, where it is displayed as a variable hold display 641b. The Special Feature 1 hold count display unit 650 and the Special Feature 2 hold count display unit 660 display the numbers "0" indicating the number of Special Feature 1 holds and the number "0" indicating the number of Special Feature 2 holds, respectively.
[0261] Next, in (d), similar to (b), a losing symbol (for example, "981") is displayed in the variable display areas 610 and 615. Note that the number of reserved symbols for Special Symbol 2 has increased by 2 from (c), and the number "2" is displayed in the Special Symbol 2 reserved symbol display unit 660.
[0262] Next, in (A1), similar to (A) in Figure 8, the Special Feature 2 Variation Display Game based on the second start memory (Special Feature 2 Reserve) is started as the main variation display game, and the variation (↓↓↓) of the decorative special symbols (large symbols, small symbols) is performed in the variation display areas 610 and 615. Note that the number of Special Feature 1 Reserves is zero here, but regardless of the number of Special Feature 1 Reserves, the Special Feature 2 Variation Display Game is executed with priority over the Special Feature 1 Variation Display Game (Special Feature 2 Reserve Priority Consumption, Special Feature 2 Priority Variation). As the Special Feature 2 Variation Display Game is executed, the remaining number display 520, which shows the remaining number of Special Feature 2 variations until the main condition is met (in this case, 9 times, "009"), is displayed. Furthermore, the performance control device 300 stores or receives from the game control device 100 information regarding the main and sub-conditions of each specific game state (each time-saving state). If the termination condition for the number of spins n in Special Figure 2 is a sub-condition that is not the main condition, then the remaining spins display 520 does not need to be displayed for the number of spins n in Special Figure 2 (similarly, the remaining spins display 522 does not need to be displayed). Moreover, although not limited to this, the remaining spins display 520 may be exceptionally displayed even if it is a sub-condition in the case of the number of spins n in Special Figure 2.
[0263] That is, the Special Feature 1 variable display game of (a)-(d) is replaced by the Special Feature 2 variable display game. Here, the decorative special symbol of the Special Feature 2 variable display game inherits the decorative special symbol "981" from (d), and the variation of the Special Feature 2 variable display game starts with the losing symbol "981". For example, at the start of variation, the decorative special symbol "981" may be moved or rotated slowly at a low speed as an initial or preparatory action before transitioning to a high-speed variation of the decorative special symbol. Note that there is no remaining count display period between (d) and (a1) where the remaining count display 522 is displayed, so it is clearly recognizable that the decorative special symbol "981" is inherited. However, this is not the only way; when the Special Feature 2 variable display game starts after the Special Feature 1 variable display game, the losing symbol "981" may be replaced with a fixed decorative special symbol (for example, "123") before the Special Feature 2 variable display game starts, or the losing symbol in the Special Feature 1 variable display game may be replaced with a fixed decorative special symbol (for example, "123"). In this case, the decorative special symbol is carried over from the Special Feature 1 variable display game to the Special Feature 2 variable display game.
[0264] Furthermore, in (a)-(d), after the first process for the subcondition to be met, namely the process in which the number of Special Feature 1 variations m or the total number of Special Feature 1 + 2 variations r reaches the number of times the time-saving mode ends (6 or 14 times), the second process for the main condition to be met, namely the process in which the number of Special Feature 2 variations n reaches the number of times the time-saving mode ends (10 times), proceeds from (a1) onward. Then, the game switches from the variation of the Special Feature 1 variation display game (first performance), which suggests that the first process is underway, to the variation of the Special Feature 2 variation display game (second performance), which suggests that the second process is underway. At least the performance related to the decorative special symbol "981" (or the fixed decorative special symbol "123" mentioned above) is common to both the variation of the Special Feature 1 variation display game (first performance) and the variation of the Special Feature 2 variation display game (second performance). This ensures continuity in the presentation, reducing player discomfort and enhancing the enjoyment of the game, even when switching from the first process for fulfilling a secondary condition to the second process for fulfilling a primary condition. Note that the number of spins in Special Feature 1, which constitutes at least a part of the first process, is not included in the second process for fulfilling the primary condition.
[0265] In (a1), the remaining number display 520 indicates the progress or degree of progress of the second process for the main condition to be met, based on the remaining number of Special Feature 2 variations (remaining number) until the end condition of the time-saving state is met. Movie 505 is a type B movie corresponding to the execution of the Special Feature 2 variation display game, and the main character 530 and the enemy character 534 appear as character images in Movie B. At least the presentation related to character 530 is carried over and common between Movie A (first presentation), which suggests that the first process for the sub-condition to be met is progressing, and Movie B (second presentation), which suggests that the second process for the main condition to be met is progressing. As a result, even when the Special Feature 2 variation display game starts in (a1) and switches from the progress of the first process for the sub-condition to be met to the progress of the second process for the main condition to be met, the presentation has continuity, suppressing the player's sense of incongruity and improving the enjoyment of the game. Furthermore, since there is no remaining count display period between (d) and (a1) in which the remaining count display 522 is displayed, it can be clearly recognized that the animation related to character 530 is carried over.
[0266] After (A1), similar to (B) and (C) in Figure 8, the losing symbols are displayed, followed by the remaining number of spins displaying 522. During this time, left-handed play is performed for some reason, such as aiming for an over-winning spin during the time-saving state, and the number of reserved symbols for Special Symbol 1 becomes 4 due to a spin into the starting entry point 36.
[0267] Subsequently, in (E1), similar to (E) in Figure 8, the Special Feature 2 Variation Display Game begins, and the variation (↓↓↓) of the decorative special symbols (large and small symbols) is performed in the variation display areas 610 and 615. As Movie 505, Movie B of type corresponding to the execution of the Special Feature 2 Variation Display Game is displayed. The remaining number of times display 520 shows the remaining number of Special Feature 2 variations (8 times in this case, "008") until the main condition is met.
[0268] In (E1), when the Special Feature 2 variable display game starts, one of the reserve displays 631a in the second reserve display unit 635 moves to the reserve consumption unit 640, where it is displayed as a variable reserve display 631b. In the second reserve display unit 635, the reserve display 631a is not displayed. The Special Feature 1 reserve count display unit 650 and the Special Feature 2 reserve count display unit 660 display the numbers "4" indicating the number of Special Feature 1 reserves and "0" indicating the number of Special Feature 2 reserves, respectively. There are four first start memories (Special Feature 1 reserves), but since the Special Feature 1 variable display game is not being executed, the first reserve display unit 645 is not displayed. However, the first reserve display unit 645 may display four reserve displays 641a corresponding to the first start memories.
[0269] Next, in (O1), it is the same as (O) in Figure 8, and in the variable display areas 610 and 615, a losing symbol (for example, "389") is displayed stopped.
[0270] Next, in (k1), the situation is the same as in (k) of Figure 8, and the remaining number of turns in the time-saving state (7 turns in this case) is displayed by the remaining number display 522. Since there is no second start memory, there is no hold display 631a in the second hold display unit 635, but instead, four hold displays 641a corresponding to the first start memory are displayed in the first hold display unit 645, suggesting that the Special Feature 1 variable display game will now begin. For consistency, the hold displays 641a corresponding to the first start memory may be displayed after the Special Feature 1 variable display game has started.
[0271] Next, in (e), similar to (a), the Special Feature 1 Variable Display Game is started as a variable display game that is not the main focus in the time-saving state. In the first reserve display unit 645, three reserve displays 641a corresponding to the first start memory are displayed. In addition, in the reserve consumption unit 640, a variable reserve display 641b indicating a variable reserve related to the Special Feature 1 Variable Display Game currently being executed is displayed. The Special Feature 1 Reserve Count Display Unit 650 and the Special Feature 2 Reserve Count Display Unit 660 display the numbers "3" indicating the number of Special Feature 1 reserves and "0" indicating the number of Special Feature 2 reserves, respectively. After (e), the first start memory (Special Feature 1 reserves) is consumed one after another, and the Special Feature 1 Variable Display Game is executed repeatedly. Note that from (e) onward, the remaining number of spins display, such as the remaining spins display 520, is not displayed, and the progress or degree of progress (degree of progress) of the process for the time-saving end conditions to be met, including both the main and sub-conditions, is not shown.
[0272] In (e), the Special Feature 2 Variable Display Game of (a1)-(f1) is replaced by the Special Feature 1 Variable Display Game. Here, the decorative special symbol of the Special Feature 2 Variable Display Game inherits the decorative special symbol "389" from (o1), and the variation of the Special Feature 2 Variable Display Game starts with the losing symbol "389". For example, when the variation starts, the decorative special symbol "389" may be moved or rotated slowly at a low speed as an initial or preparatory action before transitioning to a high-speed variation of the decorative special symbol.
[0273] Furthermore, in (a1)-(f1), after the second process for the fulfillment of the main condition, namely the process in which the number of Special Feature 2 variations n reaches the number of times the time-saving mode ends (10 times), in (e) and beyond, the first process for the fulfillment of the sub-condition, namely the process in which the number of Special Feature 1 variations m reaches the number of times the time-saving mode ends (6 times), proceeds. Then, the game switches from the variation of the Special Feature 2 variation display game (second performance), which suggests that the second process is underway, to the variation of the Special Feature 1 variation display game (first performance), which suggests that the first process is underway. At least the performance related to the decorative special symbol "389" is common to both the variation of the Special Feature 2 variation display game (second performance) and the variation of the Special Feature 1 variation display game (first performance). As a result, even when switching from the progress of the second process for the fulfillment of the main condition to the progress of the first process for the fulfillment of the sub-condition, the performance maintains continuity, suppressing any sense of unease for the player and improving the enjoyment of the game.
[0274] In (e), movie 505 is a type of movie A corresponding to the execution of the special figure 1 variable display game, and the main character 530 and the enemy character 533 appear as character images in movie A. Movie A (first presentation), which suggests that the first process for fulfilling the sub-condition is underway, and movie B (second presentation), which suggests that the second process for fulfilling the main condition is underway, will have a continuity in the presentation, which will reduce the player's sense of unease and improve the enjoyment of the game.
[0275] Subsequently, in (f), the Special Feature 1 variable display game is executed based on the last first start memory (Special Feature 1 reserve) that was accumulated in (e). The reserve display unit 645 does not display the reserve display 641a. In the reserve consumption unit 640, the variable reserve display 641b, which indicates the variable reserve related to the Special Feature 1 variable display game that is currently being executed, is displayed. The Special Feature 1 reserve count display unit 650 and the Special Feature 2 reserve count display unit 660 display the numbers "0" indicating the number of Special Feature 1 reserves and the number "0" indicating the number of Special Feature 2 reserves, respectively.
[0276] In (f), since the sixth special figure 1 variable display game is being executed from the start of the time-saving state in (a), the number of variable times m of special figure 1 has reached the end number (6 times) of time saving, and the time-saving state is ended when the sub-condition among the time-saving end conditions is satisfied at the end of the variation. Therefore, this sixth special figure 1 variable display game is the final special figure variable display game (final time-saving variation) in the time-saving state.
[0277] Next, in (g), similar to (d), a losing symbol (e.g., "683") is stop-displayed in the variable display areas 610 and 615. Here, the specific game state A as the time-saving state is ended when the sub-condition among the time-saving end conditions (the number of special figure 1 variation times m = 6 times) is satisfied. Note that the interval period (0.5 sec) after the end of variation of the special figure 1 variable display game is the same as that in FIG. 11(III), and consists only of a symbol stop period of 0.5 sec.
[0278] Therefore, if the player performs left hitting as a non-recommended hitting method (gaming mode, gaming procedure) during the time-saving state and the sub-condition that the number of special figure 1 variation times m reaches the end number (6 times) is satisfied, the time-saving end effect will not be executed after the end of the final time-saving variation, which causes a disadvantage (penalty) that the player cannot savor the afterglow of the end of time saving. In addition, if the result screen is not displayed as the time-saving end effect, another disadvantage (penalty) occurs in that the player is not notified of the progress status such as the number of acquired balls and the number of consecutive jackpots. Then, in order to avoid disadvantages, the player will play a game by right hitting as a recommended hitting method (gaming mode, gaming procedure) during the time-saving state, which can improve the entertainment interest of the game.
[0279] Next, in (T1), similar to (T), a left hitting instruction display 504 suggesting left hitting is displayed. Since there is no remaining reservation, the special figure 2 variable display game based on the remaining reservation is not executed.
[0280] Next, in (T1), similar to (T), the first start memory is generated when the ball enters the starting prize slot 36 by hitting with the left hand, and the special figure 1 variable display game is executed as the main variable display game in the variable display areas 610 and 615.
[0281] [Screen transition 3] Figure 14 is a screen transition diagram showing the display screen of the display device 41 in chronological order, illustrating the screen transition when a minor win occurs, the number of wins s becomes 1, and the main time-saving termination condition (main condition) is met. Note that displays such as signs and images on the display screen may be displayed decoratively as part of the presentation, even if they have the purpose of conveying information.
[0282] In (ku a), the result is the same as (ku) in Figure 8, but after (ki), the special feature 2 variable display game results in a minor win, and the minor win symbol (for example, "333") stops and is displayed in the variable display areas 610 and 615. Right-hand shooting instruction display 503 recommends shooting to the right.
[0283] Next, in (Na), the opening sequence, which is the start of a minor win, is performed, and a text display 526 (for example, "Bonus!") is shown to announce the start of the winning state.
[0284] Next, in (ii), a minor win round equivalent to the first round occurs, and the big prize slot is opened. Then, on the display screen, the text display 527 "Aim for V" is displayed to encourage the player to enter the specific area 86 (V-entry) in order to trigger a V-entry jackpot. The text display 527 is displayed surrounded by a jagged frame-like effect (effect image).
[0285] In (Nu), if a V-win occurs, a V-win notification animation is displayed to announce the V-win. As a V-win notification animation, the text display 528 "Congratulations" congratulates the V-win and announces the win. The text display 528 is displayed surrounded by a jagged frame-like effect (effect image). At this stage, the main condition of s=1 wins is met, and the time-saving state ends. That is, the game control device 100 turns off the time-saving flag indicating the time-saving state at this stage. In this embodiment, the time-saving state and the minor win state coexist until a V-win occurs.
[0286] Next, in (Ne), the jackpot round, which corresponds to the second round, begins, and the big prize slot opens. On the display screen, a jackpot animation corresponding to a V-entry jackpot is performed. Thereafter, the round gameplay related to each round of the jackpot round is repeatedly performed, and the jackpot animation continues on the display screen.
[0287] Thus, as one of the conditions for shortening the play time, the main condition of having s=1 wins can be achieved through multiple stages (2 stages), with the derivation of the minor win symbol as the first stage and the V-entry as the second stage. When the second stage (a specific stage) of these multiple stages (2 stages) is reached, special effects such as the V-entry notification effect and the jackpot effect can be executed. The V-entry notification effect and the jackpot effect motivate players to play with right-handed shooting, which is the recommended way to play (playing style, playing procedure) during the minor win state, and can enhance the enjoyment of the game.
[0288] Furthermore, the small win symbols (a), the opening sequence (na), and the text display 527 "Aim for V" (ni) indicate the progress or degree of progress in the process (formation process) leading up to the fulfillment of the main condition of s=1 wins. This allows players to fully enjoy the progress of the process leading up to the fulfillment of the time-saving end condition (main condition), thereby enhancing the enjoyment of the game.
[0289] In (no), if there is no V-win in (d), a non-V-win animation (special animation) different from special animations such as the V-win notification animation or the jackpot animation will be executed. For example, in the non-V-win animation, character 530 and the text "Too bad" will be displayed on the screen. Unlike in Figure 12, character 530 gives a sad or gloomy impression. At stage (no), the time-saving flag is turned off, and the time-saving state ends.
[0290] Next, in (Te a), the normal mode (normal game state) begins. Similar to (Te), the mode display 501 indicates the normal mode as the performance mode, and the normal background image 524 corresponding to the normal mode is displayed on the display screen. Note that there are four second start memories as remaining reserves, so the remaining reserves may be used up, and the left-shooting instruction display 504 may be hidden, resulting in a screen similar to (Chi). In this way, since the player suffers a disadvantage when the game enters normal mode in the absence of a V-win, the player will be encouraged to play with right-shooting as the recommended way of playing (game mode, game procedure) during the time-saving state, thereby improving the enjoyment of the game.
[0291] As indicated by the dotted line, after the non-V-winning animation in (ノ), the game may enter a time-saving mode (time-saving state) as in (コ) or (アa), instead of returning to normal mode. In this case, the disadvantage to the player from returning to normal mode is mitigated, but there is still the disadvantage of not getting a big win round if there is no V-winning. Therefore, players will play by shooting to the right as the recommended way of playing (playing style, playing procedure) during the time-saving state, which can improve the enjoyment of the game. Furthermore, if the time-saving state is entered after the non-V-winning animation in (ノ), it is also possible to configure the game so that the time-saving state does not end at the (ノ) stage.
[0292] For example, after the non-V-winning animation in (no), the time-saving mode may restart with 1 spin remaining, resulting in the same screen as in (ko) where the remaining spins display 520 shows "001", and the time-saving mode animation may be executed. In this case, the time-saving mode will continue from the point in (kua) when the special symbol variation display game ends and the stopped symbols are displayed.
[0293] Also, for example, after the non-V-winning animation in (No), the recovery animation in (Ha) may be performed, and then the time-saving mode may be restored and start from the beginning as in (Aa), resulting in a screen similar to (A) where the remaining number of spins display 520 shows "009". For example, in the recovery animation, the character 530 and the text "Recovery" are displayed on the display screen. In the recovery animation, character 530 gives a cheerful and bright impression, unlike in (No). In (Aa), the time-saving mode will start from the initial remaining number of spins, which is 9. The player's benefit when the time-saving mode is restored after the non-V-winning animation in (No) is greater than when the time-saving mode restarts from the state just before a minor win, as in (Ko).
[0294] In both (a) and (c), the special figure 1 reserve count display unit 650 and the special figure 2 reserve count display unit 660 display the numbers "0" and "3" respectively, indicating the number of special figure 1 reserves. In the second reserve display unit 635, three reserve displays 631a corresponding to the second start memory are displayed. In the reserve consumption unit 640, the reserve display 631b during variation is displayed.
[0295] As explained above regarding Figure 14, except for the dotted line option, the time-saving flag is turned off and the time-saving state ends whether there is a V-win at (Nu) or not at (No). Therefore, it is also acceptable to turn off the time-saving flag at stage (Ni) and end the time-saving state.
[0296] [Modified example related to the standard diagram ST (termination conditions)] The following describes a modified version of the regular diagram ST in which the time-saving termination condition can be determined by the number of times the regular diagram variation display game is executed. In this modified version, the special diagram 2 variation display game is replaced with the regular diagram variation display game in Figures 8, 9, 11, 12, etc.
[0297] FIG. 15 is a table illustrating termination conditions for terminating specific game states A-D in this modified example. Here, the specific game state is a time-saving state (normal electric support state), and is a normal symbol ST state in which the time-saving termination condition can be defined by the number of times the normal symbol variable display game is executed. Only some of the specific game states A-D may be normal symbol ST states, and the others may not be normal symbol ST states and may not be defined by the number of executions of the normal symbol variable display game as shown in FIG. 7. Further, the termination conditions are not limited to those shown in FIG. 15, such as those obtained by replacing termination conditions between the specific game states in FIG. 15, and other termination conditions may be employed. Note that, for each specific game state, the normal electric opening time associated with the normal winning symbol may be varied to vary the strength of the normal electric support.
[0298] For example, while the probability per normal symbol is 0 in a normal game state, the probability per normal symbol is 1 / 100 in the normal symbol ST state which is a time-saving state (normal electric support state). In the normal symbol ST state, when the result of the normal symbol variable display game is a normal symbol win, the normal variable winning device 37 is opened, and when a game ball wins in the normal variable winning device 37, the special symbol 2 variable display game is executed. The winning probability of the special symbol 2 variable display game is set to 100%, and a win may be obtained when the special symbol 2 variable display game is executed. That is, the sequence of normal symbol win → opening of the normal variable winning device 37 (normal electric opening) → winning in the normal variable winning device 37 (normal electric winning) → special symbol 2 variable display game → special symbol 2 win can occur in order.
[0299] In this modified example, the termination conditions include those relating to the number of m variations of special symbol 1, the number of n variations of special symbol 2, and the number of u variations of normal symbol. In this modified example, in the normal symbol ST state, there is no termination condition relating to the number of winning times s or the number of opening times t of the big winning opening.
[0300] The number of termination times at which specific game state A can be terminated is 8 times for the number of m variations of special symbol 1, 1 time for the number of n variations of special symbol 2, and 4 times for the number of u variations of normal symbol. That is, specific game state A is terminated when any one of the following termination conditions is satisfied: the termination condition that the number of m variations of special symbol 1 reaches 8 times, the termination condition that the number of n variations of special symbol 2 reaches 1 time, and the termination condition that the number of u variations of normal symbol reaches 4 times.
[0301] The number of times a specific game state B or D can be terminated is 15 times for the number of spins m for Special Feature 1, 1 time for the number of spins n for Special Feature 2, and 10,000 times for the number of spins u for Normal Feature. In other words, specific game states B or D terminate when any of the following termination conditions are met: the number of spins m for Special Feature 1 reaches 15, the number of spins n for Special Feature 2 reaches 1, or the number of spins u for Normal Feature reaches 10,000.
[0302] The number of times a specific game state C can be terminated is 15 times for the number of spins m for special symbol 1, 1 time for the number of spins n for special symbol 2, and 100 times for the number of spins u for normal symbol. In other words, specific game state C terminates when any of the following termination conditions are met: the number of spins m for special symbol 1 reaches 15, the number of spins n for special symbol 2 reaches 1, or the number of spins u for normal symbol reaches 100.
[0303] Furthermore, in specific game states B and D, the termination condition of u = 10,000 normal symbol spins effectively guarantees that the following sequence will occur: normal symbol win → normal power release → normal power entry → special symbol 2 spin → special symbol 2 win (win in the special symbol 2 spin display game).
[0304] In the modified examples, the termination conditions for a specific game state also consist of a primary condition and a secondary condition. The primary condition has a higher probability (possibility) of being met and a higher frequency of being met compared to the secondary condition. The secondary condition is met very rarely, and the termination of each specific game state is almost always due to the fulfillment of the primary condition.
[0305] When there are multiple main conditions, the probabilities (%) of each main condition being met must be of a similar magnitude or of the same order of magnitude (e.g., 10% to 99% in the same two-digit range), and for example, the ratio of probabilities may range from 1 to a fraction of a percent. However, exceptionally, when the player intentionally launches the game ball in a way that is not recommended (left-handed shooting) in each specific game state, the sub-condition regarding the number of special figure 1 variations m may be more likely to be met. As another example, at the end of a specific game state, all conditions with a probability of being met less than a predetermined value (e.g., 1%) may be designated as sub-conditions, and all conditions with a probability of being met greater than or equal to the predetermined value may be designated as main conditions.
[0306] In Figure 15, for example, if the probability of hitting a regular symbol is around 1 / 100, for specific game state A, the termination condition of u=4 regular symbol spins is considerably more likely to occur than the termination condition of n=1 special symbol 2 spins. Therefore, the termination condition of u=4 regular symbol spins becomes the primary condition, and the other termination conditions become secondary conditions. If the probability of hitting a regular symbol is around 1 / 100, for specific game states B and D, the termination condition of n=1 special symbol 2 spins is considerably more likely to occur than the termination condition of u=10,000 regular symbol spins. Therefore, the termination condition of n=1 special symbol 2 spins becomes the primary condition, and the other termination conditions become secondary conditions. Also, if the probability of hitting a regular symbol is around 1 / 100, for specific game state C, the probability of the termination condition of u=100 regular symbol spins and the termination condition of n=1 special symbol 2 spins being met are about the same or of the same magnitude. These multiple termination conditions become primary conditions, and the other termination conditions become secondary conditions.
[0307] [Modified example of the ST diagram (screen transition)] Figure 16 is a screen transition diagram showing the display screen of the display device 41 in chronological order in this modified example, illustrating the screen transition when, after a regular win occurs, the number of special feature 2 variations n becomes 1 and the main time-saving termination condition (main condition) is met. Here, the case where the specific game state as the time-saving state is specific game state C is explained, but the same applies to specific game states other than specific game state C (specific game states B, D, etc.). Note that displays such as signs and images on the display screen may be displayed decoratively and as part of the performance, even if they have the purpose of conveying information.
[0308] First, in (Ki α), although it appears similar to (Ki), the variable display game being executed in the variable display areas 610 and 715 during the time-saving state is the regular symbol variable display game. That is, the regular symbol variable display game is being executed as the main variable display game, and the variation (↓↓↓) of the decorative regular symbols (large symbols) is being executed in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and middle symbol are varying (scrolling variation in this case) as three decorative regular symbols. At the same time, the variation of the decorative regular symbols (small symbols) is being executed in the variable display area 715 in the corner of the display screen as a regular symbol variable display game. In addition, the regular symbol variable display game is being executed in the regular symbol display unit 53 as well, and the regular symbols are changing. In this modified example, in the variable display area 610, the regular symbol variable display game is being executed during the time-saving state, and the special symbol variable display game is being executed during the normal game state.
[0309] Meanwhile, in the variable display area 716, the losing symbol "521" is displayed as a decorative special symbol (small symbol). On the display screen, the variable display area 716 for decorative special symbols (small symbols) is provided in parallel and adjacent to the variable display area 715 for decorative regular symbols (small symbols). In the variable display area 715 and the variable display area 716, small symbols consisting of numbers change in three places, but instead, symbols such as ○ or × may change in one place.
[0310] In the general-purpose display unit 735 (standby area), which displays the general-purpose display start memory (general-purpose display hold) before the execution of the variable display game as a hold display, several hold displays 731a corresponding to the general-purpose display start memory (four in this case) are displayed. In this modified example, the display screen does not have a second hold display unit 635 for displaying the second start memory as a second hold display, but it may be provided. In addition, the hold consumption unit 740 (hold consumption area) displays a variable-purpose display hold display 731b that indicates the variable-purpose display game in progress (start memory that was the right to execute this general-purpose display game). In the upper right corner of the display screen of the display device 41, there is a special-purpose display hold number display unit 750 and a general-purpose display hold number display unit 760. The special-purpose display hold number display unit 750 and the general-purpose display hold number display unit 760 display the number "0" indicating the number of special-purpose display holds and the number "4" indicating the number of general-purpose display holds, respectively.
[0311] The remaining spins display 720 indicates the remaining number of normal spins u until the time-saving state termination condition is met (here, 2 spins, "002"). The remaining spins display 720 indicates the progress or degree of progress (degree of progress) of the process until the main condition is met. This allows players to fully enjoy the progress of the process until the time-saving state termination condition (main condition) is met during the time-saving state, thereby enhancing the enjoyment of the game. Note that the remaining spins display 720 indicates the remaining number of spins until the main condition of the time-saving state termination condition is met. Note that there is no remaining spins display that shows the remaining number of spins until the sub-condition is met.
[0312] Also, similar to (K), a mode display 501 corresponding to the time-saving mode, a movie 505 corresponding to the time-saving mode, and a right-hand shooting instruction display 503 are displayed.
[0313] Next, in (Kα), after (Kiα), the regular symbol variation display game results in a regular symbol win, and seemingly similar to (Ka), the regular symbol win symbol (for example, "333") is stopped and displayed as a stop symbol in the variation display areas 610 and 715. The variation hold display 731b is hidden. After (Kα), the regular variation prize winning device 37 is opened for a long time (regular power opening).
[0314] Next, in (Ma), a right-shooting instruction display 529 is displayed to encourage the player to shoot to the right in order to trigger a win (regular electric win) in the regular variable prize winning device 37. For example, the right-shooting instruction display 529 consists of the text display 529a "Aim to the right" and a jagged frame-shaped effect 529b (effect image) surrounding the text display 529a. The effect 529b is displayed while changing its appearance, such as expanding or shrinking in size or changing in color. The arrow image 537 points to the location of the regular variable prize winning device 37. The arrow image 537 also functions as a right-shooting instruction display. The right-shooting instruction display 529 and the arrow image 537 are displayed continuously from (Ma) to (Mu).
[0315] Next, in (Mi), a regular train win actually occurs, and the Special Feature 2 Variable Display Game is executed in the Variable Display Area 716, causing the decorative special symbols (small symbols) to change. Note that the Special Feature 2 Variable Display Game is not executed in the Variable Display Area 610. Effect 529b is smaller in size than in (Ma).
[0316] On the other hand, in (Koα), there is no regular electric win, and the regular figure variation display game is executed again in the variation display area 610, 715. Here, the time-saving state (time-saving mode) continues, and the number of remaining regular figure variations until the end of the time-saving state becomes 1, and the remaining number display 520 shows "001". In (Koα), as with (Kiα), the mode display 501 corresponding to the time-saving mode and the movie 505 corresponding to the time-saving mode are displayed. Note that the screen transition from (Ma) to (Koα) is an unusual and special effect that can surprise the player and enhance the enjoyment of the game. Due to the hold shift from (Kuα), three hold displays 731a corresponding to the regular figure start memory are displayed in the regular figure hold display unit 735. In the hold consumption unit 740, the hold in-variation display 731b indicating the hold in variation related to the regular figure variation display game that is currently being executed is displayed. The special symbol reserve count display unit 750 and the regular symbol reserve count display unit 760 display the numbers "0" and "3" respectively, indicating the special symbol reserve count. Note that, prior to (koα), a non-winning animation may be performed, similar to (no), and the character 530 and the text "Too bad" may be displayed on the screen.
[0317] Next, in (Mu), after (Mi), the Special Feature 2 variation display game results in either a minor win or a major win, and the winning symbol (for example, "777") stops and is displayed in the variation display area 716. Then, the number of Special Feature 2 variations n becomes 1, the termination condition is met, and the time-saving state ends. Effect 529b is enlarged in size from (Mi). After (Mu), proceed to (Na) or (Nu), and the V-winning notification effect or major win effect can be executed. Note that, corresponding to the start of a winning state (minor win state or major win state) such as (Na) or (Nu), the decorative special symbols of the Special Feature Variation Display Game in the variation display area 716 may be hidden after the start of the winning state (the Special Feature Variation Display Game is not executed during the winning state). On the other hand, even after the start of the winning state, the decorative regular symbols for the regular symbol variation display game in the variation display area 715 may remain displayed (even during the winning state, the regular symbol variation display game can be executed when a game ball passes through the regular symbol start gate 34). Furthermore, even after the start of the winning state, the special symbol reserve count in the special symbol reserve count display unit 750 and the regular symbol reserve count in the regular symbol reserve count display unit 760 may remain displayed.
[0318] On the other hand, in (Hα), after (Mi), the special feature 2 variable display game results in a time-saving win (a win with a time-saving symbol, a support win), and a time-saving symbol (for example, "112") stops and is displayed in the variable display area 716. Also, here, similar to (H), a recovery animation is performed, and the character 530 and the text "Recovery" are displayed on the display screen. In the recovery animation, character 530 gives a cheerful and bright impression.
[0319] Next, in (α), following (α), the time-saving state (time-saving mode) continues from the beginning, similar to (α) and (αa), and the remaining number display 720 shows "009" as the remaining number of normal figure fluctuations u (remaining number) until the time-saving state termination condition is met. In other words, the time-saving state starts from the initial remaining number of 9. A normal figure fluctuation display game is executed in the fluctuation display areas 610 and 715, and a mode display 501 corresponding to the time-saving mode and a movie 505 corresponding to the time-saving mode are displayed.
[0320] As shown in Figure 16, the main condition for the number of Special Symbol 2 variations n=1, which is one of the conditions for ending the shortened time, can be achieved through multiple stages (3 stages), with the first stage being the derivation of the regular symbol winning pattern, the second stage being the opening of the regular power supply or the entry of the regular power supply, and the third stage being the derivation of the Special Symbol 2 winning pattern. When the third stage (a specific stage) of the multiple stages (3 stages) is reached, special effects such as the V-entry notification effect and the jackpot effect can be executed. The V-entry notification effect and the jackpot effect motivate players to play with right-handed shooting, which is the recommended way of playing (playing style, playing procedure) during regular power supply operation, and can enhance the enjoyment of the game.
[0321] Furthermore, the regular winning symbols, regular electric release symbols, and special symbol 2 winning symbols indicate the progress or degree of progress (degree of progress) in the process leading up to the fulfillment of the main condition of special symbol 2 fluctuation count n=1. This allows players to fully enjoy the progress of the process leading up to the fulfillment of the time-saving end condition (main condition), thereby enhancing the enjoyment of the game. Additionally, the effect 529b, which is displayed while changing its size and other characteristics, does not indicate the degree of progress until the main condition is fulfilled, but it does suggest that the process is progressing.
[0322] Furthermore, if the time-saving state continues without going through the second stage (regular entry), a time-saving mode animation (as shown in (C α)) is executed as an animation that can be distinguished from the time-saving end animation (specific animation) and recovery animation. This prevents players who cannot enjoy special animations (V entry notification animation or jackpot animation) from being disappointed by the time-saving mode animation, thus motivating players to continue playing and improving the enjoyment of the game.
[0323] Furthermore, if the time-saving state continues without going through the third stage (a minor or major win in Special Feature 2), a recovery animation will be performed as a special animation different from the special animations (V-entry notification animation or major win animation), as shown in (Ha α). Therefore, players who cannot enjoy the special animations will not be disappointed by the recovery animation, which will motivate players to continue playing and improve the enjoyment of the game.
[0324] In this modified example, if the Special Feature 1 Variation Display Game is executed during the time-saving state, the decorative special symbols (small symbols) will change in the variation display area 716. This is the process (first process) for the sub-condition related to the number of Special Feature 1 variations m to be met. Subsequently, in the variation display area 715, the Normal Symbol Variation Display Game is executed and the decorative normal symbols (small symbols) will change. When a normal symbol win occurs, the normal electricity is released, and when a game ball enters the normal electricity, the decorative special symbols (small symbols) will change in the variation display area 716 as the Special Feature 2 Variation Display Game. This is the process (second process) for the main condition related to the number of Special Feature 2 variations n or the number of normal symbol variations u to be met. The number of Special Feature 1 variations m, which is at least a part of the first process, is not included in the second process for the main condition to be met. In the variation display areas 715 and 716, the Special Feature 1 Variation Display Game and the Normal Symbol Variation Display Game can vary simultaneously.
[0325] Furthermore, in the shortened time state, during the spinning of the Special Feature 1 spinning display game, even if a regular win occurs and a ball enters the regular power, the spinning of the Special Feature 2 spinning display game cannot be started. Therefore, the spinning of the Special Feature 2 spinning display game may be waited for until the display of the stopped symbols in the Special Feature 1 spinning display game has finished.
[0326] Thus, in this modified version, as in Figure 12, the game may switch from the variation of the Special Feature 1 variable display game (first performance), which suggests that the first process is underway, to the variation of the Special Feature 2 variable display game (second performance), which suggests that the second process is underway. When switching, the performance related to the decorative special symbols corresponding to the stopped symbols of the Special Feature 1 variable display game is common to both the variation of the Special Feature 1 variable display game (first performance) and the variation of the Special Feature 2 variable display game (second performance), and the performance is carried over. As a result, even when switching from the progress of the first process for the sub-condition to be met to the progress of the second process for the main condition to be met, the performance has continuity, which suppresses the player's sense of unease and improves the enjoyment of the game.
[0327] Furthermore, in both the regular symbol variation display game and the special symbol variation display game, the small symbols may be shared in the variation display area 715, with the regular symbol variation display game (Ki α) being the first process and the special symbol 2 variation display game (Mi) being the second process. When switching from the variation of the regular symbol variation display game (first performance), which suggests that the first process is underway, to the variation of the special symbol 2 variation display game (second performance), which suggests that the second process is underway, the performance related to the decorative special symbols (stopping symbols) may be carried over from the first performance to the second performance. In this case as well, the continuity of the performance is maintained, reducing any sense of unease for the player and improving the enjoyment of the game.
[0328] The modified example has been described above with reference to Figure 16. In Figure 16, the variable display area 716 is shared by the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, and either the Special Feature 1 Variable Display Game or the Special Feature 2 Variable Display Game can be executed in the variable display area 716. However, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in separate variable display areas. That is, either the Special Feature 1 Variable Display Game or the Special Feature 2 Variable Display Game may be executed in a variable display area separate from the variable display area 716.
[0329] [Other variations] The following is a summary of variations (modifications) not mentioned in the above explanation. These variations can also enhance the enjoyment of the game.
[0330] As described above, the effects mainly consist of the display of images and text on the display screen, but instead of or in addition to the display of images and text, effects may be performed by sound from speakers 19a and 19b or by the illumination of effect LEDs 46. For example, the remaining number displays 520 and 522, which indicate the progress or degree of progress in the process until the main condition of the termination conditions of a particular game state is met, may be replaced by the announcement of the number of turns by sound from speakers 19a and 19b, or by the display of numbers by the illumination of multiple 7-segment LEDs (part of the effect LEDs 46), instead of the display of images on the display screen.
[0331] The screen return effect in (So) of Figure 9 may be replaced with an effect that outputs music (such as BGM (background music)) or sound effects that are played in the normal game state from speakers 19a and 19b, or an effect that illuminates the effect LED 46 in the same lighting pattern as in the normal game state. Therefore, the variations of the return effect that serves as a notification of returning to the normal game state can be increased, improving the enjoyment of the game.
[0332] The time it takes for the symbols to stop in Figure 11 may vary depending on whether the changing symbols are Special Symbol 1, Special Symbol 2, or a regular symbol, and may also vary depending on the type of result of the changing display game and the state of play. Therefore, the time it takes for the symbols to stop can be set flexibly, which can improve the enjoyment of the game.
[0333] A specific game state can also be terminated by a game stoppage that occurs very rarely in that state (for example, a game stoppage due to an error related to fraud). The progress or degree of progress of at least a part of the process leading up to the fulfillment of the secondary condition of game stoppage among the termination conditions of the specific game state may be indirectly indicated. For example, while an error is occurring (before game stoppage), the performance control device 300 may display text such as "An unfavorable change is coming soon" or "A special situation is in progress" on the display screen for a predetermined time, and then the game control device 100 may terminate the specific game state and put the game into a stopped state. Such text displays do not directly suggest that the specific game state (time-saving state) will end in relation to the fulfillment of the secondary condition related to game stoppage, as can be indicated by the remaining number of spins displays 520 and 522. Therefore, it is possible to directly suggest only the termination of the specific game state (time-saving state) due to the fulfillment of the main condition, thereby creating a sense of unity and improving the enjoyment of the game.
[0334] The remaining spins display 520 can be displayed in a different way during a single spinning game. For example, when the conditions for ending the time-saving feature are about to be met (such as the final spin of the time-saving feature (S) in Figure 9, the spin immediately preceding it (Ko), or the winning spin resulting in a win (Kua) in Figure 14), the remaining spins display 520, which was blue at the start of the spinning game in Special Feature 2, may change color from blue to green to yellow as time passes until the end of the spin, or the font or other numerical formatting may be changed. This makes it possible to conspicuously notify the player that the conditions for ending the time-saving feature are about to be met, thereby enhancing the enjoyment of the game.
[0335] The remaining spins display 522, which is displayed when the spins in a variable display game are stopped, can be displayed in a different manner. For example, the remaining spins display 522 displays "8 spins" and "7 spins" in blue in Figure 8 (c) and (f), but as the condition for ending the time-saving feature is about to be met, the color may change from blue to green to yellow as time passes, displaying "1 spin" in green in Figure 9 (k) and "0 spins" in yellow in Figure 9 (l). The font and other forms of the numbers may also be changed. This makes it possible to notify the player that the condition for ending the time-saving feature is about to be met in a more noticeable way, thereby improving the enjoyment of the game.
[0336] [Application to slot machines] The above-described embodiment of a pachinko machine and its modifications can be applied to a slot machine. In this case, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. In a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine. Also, the difference in balls related to the operating conditions of the safety device (complete function) is replaced by the difference in medals obtained by subtracting the number of medals inserted from the number of medals paid out. Note that in sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data.
[0337] In a typical slot machine, the player inserts (consumes) tokens, operates the start lever to begin the game (symbol variation game), and stops the three spinning reels (on which the symbols are displayed) by pressing down the three reel stop buttons. If the combination of three stopped symbols on the active lines in the window of the slot machine cabinet results in a winning combination, tokens are paid out (in the case of a minor win, etc.), the right to receive a payout is granted (in the case of a bonus win, etc.), or the next game can be played without consuming tokens (in the case of a replay win, etc.).
[0338] The control device determines whether a winning combination is achieved through an internal random number generation for each game. If a winning combination is achieved, it controls the rotation of the reels to guide the combination of stop symbols corresponding to the winning combination onto the active payline. The control device can also perform assist control such that if the three reel stop buttons are pressed according to the operation sequence guidance (navigation, push order navigation) displayed on the display screen of the device, a specific winning combination will be guided onto the active payline.
[0339] Specific game states that are more advantageous to the player than the normal game state include, for example, the AT state and the ART state. In the AT state (Assist Time state), for example, the aforementioned assist control is executed more frequently than in the normal game state, resulting in more medal payouts. In the ART state (Assist Replay Time state), for example, assist control is executed, and the probability of obtaining a replay is higher than in the normal game state.
[0340] Conditions for ending a specific game state include reaching a predetermined number of games (e.g., 10 games) since the start of the specific game state, reaching a predetermined number of coins (e.g., 100 coins) with the start of the specific game state as the baseline (zero), being awarded a bonus and entering a bonus state (winning state), winning a draw to end the state, stopping the game (e.g., stopping the game due to an error related to fraud or stopping the game due to the activation of a safety device), incurring one or more penalties, or ending the advantageous period. The bonus state also includes pseudo-bonus states that are essentially the same as specific game states (such as AT state or ART state). A penalty occurs, for example, when the three reel stop buttons are pressed in an order contrary to the operation sequence guidance (navigation), and the flag corresponding to the specific game state is reset to zero (erased).
[0341] Furthermore, the occurrence of a bonus state as a termination condition may be achieved through multiple stages, such as guidance on the order of operations on the display screen by assist control (stage 1), pressing the reel stop buttons according to the guided order of operations (stage 2), and deriving the combination of stop symbols corresponding to the bonus role (stage 3). If the bonus role is not derived by not following the guided order of operations, a failure animation (special animation) different from the bonus state animation (special animation) may be executed.
[0342] Of the multiple termination conditions, the primary termination condition has a higher probability of being met than the secondary termination conditions, and the primary condition is met more frequently than the secondary conditions in a certain number of specific game states or over a certain period of time. For example, the primary condition may be that the number of games in a specific game state reaches a predetermined number of games or that the difference in tokens in a specific game state reaches a predetermined number of tokens, while the secondary condition may be that the game stops or the advantageous period ends. The secondary condition can be any condition other than the primary condition. There may be multiple primary and secondary conditions.
[0343] The progress of the process leading up to the fulfillment of the main condition is shown. For example, if the main condition relates to the number of games or the difference in tokens, the remaining number of games (remaining spins) or the remaining number of tokens that can be obtained in the specific game state is displayed on the display screen or LED display device (such as a 7-segment LED). When the main condition is fulfilled, the displayed number (a predetermined number) shown on these display devices becomes 0. On the other hand, the progress of the process leading up to the fulfillment of the sub-condition does not need to be shown. The progress of the process leading up to the fulfillment of the sub-condition may be shown only when its fulfillment is imminent (for example, in predetermined situations such as immediately before the end of the advantageous section or immediately before the game stops). When the main condition is fulfilled and the specific game state ends, an ending animation (specific animation) that suggests the end of the specific game state is executed. When the sub-condition is fulfilled and the specific game state ends, an ending animation does not need to be executed. When the sub-condition is fulfilled and the specific game state ends, an animation that is partially different from the ending animation when the main condition is fulfilled may be executed instead of the ending animation.
[0344] For example, if the first process, which involves multiple penalties as a secondary condition, progresses, and then the second process, which involves reaching a predetermined number of games as a primary condition, progresses, the display switches from the first presentation, which suggests that the first process is in progress, to the second presentation, which suggests that the second process is in progress. At least a part of the first and second presentations are carried over in common. The first and second presentations may be displays on the screen, or they may be sounds from the speaker or lights from the presentation LEDs. Here, the first process is a separate process from the second process and is therefore not included in the second process.
[0345] When a chance zone (CZ) is provided after the end of a specific game state (such as AT state or ART state), the specific game state can be triggered after multiple games (special games) in the chance zone. In the chance zone (CZ), a lottery (re-draw lottery) is held to enter the specific game state with a higher probability than in the normal game state, and a continuous state in which the specific game state and the chance zone are repeated can occur. If the primary condition for ending the specific game state is that the number of games reaches a predetermined number, this can be a condition for ending a specific game state that is not the final one in a continuous state. On the other hand, the secondary condition can be a condition for ending the final specific game state in a continuous state. The secondary condition may also include the failure to win any re-draw lottery in the chance zone (a losing result, failure to re-draw).
[0346] Furthermore, similar to pachinko machines, if it is possible to transition from a specific game state to a bonus state (winning state), a continuous winning state can occur in which the specific game state and the bonus state are repeated. Here, if the primary condition for ending a specific game state is the occurrence of a bonus state, then this can be a condition for ending a specific game state that is not the final one in a continuous winning state. On the other hand, the secondary condition can be a condition for ending the final specific game state in a continuous winning state.
[0347] [Effects of the embodiment or its modified form] In this embodiment, the gaming machine 10 can enter a specific gaming state that is more advantageous to the player than the normal gaming state. In the gaming machine 10, when an termination condition is met, the specific gaming state (e.g., time-saving state, normal power support state) ends, and the termination condition includes a primary condition (e.g., main condition) and a secondary condition (e.g., secondary condition). During the process until the primary condition is met, the progress of the process (e.g., the remaining number of spins displayed 520, 522) is shown, while during the process until the secondary condition is met, the progress of the process is not shown. The primary condition is met more frequently than the secondary condition.
[0348] Therefore, during a specific game state, players can fully enjoy the process leading up to the fulfillment of the main termination condition, which has a high probability of occurring, thus enhancing the enjoyment of the game. Furthermore, since the progress of the process leading up to the fulfillment of the less frequent (probability, possibility) non-main termination condition is not shown, there is no wasted effort, and the resulting leeway in controlling the presentation allows for a more enhanced presentation. In addition, if the main condition has a high probability of being fulfilled when a recommended gameplay style (e.g., playing method) is performed, players can be encouraged to perform the recommended gameplay style (e.g., playing method).
[0349] In this embodiment, a period is provided during which a specific performance (e.g., a time-saving performance) is executed when a primary condition (e.g., a main condition) is met and a specific game state ends. Therefore, players can fully savor the afterglow of the end of the specific game state, thereby enhancing the enjoyment of the game. Furthermore, players will be encouraged to play in a manner recommended during the specific game state (e.g., playing style) in order to meet the primary condition, thereby enhancing the enjoyment of the game.
[0350] In this embodiment, if a non-primary condition (e.g., a secondary condition) is met and the specific game state ends, the specific animation (e.g., the time-saving end animation) is not executed. Therefore, to prevent the disadvantage of not having the specific animation (e.g., the time-saving end animation) indicating the end of the specific game state executed, players will be encouraged to perform the recommended gameplay (e.g., playing style) during the specific game state in a way that avoids meeting the non-primary condition, thereby improving the enjoyment of the game.
[0351] In this embodiment, at least one of the main conditions (for example, a termination condition related to the number of wins s) can be fulfilled through multiple stages. Of these stages, a special effect (for example, a V-winning notification effect or a jackpot effect) can be executed when a specific stage is reached, and a special effect different from the special effect (for example, a non-V-winning effect or a recovery effect) can be executed when the specific stage is not reached. Therefore, in order to reach a specific stage and enjoy the special effect, players are motivated to play the game in a recommended manner (for example, a way of playing), thereby enhancing the enjoyment of the game.
[0352] In this embodiment, a specific performance (e.g., a time-saving performance) is executed when one of the main conditions (e.g., the number of special figure 2 variations n or the number of normal figure variations u) is met and the specific game state ends. If the specific game state ends without going through a specific stage, a special performance different from the specific performance (e.g., a non-V-winning performance or a recovery performance) is executed.
[0353] In this embodiment, if a specific game state continues without going through a specific stage, a different animation (e.g., an animation for the specific game state) is executed from a specific animation (e.g., an animation for the end of the time-saving feature). Therefore, players who were unable to enjoy special animations (e.g., a V-winning notification animation or a jackpot animation) are not disappointed by an animation different from the specific animation, thus motivating players to continue playing and improving the enjoyment of the game.
[0354] In this embodiment, a special effect (e.g., a recovery effect) is executed when a specific game state continues without going through a specific stage. Therefore, the enjoyment of the game can be enhanced by not disappointing players who were unable to enjoy the special effect, and players can continue playing.
[0355] In this embodiment, the gaming machine 10 can enter a specific gaming state that is more advantageous to the player than the normal gaming state. In the gaming machine 10, when an termination condition is met, the specific gaming state (e.g., time-saving state, normal power support state) ends, and the termination condition includes a primary condition (e.g., main condition) and a secondary condition (e.g., secondary condition). In the process leading up to the meeting of the primary condition, the progress of the process (e.g., the remaining number of spins displayed 520, 522) is shown, while in the process leading up to the meeting of the secondary condition, the progress of the process is not shown. The primary condition is met more frequently than the secondary condition. Although the progress of the process leading up to the meeting of the secondary condition is not shown, an effect (e.g., fluctuation display) is performed to suggest that the process is progressing.
[0356] Therefore, the degree of progress in the process leading up to the fulfillment of non-primary conditions (e.g., secondary conditions) is not indicated. As a result, players may feel that they are experiencing a disadvantage, thus encouraging them to play in the manner recommended for the specific game state (e.g., playing style). However, it is suggested that the process leading up to the fulfillment of non-primary conditions (e.g., secondary conditions) is still underway. This helps prevent problems such as players mistakenly believing that the specific game state has ended and leaving their seats or stopping playing.
[0357] In this embodiment, after the first process for a non-primary condition to be met has progressed, when the second process for a primary condition to be met has progressed, the display switches from a first presentation (e.g., the changing display of Special Figure 1) that suggests the first process is progressing to a second presentation (e.g., the changing display of Special Figure 2) that suggests the second process is progressing. At least a part (e.g., decorative special symbols) is common to both the first and second presentations. At least a part of the first process is not included in the second process. Therefore, even when switching from the first process for a non-primary condition (e.g., a secondary condition) to the second process for a primary condition (e.g., a primary condition) to be met, the presentation maintains continuity, suppressing any sense of unease for the player and enhancing the enjoyment of the game.
[0358] In this embodiment, the gaming machine 10 can enter a special gaming state (e.g., a jackpot state) that is more advantageous to the player than the normal gaming state, and a specific gaming state (e.g., a time-saving state, a normal power support state) after the special gaming state. In the gaming machine 10, a continuous winning state can occur in which a specific gaming state is entered after multiple special gaming states. When an termination condition is met, the specific gaming state in the continuous winning state ends, and there are primary conditions and secondary conditions. A primary condition (e.g., a termination condition related to the number of wins s) can be met as a condition to terminate a secondary specific gaming state in the continuous winning state. A secondary condition (e.g., a termination condition related to the number of special figure 2 variations n) can be met as a condition to terminate the final specific gaming state in the continuous winning state (e.g., a time-saving state, a normal power support state). The frequency of showing the progress of the process until a primary condition is met is different from the frequency of showing the progress of the process until a secondary condition is met.
[0359] Therefore, the frequency of showing the progress of the process until the main condition that can terminate a non-final specific game state in a winning streak is met is different from the frequency of showing the progress of the process until the non-main condition that terminates the final specific game state in a winning streak is met. Consequently, it is possible to prevent the presentation from becoming monotonous, to make the presentation more diverse, and to improve the enjoyment of the game.
[0360] In this embodiment, the primary conditions include conditions in which the progress of the process leading to their fulfillment is shown. The secondary conditions include conditions in which the progress of the process leading to their fulfillment is not shown. Therefore, during a specific game state in a continuous win state, the player can fully enjoy the progress of the process leading to the fulfillment of the primary conditions, which are among the termination conditions that are frequently fulfilled, thereby enhancing the enjoyment of the game. Furthermore, since the progress of the process leading to the fulfillment of the secondary conditions, which are among the termination conditions that are less frequently fulfilled, is not shown, there is no waste, and there is more leeway in the control of the presentation, allowing for a richer presentation. In addition, if the primary conditions are frequently fulfilled when a recommended game mode (e.g., playing style) is performed, the player can be encouraged to perform the recommended game mode (e.g., playing style).
[0361] In this embodiment, non-primary conditions (e.g., secondary conditions) include conditions whose process of being fulfilled is not shown (e.g., termination conditions related to the number of fluctuations m in Special Figure 1) and conditions whose process of being fulfilled is indirectly shown (e.g., termination conditions due to errors). Therefore, regarding the fulfillment of secondary conditions, there is no direct indication that a specific game state (time-saving state) will end, such as the remaining number of times in a specific game state. As a result, only the indication regarding the termination of a specific game state due to the fulfillment of the primary condition is directly provided, creating a sense of unity and improving the enjoyment of the game.
[0362] In this embodiment, the primary conditions include conditions that can be met for the primary variable display game (e.g., the Special Feature 2 variable display game or the Normal Feature variable display game) in a specific game state, while the secondary conditions include conditions that can be met for the secondary variable display game (e.g., the Special Feature 1 variable display game) in a specific game state. Therefore, the probability (possibility) of the primary conditions being met among the termination conditions can be increased, preventing the player from having an excessive advantage and improving the enjoyment of the game. Furthermore, when the game is played in a recommended manner (e.g., playing style) in a specific game state, the primary conditions are more likely to be met than the secondary conditions. Therefore, the probability (possibility) of the primary conditions being met among the termination conditions can be increased, preventing the player from having an excessive advantage and improving the enjoyment of the game.
[0363] In this embodiment, the execution of a variable display game (e.g., the Special Feature 1 variable display game) based on a start memory that occurred before a specific game state does not affect the success or failure of the main condition. Therefore, the specific game state can be made as long as possible by the amount of start memory that occurred before the specific game state, thereby improving the enjoyment of the game.
[0364] In this embodiment, in a specific game state, the progress of the process until the main condition is met (for example, the remaining number of spins indicated by the remaining spins display 520) can be displayed by changing the display mode during a single variable display game. Therefore, the fact that the main condition is about to be met can be conspicuously notified, improving the enjoyment of the game. Furthermore, in a specific game state, the progress of the process until the main condition is met (for example, the remaining number of spins indicated by the remaining spins display 522) can be displayed by changing the display mode while the variable display game is stopped. Therefore, the fact that the main condition is about to be met can be conspicuously notified, further improving the enjoyment of the game.
[0365] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included. [Explanation of Symbols]
[0366] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board) 501 Mode Display 520 remaining uses displayed 522 Remaining uses displayed 524 Standard background images 610 Variable display area 615 Variable display area 635 2nd hold display section 645 1st hold display section 650 Special drawing 1 reserved number display section 660 Special drawing 2 reserved number display section 715 Variable display area 716 Variable display area 735 General reservation display section 750 Special drawing reservation number display section 760 Pending number display section
Claims
1. In a gaming machine that has a special game state that is more advantageous to the player than the normal game state, and after the special game state, can enter a specific game state and play a game in which symbols change, When the termination condition is met, the aforementioned specific game state ends. The termination conditions include primary conditions and secondary conditions. In the process leading up to the fulfillment of the aforementioned main conditions, the degree to which the process is progressing is indicated. In the process leading up to the fulfillment of the aforementioned non-primary conditions, the degree of progress in that process may not be indicated. The aforementioned primary conditions are numerous and occur more frequently than the aforementioned secondary conditions. When at least the first of the aforementioned main conditions is met, a special performance during the special game state may be executed in a series of stages. Of the aforementioned multiple stages, the special performance can be executed if a specific stage is reached, and if the specific stage is not reached, the special performance is not executed, and the special game state that was started ends. If the special game state ends without going through the aforementioned specific steps, even if there is still a start memory remaining to fulfill the second of the main conditions, the specific game state will not be started. Instead, a display of instructions indicating the recommended way to play will be shown, and a background image corresponding to the normal game state will be displayed. In the process leading up to the fulfillment of the third of the aforementioned non-primary conditions, the degree of progress of that process is not indicated, and in the process leading up to the fulfillment of the fourth of the aforementioned non-primary conditions, the degree of progress of at least a part of that process is indicated. The progress of the process until the second condition is met is shown including the number of fluctuations required to satisfy the termination conditions of the specific game state, but the progress of the process until the fourth condition is met is shown without including the number of fluctuations required to satisfy the termination conditions of the specific game state. The gaming machine is characterized in that, although the extent of the process leading to the fulfillment of the third condition is not shown, a performance is performed that suggests that the process is progressing.
2. If, after the first process for the non-primary condition to be met has progressed, the second process for the second condition to be met has progressed, The scene switches from a first presentation suggesting that the first process is underway to a second presentation suggesting that the second process is underway, and at least a part of the first and second presentations are common to each other. The gaming machine according to claim 1, characterized in that at least a portion of the first process is not included in the second process.
Citation Information
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