Game machine
By realizing dynamic changes between the first display, the second display and the third display on the display screen of the game console, and maintaining the static state of the second display when it is stationary, the problem of difficulty in decorative pattern performance and static state recognition in the prior art is solved, and better decorative pattern performance and static state recognition are achieved.
Patent Information
- Application Number
- JP2023180383
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-19
- Publication Date
- 2025-05-02
AI Technical Summary
When using the decorative design that stops display, it is difficult to improve the performance of the decorative pattern, and it is also difficult to recognize the stationary state of the decorative pattern.
A gaming machine is designed to realize dynamic changes between the first display, the second display and the third display dynamically changing on the front display screen, and maintain the stationary state of the second display when the first display, the second display and the third display are stationary.
Through the dynamically changing display mode, the performance effect of the decorative pattern is improved, and the player's recognition ability is enhanced by highlighting the stationary state of the second display.
Smart Images

Figure 2025070223000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] 2. Description of the Related Art Some gaming machines, such as pachinko machines and slot machines, perform a symbol pre-reading effect using decorative symbols that are stopped and displayed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-9877 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a presentation using such decorative patterns that are stopped and displayed, it is required to combine an image that is linked to the decorative pattern, such as an effect image, with the decorative pattern in order to further enhance the presentation. However, the use of such linked images may make it difficult for the user to recognize the stillness of the decorative pattern (so-called fixed stop).
[0005] Therefore, the present invention has been made in consideration of the above-mentioned problems, and provides a gaming machine that can improve the presentation of the decorative patterns that are displayed in a stopped state while making it easier to recognize the stationary state of the decorative patterns. [Means for solving the problem]
[0006] According to the present invention, there is provided a gaming machine capable of displaying a first display and a second display that is displayed in front of the first display and stops in a display mode corresponding to a game result, the gaming machine being capable of displaying a third display that is displayed in front of the first display and that can be linked to the second display, the display modes of the first display, the second display, and the third display all being capable of dynamically changing, and in at least some specific cases in which the second display is stationary when each of the first display, the second display, and the third display is dynamically changing, the dynamic change of the first display is maintained, the third display is stationary, or at least a part of the third display is made non-displayable, and a predetermined display that is displayed in front of all of the first display, the second display, and the third display is displayed, the predetermined display can be displayed in parallel with the first display, the second display, and the third display, and the display mode of the predetermined display can be maintained in the specific cases. Effect of the Invention
[0007] According to the present invention, there is provided a gaming machine that can improve the presentation of the decorative symbols that are stopped and make it easier to recognize the stillness of the decorative symbols. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of the gaming machine. [Diagram 2] FIG. 2 is a diagram showing a pattern display device disposed in the area II shown in FIG. [Diagram 3] FIG. 3 is a bird's-eye view showing the operation buttons and their surroundings arranged in the area III shown in FIG. [Figure 4] FIG. 4 is a diagram showing a game board installed in the gaming machine. [Diagram 5] FIG. 5 is a rear view of the gaming machine. [Figure 6] FIG. 6 is a block diagram showing a control configuration of the gaming machine. [Figure 7] FIG. 7 is a block diagram showing the functional configuration of the gaming machine. [Figure 8] Figure 8(a) is a diagram showing a schematic drawing of a lottery table for determining whether a special symbol is a hit or not, Figure 8(b) is a diagram showing a schematic drawing of a lottery table for selecting stopping symbols used when a big hit is derived in the special symbol hit or not determination related to special symbol 1, Figure 8(c) is a diagram showing a schematic drawing of a lottery table for selecting stopping symbols used when a small hit is derived in the special symbol hit or not determination related to special symbol 2, and Figure 8(d) is a diagram showing a schematic drawing of a lottery table for selecting stopping symbols used when a big hit is derived in the special symbol hit or not determination related to special symbol 2. [Figure 9] Figure 9(a) is a schematic diagram showing a special chart change pattern lottery table used in the pattern change related to special chart 1 when in the special chart change pattern derivation state PA, and Figure 9(b) is a schematic diagram showing a special chart change pattern lottery table used when special chart change pattern HNP is determined in the pattern change related to special chart 1 when in the special chart change pattern derivation state PA. [Figure 10] FIG. 10(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 10(b) is a diagram showing the relationship of the average variation time for each special chart variation pattern derivation state. [Figure 11] 11(a) to 11(c) are diagrams showing a specific example of the symbol pre-reading performance. [Figure 12] FIG. 12(a) is a flow of the symbol pre-reading effect control process, and FIG. 12(b) is a diagram that illustrates a selection table used in the selection for executing the symbol pre-reading effect. [Figure 13] FIG. 13(a) is a diagram showing a specific example of a pattern effect effect executed in parallel with the pattern pre-reading effect, and FIG. 13(b) is a table summarizing the effect colors of the pattern effect effects. [Figure 14] FIG. 14(a) is a flow chart of the background image control process, and FIG. 14(b) is a schematic diagram of a lottery table used in the lottery for switching the background image. [Figure 15] FIG. 15 is a timing chart showing the flow of displaying each image when the pattern pre-reading performance is executed in the normal low probability state. [Figure 16]FIG. 16(a) is a diagram showing a specific example when a pre-reading notification caption image is displayed during a normal low probability of winning, and FIG. 16(b) is a diagram showing a specific example when a pre-reading notification caption image is displayed during a normal high probability of winning. [Figure 17] FIG. 17 is a diagram showing a specific example when an expectation degree notification caption image is displayed. [Figure 18] FIG. 18 is a diagram showing a specific example of a power outage and restoration that does not involve the execution of a RAM clear process while a symbol pre-reading performance is being executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all drawings, the same components are given the same reference numerals, and the description will be omitted as appropriate. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the gaming machine 10 as viewed from the front side (player side) as shown in FIG. 1, unless otherwise specified. In the following explanation, "advantageous (degree of advantage)" refers to an advantage for the player, and further, unless otherwise specified, refers to an advantage in terms of the amount of prize balls (gaming media) obtained (including not only the payout of gaming balls but also the payout of medals), excluding aspects of presentation such as so-called premium images.
[0010] <Features of the present invention> Before describing the details of the gaming machine 10 in this embodiment, the features of the invention (the present invention) described in this embodiment will be described. In addition, when explaining the features, the configuration in parentheses is an example of the configuration of this embodiment corresponding to the immediately preceding configuration, and the configuration may be described in parentheses for the same purpose in the explanations of the gaming machine 10 that follow.
[0011] The present invention relates to A gaming machine capable of displaying a first display (non-linked effect image) and a second display (decorative symbol) that is displayed in front of the first display and stops in a display mode corresponding to a game result, A third display (linked effect image) that is displayed in front of the first display and can be linked with the second display can be displayed; The first display, the second display, and the third display are all capable of dynamically changing display modes; In a specific case that is at least a part of a case where the second display is stationary in a state where each of the first display, the second display, and the third display is dynamically changing, the dynamic change of the first representation is maintained; The third display is stopped or at least a part of the third display is hidden; a predetermined display (an expectation degree notification caption image) that is displayed in front of any of the first display, the second display, and the third display can be displayed; The above-mentioned prescribed display is may be displayed in parallel with the first display, the second display, and the third display; The display mode of the predetermined display may be maintained in the specific case. This is a gaming machine characterized by the above.
[0012] According to the present invention, it is possible to make it easier to recognize that the second display is stationary. Furthermore, according to the present invention, when the predetermined display is not displayed, the stillness of the second display can be emphasized.
[0013] In addition, in the present invention, "linkage" does not necessarily mean that the periods during which they are displayed as videos coincide with each other, as in the present embodiment described below, but also includes a situation in which the execution period of the linked video (the second display described above) overlaps with the execution period and either the start timing or the end timing of these execution periods coincides. Further, in the present invention, stopping a moving image is not limited to maintaining the display mode at the timing of stopping the moving image, but also includes switching to a predetermined display mode (still image).
[0014] In addition, in the embodiment described below, an example of applying the present invention to a pachinko machine is shown, but the present invention can also be applied to slot machines (including so-called medal-less slot machines) that use a predetermined number of medals to perform a pattern change that spins multiple reels, and award medals based on the result of the pattern change (the stopping pattern of the multiple reels).
[0015] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0016] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. Figure 1 is a front view of the gaming machine 10, Figure 2 is a diagram showing a pattern display device 90 arranged in area II shown in Figure 1, Figure 3 is a bird's-eye view showing a group of operation buttons arranged in area III shown in Figure 1 and their surroundings, Figure 4 is a diagram showing a game board 50 installed in the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. 1 to 5 are merely components necessary for explaining the gaming machine 10 of this embodiment, and components and functions not shown here may be added to the gaming machine 10. In addition, the gaming machine 10 does not necessarily have to include all of the components shown here, and some components or functions may be omitted as long as the effects of the present invention are not impaired.
[0017] The gaming machine 10 of this embodiment is a so-called pachinko machine, in which gaming balls are shot into a front area (hereinafter referred to as "game area 50a") of a gaming board 50 on which a large number of gaming nails (not shown) are erected, and a prize ball is obtained when the gaming ball enters a winning hole (for example, a big winning hole 55, etc.). In the following description, the entry of a gaming ball into a winning hole may be simply expressed as "entering (a winning hole)."
[0018] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, a middle frame 17 that detachably holds a gaming board 50 on the front side of the opening of the outer frame 15, and a front frame 20 configured to cover the front side of the gaming board 50.
[0019] The middle frame 17 is supported so as to be rotatable about the left end side by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed to the front side of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the front frame 20 (right in this embodiment)).
[0020] The front frame 20 is supported by a hinge mechanism 21 so as to be rotatable about the left end side, and can be opened and closed relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the middle frame 17 (left in this embodiment)). In addition, the front frame 20 is provided with a transparent member 25 arranged to cover the playing area 50a, and the transparent member 25 protects the playing area 50a and the playing board 50 from view. The front frame 20 also includes an upper ball tray 27 and a lower ball tray 29 for storing game balls, and the upper ball tray 27 and the lower ball tray 29 are vertically spaced apart and integral with the front frame 20. In this embodiment, a full tank detection sensor (not shown) for detecting when the lower ball tray 29 is full of discharged game balls is provided upstream of the lower discharge port 30 that discharges game balls into the lower ball tray 29. In addition, the front frame 20 is provided with an operating handle 31 on the right side of the lower ball tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball tray 27 are launched toward the game area 50a.
[0021] 1 to 5, the middle frame 17 has a middle frame open door sensor 76 that detects whether the middle frame 17 is in an open state or a closed state relative to the outer frame 15, and a front frame open door sensor 77 that detects whether the front frame 20 is in an open state or a closed state relative to the middle frame 17. In this embodiment, both of these door open sensors are ON in the open state and OFF in the closed state. However, these door open sensors may be configured to be OFF in the open state and ON in the closed state. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15 and the open / closed state of the front frame 20 relative to the middle frame 17.
[0022] As shown in FIG. 3, a group of operation buttons operated by the player is arranged on the upper surface of the upper ball tray 27. The group of operation buttons includes a ball loan button 39a and a return button 39b for accepting a return operation of a prepaid card as a main operation unit 39 electrically connected to a main control board 100 described later, and includes a performance button 37 for switching the performance generated during a game or accepting a player's operation to obtain various information related to the gaming machine 10 as an operation unit electrically connected to a first sub-control board 200 described later, and cursor buttons 38 (upper cursor button 38a, lower cursor button 38b, left cursor button 38c, right cursor button 38d, middle cursor button 38e) for instructing operations to the up, down, left, and right directions, respectively. Each operation unit is provided with a sensor for detecting the operation, and the control board to be connected detects the operation of each operation unit by a change in the detection state of the sensor. Furthermore, a movable decorative body 22, which is operated by an actuator such as a motor (not shown), is provided on the side of the upper ball tray 27.
[0023] A ball ejection mechanism 36 is provided below the lower ball tray 29 to eject the game balls stored in the lower ball tray 29 downward. By operating this ball ejection mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball tray 29 opens, and the game balls fall naturally from the bottom opening and are ejected. Although not shown in the figure, the upper ball tray 27 is provided with a mechanism which, similar to the ball removal mechanism 36, can be operated to move the stored balls to the lower ball tray 29, and by operating both this mechanism and the ball removal mechanism 36, it is possible to remove the stored balls.
[0024] As shown in Fig. 1, a pair of speakers 33 (33a, 33b) are disposed on the left and right sides of the upper frame portion 32 of the front frame 20. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed of light-transmitting covers, and frame lamps 35 (35a, 35b, 35c) are disposed inside the covers. The speaker 33 and the frame lamps 35 can emit sounds or turn on or off in conjunction with effects and error notifications that occur during play.
[0025] The performance display device 80 is composed of a main display unit 81 disposed approximately in the center of the game board 50, and a sub-display unit 82 disposed around the main display unit 81. The sub-display unit 82 further includes an upper sub-display unit 82a disposed above the main display unit 81, a left sub-display unit 82b disposed on the left side of the main display unit 81, and a right sub-display unit 82c disposed on the right side of the main display unit 81. Here, the main display unit 81 is a fixed liquid crystal display device, and the upper sub-display unit 82a, the left sub-display unit 82b, and the right sub-display unit 82c are movable liquid crystal display devices operated by actuators such as motors (not shown).
[0026] The main display unit 81 can display the changing display of a pattern row that is performed in conjunction with the changing display in the first special pattern display device 91 or the second special pattern display device 92 described below, and can also display various other effects. In the variable display of the pattern row (decorative pattern) displayed on the main display unit 81, the displayed decorative pattern forms three pattern rows. In this embodiment, the direction of the variable display of each pattern row is downward, but the direction is not particularly limited. For example, it may be upward, left and right, depth, or a combination of these (diagonal direction). Here, the depth direction refers to a virtual direction recognized by the player in a display mode that uses a method (e.g., perspective) that makes the player perceive the pattern row as if it is changing from the back of the main display unit 81 to the front or vice versa, even though in reality it is a planar changing display on the display screen of the main display unit 81. In addition, the decorative symbols in this embodiment include a "1 symbol" that imitates the number "1", a "2 symbol" that imitates the number "2", a "3 symbol" that imitates the number "3", a "4 symbol" that imitates the number "4", a "5 symbol" that imitates the number "5", a "6 symbol" that imitates the number "6", a "7 symbol" that imitates the number "7", an "8 symbol" that imitates the number "8", and a "9 symbol" that imitates the number "9", and these symbols are provided in each symbol row. In the following description, the "1 symbol", "3 symbol", "5 symbol", "7 symbol", and "9 symbol" may be collectively referred to as "odd number symbols", and the "2 symbol", "4 symbol", "6 symbol", and "8 symbol" may be collectively referred to as "even number symbols".
[0027] Each of the sub-display units 82 is not only provided mainly for displaying a performance image related to a performance, but is also configured to be movable. The initial positions of the upper sub-display unit 82a are on the upper side with respect to the main display unit 81, the left sub-display unit 82b are on the left side with respect to the main display unit 81, and the right sub-display unit 82c are on the right side with respect to the main display unit 81, and each of the sub-display units 82 is configured to be movable from these initial positions to a position where the entire display area of the sub-display unit 82 overlaps with the display area of the main display unit 81. However, even when the sub-display units 82 (particularly the left sub-display unit 82b and right sub-display unit 82c) are in the initial position shown in FIG. 4, approximately the upper half of the display area (a left display area 821 and a right display area 822 described later) is visible to the player.
[0028] A number of light emitting diodes (hereinafter abbreviated as "LEDs") are arranged on the lower right side of the main display unit 81, and these LEDs form the display area of the pattern display device 90, which displays special patterns and normal patterns. In addition, the symbol display device 90 is disposed in a position that is more difficult for the player to see than the main display unit 81, and the display area of the symbol display device 90 is smaller than the display area of the main display unit 81. In addition, the arrangement and number of LEDs in the pattern display device 90 in this embodiment are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs in the pattern display device 90 are not limited to this example.
[0029] The special symbols are symbols that are stopped and displayed as a result of a symbol change that determines whether or not to activate a special electric role (for example, the special electric role 65). The special symbols in this embodiment include a first special symbol displayed on the first special symbol display device 91 and a second special symbol displayed on the second special symbol display device 92. In addition, the special pattern may be abbreviated as "Special pattern", the first special pattern as "Special pattern 1", and the second special pattern as "Special pattern 2".
[0030] The normal symbol is a symbol that is stopped and displayed as a result of a symbol variation that determines whether or not to operate a normal electric role (for example, the normal electric role 61). The normal symbol in this embodiment is displayed on the normal symbol display device 93. In addition, normal patterns are sometimes abbreviated as "Fuzu", and normal electric devices are sometimes called "denchu".
[0031] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations relating to reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations relating to reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations for reserved normal patterns, and all of them make it possible to identify the number of corresponding pattern variations by the lighting state of the two LEDs (in this embodiment, right constantly lit only = 1, left and right constantly lit = 2, right flashing + left constantly lit = 3, left and right flashing = 4).
[0032] In the following explanation, the pattern change in which the first special pattern display device 91 or the second special pattern display device 92 displays a special pattern in a variable manner and then stops displaying the special pattern will be referred to as the ``pattern change of the special pattern,'' and in the following explanation, the pattern change in which the normal pattern display device 93 displays a normal pattern in a variable manner and then stops displaying the normal pattern will be referred to as the ``pattern change of the normal pattern.'' In addition, in the following description, the change display of the pattern row (decorative pattern) displayed on the above-mentioned main display unit 81 may be referred to as "pattern change of decorative pattern" to distinguish it from "pattern change of special pattern" and "pattern change of normal pattern". In the following explanation, when the term "pattern change" is used, it means a pattern change of a special design unless otherwise specified.
[0033] As shown in FIG. 4, a number of obstacles such as game pegs (not shown), windmills 52, and decorative parts are arranged on the front of the game board 50, thereby defining a game area 50a in which the shot game ball can roll. Additionally, on the left and upper sides of the play area 50a, there are arranged a curved outer rail 51 and an inner rail 53 for guiding the game balls launched by rotating the operating handle 31 to the upper part of the play area 50a. The outer rail 51 is located outside the inner rail 53 with the center of the play area 50a as the reference point. Here, the windmill 52 is a nail-shaped mechanism for changing the direction in which the game balls fall.
[0034] The gaming machine 10 is capable of varying the strength of the game ball's launch depending on the amount of rotation (e.g., the angle of rotation) of the operating handle 31, and various obstacles are arranged in the gaming area 50a to make the game ball roll along either the first flow path X (so-called left hit), in which a game ball that is launched more weakly, or the second flow path Y (so-called right hit), in which a game ball that is launched more strongly, rolls.
[0035] In Figure 4, the main prize openings are shown as large prize opening 55, first start opening 57, second start opening 59, gate 63, and general prize opening 67, but the prize openings shown are only examples, and the number and arrangement of the openings may be changed as appropriate.
[0036] The large prize opening 55 is located in the lower right of the game area 50a. The large prize opening 55 is provided with a large prize opening sensor 72, and the result of detection by the large prize opening sensor 72 determines whether a prize has been won in the large prize opening 55, and the number of prize balls (15 in this embodiment) associated with the large prize opening 55 is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the big prize opening 55 when rolling from the second flow path Y compared to when rolling from the first flow path X.
[0037] A special electric device 65 is disposed above the large prize opening 55. The special electric device 65 is a member that can be switched between an open state, in which it is easy to win a prize in the large prize opening 55, and a closed state, in which it is difficult to win a prize, and is switched to either the open state or the closed state by a special electric device solenoid 66. More specifically, the special electric device 65 is in an open state in a part of a big win game that starts due to a big win being derived by a special pattern hit / miss judgment described later, or in a part of a small win game that starts due to a small win being derived by a special pattern hit / miss judgment, and thus entry into the big winning hole 55 is permitted. In this way, when the special electric device 65 is in an open state, it is easy to win a prize in the big winning hole 55, so it can be said that the big win game and the small win game, in which the chance of winning a prize ball is greatly increased, are advantageous game states. In addition, although details will be described later, the small win game in this embodiment can cause a big win game. In a jackpot game, the special electric device 65 is alternately set to an open state and a closed state, and one open state (sometimes referred to as a "round game", and the total number of round games occurring in one jackpot may be referred to as the "number of rounds") ends when a predetermined number (10 in this embodiment) of game balls have entered the large prize opening 55, and the special electric device 65 enters a closed state. Furthermore, one open state in a jackpot game also ends when a sufficient time (30 s (seconds) in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize opening 55. On the other hand, in the small win game, the game ends when the special electric device 65 is open for 1.8 seconds or when 10 game balls enter the large winning hole 55. Therefore, in the small win game, it is difficult for game balls to enter the large winning hole 55 compared to the large win game. In this embodiment, when a big win game or a small win game starts, a start demo that ends with the passage of time is set, and when the start demo ends, a round game (when a small win occurs, a small win game) starts, and when all round games end, an end demo that ends with the passage of time is set. That is, in this embodiment, a big win game (including those that occur in a small win game) is composed of a start demo, a round game, and an end demo, and the big win game proceeds in this order.
[0038] The first starting hole 57 is located at the center lower part of the game area 50a. A first starting hole sensor 70 is attached to the first starting hole 57, and the winning of the first starting hole 57 is determined based on the detection result of the first starting hole sensor 70, and the number of prize balls (4 in this embodiment) corresponding to the first starting hole 57 is awarded. In at least some of the cases where the winning of the first starting hole 57 is determined, the pattern change related to the special chart 1 is performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when they roll from the first flow path X compared to when they roll from the second flow path Y.
[0039] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the winning of the second starting hole 59 is determined based on the detection result of the second starting hole sensor 71, and the number of winning balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning jackpot has been determined for the second starting port 59, a pattern change related to special chart 2 will occur. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when they roll from the second flow path Y compared to when they roll from the first flow path X.
[0040] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state in which it is easy to insert a game ball into the second starting port 59 and a closed state in which it is difficult to insert the ball, and is switched to either the open state or the closed state by a normal electric device solenoid 62. More specifically, the normal electric device 61 is opened when the result of the normal winning / losing judgment described later is a normal winning (hereinafter, may be simply expressed as "normal winning"), and accordingly, winning is permitted in the second starting hole 59. In this way, when the normal electric device 61 is in the open state, winning in the second starting hole 59 is possible, so that the opportunity for the pattern variation related to the special drawing 2 to be executed can be greatly increased while suppressing the decrease of the game balls by the prize ball.
[0041] The gate 63 is located in the right center of the game area 50a. A gate sensor 74 is attached to the gate 63, and the winning of the gate 63 is determined based on the detection result of the gate sensor 74. In at least some cases where the winning of the gate 63 is determined, the pattern of the normal figure is changed.
[0042] The general winning opening 67 is located at the lower left of the game area 50a. A general winning opening sensor 73 is attached to the general winning opening 67, and a winning ball is determined based on the detection result of the general winning opening sensor 73, and the number of prize balls associated with the general winning opening 67 (4 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X compared to when rolling from the second flow path Y, but the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.
[0043] The outlet 69 is disposed at the bottom of the game area 50a. A game ball that is shot into the game area 50a and does not enter any of the winning holes falls into the outlet 69 and is treated as an out ball. In this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that enter the winning hole and the out hole 69, is provided.
[0044] In addition to the sensors mentioned above, the game board 50 is also provided with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) in order to prevent fraudulent acts such as receiving prize balls illegally.
[0045] As shown in FIG. 5, the rear of the game board 50 is fitted with a main control board case 109 in which the main control board 100 is stored, a first sub-control board case 209 in which the first sub-control board 200 is stored, a second sub-control board case 309 in which the second sub-control board 300 is stored, a power supply control board case 509 in which the power supply control board 500 is stored, and a payout control board case 409 in which the payout control board 400 is stored. In addition to the rear of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 which covers part of the rear of the main control board case 109 is attached in a removable manner. In addition, the main control board 100 is provided with a RAM clear switch 43. Furthermore, the substrate cases and covers that cover the respective substrates are made of transparent materials, and the corresponding substrates can be seen through each case and cover.
[0046] A game ball tank 46 for storing game balls supplied from the ball supply facility of the game island is disposed on the back of the game board 50, above the opening and closing cover 45. The game ball tank 46 is further connected to a payout passage 49 leading to the upper ball tray 27 via a tank rail 47 and a payout unit 48, and the balls paid out by the payout unit 48 are paid out to the upper ball tray 27 through the payout passage 49.
[0047] So far, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with other configurations.
[0048] <Regarding the control configuration of the gaming machine 10> Next, a control configuration of the gaming machine 10 according to the present embodiment will be described with reference to Fig. 6. Fig. 6 is a block diagram showing a control configuration of the gaming machine 10. Note that the control configuration shown in Fig. 6 is necessary for explaining the gaming machine 10 of the present embodiment, and the gaming machine 10 may have a control configuration not shown in Fig. 6.
[0049] The main control board 100 is equipped with a CPU 101 which performs various calculation processes related to the game, a ROM 102 which stores data such as control programs and various lottery tables, a RAM 103 which functions as a work area and buffer memory that serves as a temporary storage area, an I / O port 104 which inputs and outputs signals between peripheral boards and each device, and a random number circuit 105 which operates in a system separate from the program processing by the CPU 101 and generates random numbers (hard random numbers), and these are connected to each other via an internal bus.
[0050] The CPU 101 executes various processes related to the main control of the game by reading out various control programs stored in the ROM 102 and performing arithmetic processing. The RAM 103 is backed up by a backup power source generated in a backup power circuit, which will be described later. Specifically, among the information stored in the RAM 103, various information is backed up so that when power is restored (when power is turned on) after a power outage, the data can be used to restore the gaming machine 10 to the state it was in immediately before the power outage. For example, in addition to the data of the stack pointer and each register, etc., held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (a game stop state or a playable state), the current regular drawing state, etc., are backed up. Note that this information is cleared (initialized) by a RAM clearing process, which will be described later. Therefore, after the RAM is cleared, a special pattern variation pattern derivation state PA (low probability of regular pattern, which will be described later) is newly set. Furthermore, when the RAM clearing process is executed, the pattern string related to the decorative pattern is in a state in which the initial pattern combination is stopped and displayed, and even if the RAM clearing process is not executed when the power is turned on and the pattern variation is not being executed at the time of the previous power outage, the initial pattern combination is also stopped and displayed. In addition, this initial symbol combination is displayed statically only when the power is turned on, and is not displayed statically due to the execution of symbol variation.
[0051] In this embodiment, at least an area in which such information related to the game is stored (sometimes referred to as the area of RAM 103 related to the game) is backed up, as well as an area in which the complement of the checksum and the backup flag related to the area of RAM 103 related to the game are stored (sometimes referred to as the backup information area of RAM 103 related to the game). Then, when power is restored, the gaming machine 10 returns to normal using the various pieces of information stored in the backed up area of RAM 103 related to the game and the backup information area of RAM 103 related to the game. In addition, the specific method of backup in this embodiment is not limited. For example, the area to be backed up in the RAM 103 may be realized with a configuration capable of holding data in a non-volatile manner even in a power-off state. As another example, in the RAM 103, a first memory configured to hold data in a non-volatile manner even in a power-off state and a second memory referenced during operation of the gaming machine 10 may be provided with different hardware. In that case, the gaming machine 10 may save information to be backed up from the second memory to the first memory when power is cut off, and recover the saved information from the first memory to the second memory when power is restored.
[0052] The main control board 100 is also electrically connected to the first start opening sensor 70, the second start opening sensor 71, the special prize opening sensor 72, the general prize opening sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame door opening sensor 76, the front frame door opening sensor 77, etc., and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104. Although not shown in the figure, in addition to these sensors, the main control board 100 is also electrically connected to a full tank detection sensor, a magnetic detection sensor, and a radio wave detection sensor, and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104.
[0053] In addition, the main control board 100 is electrically connected to the first special pattern display device 91, the second special pattern display device 92, the normal pattern display device 93, the first special pattern hold lamp 94, the second special pattern hold lamp 95, the normal pattern hold lamp 96, the normal electric role solenoid 62 and the special electric role solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, main control board 100 is electrically connected to main operation unit 39 and RAM clear switch 43, and is configured to be able to detect the operation of main operation unit 39.
[0054] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected so that communication is possible in only one direction, from the main control board 100 to the first sub-control board 200, and various performance control commands are transmitted from the main control board 100 to the first sub-control board 200. Furthermore, data cannot be transmitted from the first sub-control board 200 to the main control board 100, and the first sub-control board 200 is configured not to be able to request the main control board 100 to transmit data. In addition, in this embodiment, a parallel transmission method is used for transmitting data from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.
[0055] The first sub-control board 200 comprises a CPU 201 which performs various arithmetic processing related to game presentation based on presentation control commands from the main control board 100, a ROM 202 which stores data such as presentation control programs and various lottery tables, a RAM 203 which functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 204 which inputs and outputs signals between peripheral boards and each device. These are interconnected via an internal bus, and the CPU 201 is configured to execute main control related to game presentation in accordance with the control program stored in ROM 202. In addition, the first sub-control board 200 is electrically connected to the performance button 37 and the cursor button 38, and is configured to be able to detect the operation of these operating sections.
[0056] In addition, the first sub-control board 200, through performance control processing based on performance control commands from the main control board 100, generates image control commands that instruct the image to be displayed on the second sub-control board 300, audio control commands that instruct the audio to be output to the audio control board 310, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82, etc. Here, the first sub-control board 200 is connected to the second sub-control board 300 and the voice control board 310 to enable two-way communication, and each control command (image control command, voice control command) is transmitted from the first sub-control board 200 to the second sub-control board 300 or the voice control board 310, while in response, a response command (ACK command) indicating that the control command was successfully received is transmitted from each control board (second sub-control board 300, voice control board 310) to the first sub-control board 200.
[0057] The first sub-control board 200 is also electrically connected to the frame lamp 35, and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured such that its illumination is controlled by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable ornament 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable ornament 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0058] The second sub-control board 300, although not shown in the figure, is equipped with a CPU that performs various calculations related to image presentation based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, etc., a RAM that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port that inputs and outputs signals between peripheral boards and each device, and the CPU is configured to execute main control related to image presentation in accordance with the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the performance determined by a performance content determination means 225 described later based on a control signal received from the CPU, and a sound source IC that generates sound data according to the content of the performance based on a control signal received from the CPU. The VDP is a so-called image processor that reads image data stored in an image ROM in response to an instruction from the CPU, processes the image data, and transmits the generated image data to the main display unit 81 and the sub-display unit 82. A high-speed VRAM that is used for expanding and processing the image data read from the image ROM is also connected to this VDP.
[0059] The audio control board 310 includes a CPU 311 that performs various arithmetic processing related to audio performance based on audio control commands from the first sub-control board 200, a ROM 312 that stores audio control programs and audio data, a RAM 313 that functions as a work area or buffer memory serving as a temporary storage area, and an I / O port 314 that inputs and outputs signals between the peripheral boards and each device, and is configured such that the CPU 311 executes main control related to audio performance according to the control program stored in the ROM 312. Thus, the audio control board 310 reads audio data stored in the ROM 312 in response to audio control commands received from the first sub-control board 200, synthesizes the read audio data, and transmits the final synthesized audio data to the speaker 33 via an amplifier, thereby enabling the speaker 33 to output audio.
[0060] The dispensing control board 400 is mainly composed of a CPU, a ROM and a RAM (all not shown). In addition, the payout control board 400 is connected to the main control board 100 for two-way communication, and performs control to drive the payout unit 48 to pay out game balls based on a payout control command from the main control board 100, and also controls the launch of the game balls by synchronously driving the ball feeding mechanism and the launch mechanism based on the amount of operation of the operating handle 31.
[0061] The power supply control board 500 is composed of a normal power supply circuit 501 that generates normal power to be supplied to electronic and electrical components such as the control board mentioned above based on the primary power supply supplied from the game island's power supply equipment, a backup power supply circuit 502 that generates backup power, and a power interruption detection circuit 503 that detects power interruption (when the voltage supplied by the normal power supply drops to a specified voltage). In addition, a power switch 40 is connected to the power supply control board 500, and assuming that primary power is supplied from the power supply equipment of the game island, when the power switch 40 is turned ON, normal power is generated in the normal power supply circuit 501 of the power supply control board 500, and power is supplied to electronic and electrical components including the above-mentioned control boards (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). In addition, when a power interruption is detected by the power interruption detection circuit 503, the power supply control board 500 transmits a power interruption signal (NMI signal) to each of the main control board 100, the first sub-control board 200, and the dispensing control board 400. In addition, the backup power circuit 502 is configured to be charged when power is being supplied to the gaming machine 10 from the power supply equipment of the gaming island. In addition, the backup power supply circuit 502 may be provided on the dispensing control board 400, and the power interruption detection circuit 503 may not be provided on the power supply control board 500, but may be provided on each of the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0062] <Functional Configuration of the Gaming Machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 7. Fig. 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Fig. 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may have a functional configuration not shown in Fig. 7. Also, when explaining the functional configuration, Fig. 8 and Fig. 9 will be referred to as necessary.
[0063] As shown in FIG. 7, the main control board 100 is equipped with a ball entry determination means 110, a main random number generation means 115, a main hold control means 120, a pre-determination means 125, a special chart lottery means 130, a normal chart lottery means 135, a jackpot game control means 140, a pattern display control means 145, an electric gimmick control means 150, a game status control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, and a power outage processing execution means 180. These means are functional representations of what is realized by each control configuration on the main control board 100 described using FIG. 6.
[0064] First, the main information storage means 160 is a means for temporarily storing data read by the means included in the main control board 100, data derived by calculations in the means, etc., in the corresponding storage areas. In particular, the data (performance control commands) stored in the transmission command storage area of the main information storage means 160 is transmitted to the sub-command management means 270 of the first sub-control board 200 (described later) by the command transmission means after being stored.
[0065] The winning ball determination means 110 determines whether a ball has been won at each winning hole based on the detection results of a sensor provided at each winning hole. In addition, when the ball entry determination means 110 determines that a game ball has entered a prize hole by a sensor installed in a prize hole such as the large prize hole sensor 72, it generates a presentation control command (prize entry command) including information that can identify the type of sensor related to the prize, and stores the command in the transmission command storage area of the main information storage means 160.
[0066] The main random number generation means 115 is capable of generating multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win at a winning port is determined, it obtains (latches) one or more random numbers corresponding to that winning port from the random number circuit 105. More specifically, when it is determined that the first start gate 57 or the second start gate 59 has been won, the main random number generating means 115 obtains a random number for determining whether or not the special symbol has been won, a random number for drawing a special symbol stop symbol, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that the gate 63 has been won, the main random number generating means 115 stores a random number for determining whether or not the normal symbol has been won, a random number for drawing a normal symbol stop symbol, and a random number for drawing a normal symbol change pattern, which will be described later, in a corresponding storage area of the main information storage means 160. The random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated normally, and if an update abnormality occurs in which the random numbers are not updated normally, information indicating the occurrence of the abnormality is written to a specific storage area of the random number circuit 105. Therefore, the CPU 101 can grasp that an update abnormality has occurred in the random number circuit 105.
[0067] The main reservation control means 120 controls the reservation of the pattern change related to the special chart and the reservation of the pattern change related to the normal chart. Regarding the special chart 1, the random number for determining whether the special chart is a hit or not, the random number for drawing the special chart stop pattern, and the random number for drawing the special chart change pattern, which are obtained as a result of winning the first starting port 57, are reserved (stored) as operation reservation information for the special chart 1. More specifically, the main hold control means 120 is provided with a hold counter (hereinafter referred to as the "special chart 1 hold counter") which is incremented by 1 each time the activation hold information of special chart 1 is held and decremented by 1 each time the activation hold information of special chart 1 is used (used in the draw by the special chart draw means 130), and stores the activation hold information in a storage area corresponding to the current special chart 1 hold counter of the main information storage means 160 until the value of the special chart 1 hold counter reaches an upper limit value (4 in this embodiment), and clears the used activation hold information each time the activation hold information is used, and controls the remaining activation hold information to be moved (shifted) from the current storage area to a storage area corresponding to a special chart 1 hold counter which is 1 less than the current special chart 1 hold counter, in order from the smallest special chart 1 hold counter. In addition, the main reserve control means 120 performs the same control as described above for special drawing 2 and ordinary drawing separately from special drawing 1, and the reserve counter for special drawing 2 is referred to as the special drawing 2 reserve counter, and the upper limit value of the special drawing 2 reserve counter in this embodiment is 4. In addition, in the following explanation, "suspended operation information" may be expressed as "suspended pattern change" or simply as "suspended." In addition, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of special chart 1 or special chart 2, it generates a performance control command (hold command) including the special chart 1 hold counter and the special chart 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, when both the operation pending information corresponding to the special chart 1 and the operation pending information corresponding to the special chart 2 are reserved, a priority variation is performed in which the operation pending information corresponding to the special chart 2 is used preferentially. However, instead of this priority variation, a winning order variation in which the operation pending information is used in the order in which it is reserved regardless of whether it corresponds to the special chart 1 or the special chart 2, or a simultaneous variation in which the operation pending information corresponding to the special chart 1 and the operation pending information corresponding to the special chart 2 are simultaneously used when both the operation pending information corresponding to the special chart 1 and the operation pending information corresponding to the special chart 2 are reserved may be adopted.
[0068] The advance judgment means 125 executes an advance judgment for a pre-reading performance targeting the pending activation information in at least some cases where the pending activation information of a special chart is pending at a predetermined advance judgment timing. More specifically, the pre-judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and executes pre-judgment for each of the special chart hit / miss judgment, special chart stop pattern lottery, and special chart change pattern lottery, which will be described later. In each pre-judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each pre-judgment is used. Therefore, the results of these pre-judgments will be the same as the results of the lottery that will be executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) including the derived result of the pre-determination, and stores the command in a transmission command storage area of the main information storage means 160. Since the pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the timing of the predetermined pre-determination, it will be transmitted following the above-mentioned pending command. Here, the predetermined timing of pre-determination is, for example, the timing when the activation pending information of the special chart is reserved. In this embodiment, if the activation pending information of the special chart 1 is reserved during the normal chart high probability described below, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to the pre-determination is also restricted. On the other hand, if the activation pending information of the special chart 2 is reserved during the normal chart low probability described below, the pre-determination may or may not be restricted.
[0069] The special drawing means 130 includes a special drawing hit / miss judgment means 131, a special drawing stop pattern lottery means 132, and a special drawing change pattern derivation means 133, and executes processing by each means in the order of the special drawing hit / miss judgment means 131, the special drawing stop pattern lottery means 132, and the special drawing change pattern derivation means 133. When the special drawing change start condition is satisfied, the special drawing lottery means 130 reads out the earliest operation pending information among the operation pending information reserved in the main information storage means 160. In addition, "the conditions for starting the change of the special chart are satisfied" means, for example, that all of the following conditions are satisfied: the player is not in a jackpot game, neither Special Chart 1 nor Special Chart 2 is in the process of changing the pattern (including when the pattern change related to Special Chart 1 or Special Chart 2 is displayed as stopped), and at least one of Special Chart 1 and Special Chart 2 has pending operation information.
[0070] Here, FIG. 8 and FIG. 9 are diagrams that typically show a lottery table used in the main control board 100, and will be referred to as necessary in the following description. In addition, in a lottery using a lottery table, including other lottery tables, the lottery values stored in the lottery table are added to the read random number in a predetermined order (if there is only one lottery value, the addition is performed once), and a result corresponding to the lottery value where a carry (overflow) occurs is derived as the result of the lottery. Similarly, in the explanation of the lottery table, the lottery table is given a name for convenience of explanation, but it is sufficient that the data such as the lottery value included in the lottery table corresponding to the name is identifiably stored in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery table, there are items described for convenience of explanation, and if "-" or "0" is described as the lottery value, these do not necessarily indicate the data stored in each ROM. And, a result with "-" or "0" described as the lottery value will not win. Furthermore, if the same lottery value as the random number range used for the lottery (the number of random numbers that can be obtained in the range) is described in the lottery table, the result is derived 100%, so it is not necessary to perform a lottery. Furthermore, if the total value of the lottery values used in one lottery matches the random number range used in the lottery, a carry will always occur when adding the final lottery value, so that addition does not need to be performed, and in that case, the lottery values used in that addition themselves become unnecessary.
[0071] The special pattern hit / miss judgment means 131 reads out a random number for the special pattern hit / miss judgment for each pattern change, and executes a special pattern hit / miss judgment to judge by lottery whether a big hit, a small hit, or a miss will be won, using the read out random number and a lottery table for the special pattern hit / miss judgment. FIG. 8(a) is a diagram showing a schematic drawing of a lottery table for determining whether a special drawing is a hit or not. The lottery table is different between special drawing 1 and special drawing 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in the special drawing hit or not determination in special drawing 1, a big hit is derived with a probability of 205 / 65536 (about 1 / 320), and otherwise it is a miss, and a small hit is not derived. On the other hand, in the special drawing hit or not determination in special drawing 2, a big hit is derived with a probability of 205 / 65536 (about 1 / 320), a small hit is derived with a probability of 1820 / 65536 (about 1 / 36.0), and otherwise it is a miss. In this embodiment, as described later, a jackpot game can occur via a small jackpot, so the probability of a jackpot being derived in the special chart hit / miss determination is set to the one probability mentioned above.
[0072] When the result of the special chart hit / miss judgment is a big hit or a small hit, the special chart stopping pattern selection means 132 determines the special chart stopping pattern by lottery using a random number for special chart stopping pattern selection (in this embodiment, in the range of 0 to 999) and a selection table for special chart stopping pattern selection. Specifically, as shown in Figure 8(b), which is a schematic diagram of a lottery table for selecting the stopping patterns used when a jackpot is derived in the special pattern hit / miss judgment related to special pattern 1, when a jackpot is derived in the special pattern hit / miss judgment related to special pattern 1, pattern A is determined as the stopping pattern with a probability of 100 / 1000 (1 / 10), and pattern B is determined as the stopping pattern with a probability of 900 / 1000 (approximately 1 / 1.11). Here, whether pattern A or pattern B is determined, the game will become a normal high probability game after the end of the jackpot game corresponding to these stopped patterns, but the number of pattern changes during which the normal high probability game continues (hereinafter referred to as the "prescribed number of times related to the normal high probability game") is 80 times after the end of the jackpot game when pattern A is determined, and 40 times after the end of the jackpot game when pattern B is determined. In addition, the number of rounds of the jackpot game corresponding to pattern A is 10, while the number of rounds of the jackpot game corresponding to pattern B is 4. Therefore, it can be said that pattern A is more advantageous than pattern B in terms of both the number of rounds and the prescribed number of times related to the normal high probability game.
[0073] As shown in Figure 8(c), which is a schematic diagram of a lottery table for selecting the stopping patterns used when a small win is derived in the judgment of whether the special pattern is a hit or miss related to special pattern 2, when a small win is derived in the judgment of whether the special pattern is a hit or miss related to special pattern 2, pattern a is determined as the stopping pattern with a probability of 500 / 1000 (1 / 2), pattern b with a probability of 300 / 1000 (approximately 1 / 3.33), and pattern c with a probability of 200 / 1000 (1 / 5). Here, the pattern a is a stopping pattern in which the number of rounds of the jackpot game that occurs in the small jackpot game related to the pattern is 10, and the specified number of times related to the high probability of the normal pattern is 80. The pattern b is a stopping pattern in which the number of rounds of the jackpot game that occurs in the small jackpot game related to the stopping pattern is 4, and the specified number of times related to the high probability of the normal pattern is 40. Also, the pattern c is a stopping pattern in which the number of rounds of the jackpot game that occurs in the small jackpot game related to the stopping pattern is 10, and the specified number of times related to the high probability of the normal pattern is 40. Therefore, it can be said that the pattern a is more advantageous than the pattern b in terms of both the number of rounds and the specified number of times related to the high probability of the normal pattern. Furthermore, pattern a is more advantageous than pattern c in terms of the number of times required for a high probability of normal play, and is as advantageous as pattern c in terms of the number of rounds. However, pattern c is less advantageous than pattern b because it is a pattern that becomes a low probability of normal play after the end of the game. In addition, when a jackpot game occurs in a small win game, the number of rounds in the jackpot game is the number of rounds calculated by counting the small win game as one round. Furthermore, in the following explanation, a jackpot game that occurs in a small win game related to the pattern a may be expressed as a "jackpot game related to the pattern a", a jackpot game that occurs in a small win game related to the pattern b may be expressed as a "jackpot game related to the pattern b", and a jackpot game that occurs in a small win game related to the pattern c may be expressed as a "jackpot game related to the pattern c".
[0074] As shown in Fig. 8(d), which is a schematic diagram of a lottery table for drawing the stopping symbols used when a jackpot is derived in the special symbol hit / miss judgment related to the special symbol 2, when a jackpot is derived in the special symbol hit / miss judgment related to the special symbol 2, the symbol d is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, the symbol d is a stopping symbol for which the number of rounds of the jackpot game corresponding to the stopping symbol is 10, and which becomes a normal symbol with high probability after the jackpot game ends, and the prescribed number of times related to the normal symbol with high probability is 80 times, which is the same as the jackpot game related to the symbol a.
[0075] In addition, the special chart stop pattern lottery means 132 determines pattern C as the stop pattern when the result of the special chart hit / miss judgment regarding special chart 1 is a miss, and determines pattern e as the stop pattern when the result of the special chart hit / miss judgment regarding special chart 2 is a miss.
[0076] In this manner, in the above-described embodiment, the jackpot game caused by the pattern change related to the special chart 2 tends to be more advantageous than the jackpot game caused by the pattern change related to the special chart 1. Therefore, the game interest can be further increased by transitioning from the special chart change pattern derivation state PA described later to another special chart change pattern derivation state (special chart change pattern derivation state PB or special chart change pattern derivation state PC described later).
[0077] The special pattern variation pattern derivation means 133 has a plurality of types of special pattern variation pattern selection tables to be referred to when determining the special pattern variation pattern, and selects one special pattern variation pattern selection table for determining the current special pattern variation pattern based on the current special pattern variation pattern derivation state and the result of the current special pattern hit / miss judgment, determines one special pattern variation pattern using the selected special pattern variation pattern selection table and the random number for special pattern variation pattern selection, and determines the variation time based on the determined special pattern variation pattern. Here, the variation time refers to the time from the start of the pattern variation related to the special pattern (special pattern 1 or special pattern 2) to the end of the pattern variation. Although details of the transition conditions will be described later, the special pattern variation pattern derivation state in this embodiment includes a special pattern variation pattern derivation state PA, a special pattern variation pattern derivation state PB, and a special pattern variation pattern derivation state PC. The above-mentioned method of determining the special pattern variation pattern is adopted in the pattern variation related to the special pattern 1 in the special pattern variation pattern derivation state PA, and is adopted in the pattern variation related to the special pattern 2 in the special pattern variation pattern derivation state PB and the special pattern variation pattern derivation state PC. On the other hand, in the pattern change related to the other special pattern (the special pattern for which the above-mentioned method of determining the special pattern change pattern is adopted) in each special pattern change pattern derivation state, a predetermined special pattern change pattern is determined according to the result of the special pattern hit / miss judgment. In particular, in this embodiment, in the pattern change related to the special pattern 2 in the special pattern change pattern derivation state PA, if the result of the special pattern hit / miss judgment related to the pattern change is a miss, and if the result of the special pattern hit / miss judgment related to the pattern change is a big hit, a pattern with a change time of 1000 ms is determined, and in the pattern change related to the special pattern 1 in the special pattern change pattern derivation state PB or the special pattern change pattern derivation state PC, if the result of the special pattern hit / miss judgment related to the pattern change is a miss, and if the result of the special pattern hit / miss judgment related to the pattern change is a big hit, a pattern with a change time of 2000 ms is determined, and if the result of the special pattern hit / miss judgment of the pattern change is a miss, a pattern with a change time of 2000 ms is determined (these are the same for small hits).
[0078] FIG. 9(a) is a schematic diagram showing a special chart variation pattern lottery table used in the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 9(a), in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA, special chart change patterns HNP to ASP-C can be determined. Specifically, when the result of the special chart hit / miss judgment is a miss in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA, the special chart change pattern HNP occurs with a probability of 900 / 1000 (approximately 1 / 1.11), the special chart change pattern HRP occurs with a probability of 52 / 1000 (approximately 1 / 19.2), the special chart change pattern HSP1-A occurs with a probability of 13 / 1000 (approximately 1 / 76.9), and the special chart change pattern HS occurs with a probability of 11 / 1000 (approximately 1 / 90.9). P1-B, special pattern variation pattern HSP2-A with a probability of 9 / 1000 (approximately 1 / 111), special pattern variation pattern HSP2-B with a probability of 7 / 1000 (approximately 1 / 143), special pattern variation pattern HSP3-A with a probability of 5 / 1000 (1 / 200), and special pattern variation pattern HSP3-B with a probability of 3 / 1000 (approximately 1 / 333) are determined, and in this case, special pattern variation pattern ASP1-A to special pattern variation pattern ASP-C are not determined. Note that, although details will be described later using Figure 9 (b), when special pattern variation pattern HNP is determined, the special pattern variation pattern is further specified using the value of the special pattern 1 reserved counter at the start of this pattern variation. On the other hand, when the result of the special chart hit / miss judgment in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA is a jackpot, the special chart change pattern ASP1-A has a probability of 90 / 1000 (approximately 1 / 11.1), the special chart change pattern ASP1-B has a probability of 110 / 1000 (approximately 1 / 9.09), the special chart change pattern ASP2-A has a probability of 135 / 1000 (approximately 1 / 7.41), and the special chart change pattern ASP3-B has a probability of 165 / 1000 (approximately 1 / 6.01). Special chart fluctuation pattern ASP2-B is determined with a probability of 1.06), special chart fluctuation pattern ASP3-A with a probability of 180 / 1000 (approximately 1 / 5.56), special chart fluctuation pattern ASP3-B with a probability of 220 / 1000 (approximately 1 / 4.56), and special chart fluctuation pattern ASP-C with a probability of 100 / 1000 (1 / 10). In such cases, special chart fluctuation pattern HNP to special chart fluctuation pattern HSP3-B will not be determined. In this embodiment, when the result of the special chart hit / miss judgment in the pattern fluctuation related to the special chart 1 in the special chart fluctuation pattern derivation state PA is a miss, any one of the special chart fluctuation patterns HRP to HSP3-B is determined at a rate of 100 / 1000 (1 / 10), and the special chart fluctuation pattern HNP is determined at a rate of 900 / 1000 (approximately 1 / 1.11). Furthermore, when the result of the special chart hit / miss judgment in the pattern fluctuation related to the special chart 1 in the special chart fluctuation pattern derivation state PA is a big hit, any one of the special chart fluctuation patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). Here, in the description of the special pattern variation pattern of this embodiment, when two special pattern variation patterns are described with "~" between them, the description of the special pattern variation pattern existing between the special pattern variation pattern described earlier and the special pattern variation pattern described later is omitted according to the order described in the drawing related to the special pattern variation pattern lottery table for each special pattern variation pattern derivation state. Also, in the description of the special pattern variation pattern of this embodiment, regardless of whether the corresponding variation time is described or not, if the names of the special pattern variation patterns are different, it indicates that the different special pattern variation patterns are different.
[0079] Figure 9(b) is a schematic diagram showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 1 during special chart variation pattern derivation state PA, and the range of random numbers used in the lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9 (b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 1 during special chart fluctuation pattern derivation state PA include special chart fluctuation pattern HNP-A with a fluctuation time of 3200 ms (milliseconds), special chart fluctuation pattern HNP-B with a fluctuation time of 5600 ms, special chart fluctuation pattern HNP-C with a fluctuation time of 8000 ms, and special chart fluctuation pattern HNP-D with a fluctuation time of 11200 ms, in that order of increasing fluctuation time. Specifically, if the special pattern 1 reserved counter is 3 at the start of the current pattern change, the special pattern change pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the special pattern 1 reserved counter is 2 at the start of the current pattern change, the special pattern change pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and the special pattern change pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the special pattern 1 reserved counter is 1 at the start of the current pattern change, the special pattern change pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), and the special pattern change pattern HNP-B is determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special pattern variation pattern HNP-B is determined with a probability of 800 / 1000 (1 / 1.25), and the special pattern variation pattern HNP-C is determined with a probability of 800 / 1000 (1 / 1.25). If the special pattern 1 reserved counter at the start of the pattern variation is 0, the special pattern variation pattern HNP-B is determined with a probability of 50 / 1000 (1 / 20), the special pattern variation pattern HNP-C is determined with a probability of 100 / 1000 (1 / 10), and the special pattern variation pattern HNP-D is determined with a probability of 850 / 1000 (about 1 / 1.18). In the following explanation, if the value of the special pattern reserved counter to be referenced is 3, it may be called "reserved 3", if the value of the special pattern reserved counter is 2, it may be called "reserved 2", if the value of the special pattern reserved counter is 1, it may be called "reserved 1", and if the value of the special pattern reserved counter is 0, it may be called "reserved 0". In this way, when the special pattern change pattern HNP is determined in the special pattern change pattern derivation state PA, the special pattern change pattern (change time) that is likely to be determined by the value of the special pattern 1 reserved counter at the start of the current pattern change differs. More specifically, the smaller the value of the special pattern 1 reserved counter at the start of the current pattern change, the more likely it is that a special pattern change pattern with a long change time will be determined (the larger the value of the special pattern 1 reserved counter at the start of the current pattern change, the more likely it is that a short change time will be determined). In addition, such special chart variation pattern HNP (hereinafter, sometimes referred to as the "basic special chart variation pattern") also exists in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, and in these special chart variation pattern derivation states, the reserved counter referenced is different from that in the special chart variation pattern derivation state PA, and in both cases the value of the special chart 2 reserved counter is referenced.
[0080] In addition, at the start of the pattern change, the special chart change pattern derivation means 133 generates a performance control command (change start command) including the result of the special chart hit / miss judgment, the determined stopping pattern of the special chart, and the determined special chart change pattern, and stores the command in the transmission command storage area of the main information storage means 160.
[0081] The regular map lottery means 135, like the special map lottery means 130, reads out the most recent pending activation information from the pending activation information stored in the main information storage means 160 when the regular map pattern is not changing, and uses the read random number to perform a regular map hit / miss judgment to determine whether the regular map is correct or not, and determines various parameters related to the regular map (regular map change time, regular map stop display time, etc.) based on the result of the regular map hit / miss judgment and information such as the current special map change pattern derivation state. In the judgment of whether the regular drawing is a hit or miss, there are two states: a high probability state of the regular drawing selection (sometimes abbreviated as "regular drawing high probability") and a low probability state of the regular drawing selection (sometimes abbreviated as "regular drawing low probability"). Although the drawing of the selection table is omitted, in this embodiment, in the high probability state, the probability of the regular drawing being a hit is 65535 / 65536, and the remaining probability of 1 / 65536 is a miss, while in the low probability state, the probability of the regular drawing being a hit is 1 / 65536, and the remaining probability of 65535 / 65536 is a miss. Note that in the low probability state, the regular drawing may not be a hit (65536 / 65536 is a miss).
[0082] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (start demo command) including information related to the jackpot game (time required for the start demo, number of rounds, and subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a presentation control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of a round game, a presentation control command (end demo command) including the time required for the end demo of the jackpot game is generated and stored in the transmission command storage area of the main information storage means 160. Furthermore, these commands are the same in the big win game caused by the small win game. Specifically, the big win game control means 140 generates a start demo command at the start of the small win game and stores it in the transmission command storage area of the main information storage means 160, generates a round start command at the end of the start demo and stores it in the transmission command storage area of the main information storage means 160, and generates an end demo command and stores it in the transmission command storage area of the main information storage means 160.
[0083] In addition, the jackpot game control means 140 starts a small jackpot game when the result of the special winning / unwinning judgment is a small jackpot, and when the game ball passes through the V winning area (not shown) provided in the large winning port 55 during the small jackpot game, the jackpot game corresponding to the small jackpot can be started after the small jackpot game ends. Therefore, in this embodiment, the small jackpot game functions as a game that generates a jackpot game. Note that if the game ball does not pass through the V winning area during the small jackpot game, the jackpot game does not start after the small jackpot game ends.
[0084] The pattern display control means 145 displays the special pattern 1 on the first special pattern display device 91 in a variable manner according to the variable time corresponding to the determined special pattern variable pattern of the special pattern 1, and stops and displays the special pattern 1 with the stop pattern determined by the special pattern stop pattern lottery after the variable time has elapsed. Similarly, the special pattern 2 is displayed on the second special pattern display device 92 in a variable manner according to the variable time corresponding to the determined special pattern variable pattern of the special pattern 2, and stops and displays the special pattern 2 with the stop pattern determined by the special pattern stop pattern lottery after the variable time has elapsed. Here, the stop display time (interval) of the pattern change related to the special chart refers to the time from when the special chart is stopped and displayed until the pattern change of the next special chart can start (when the result of the special chart hit / miss judgment is a miss), or the time from when the pattern change of the special chart ends and until the big win game or small win game starts (when the result of the normal chart hit / miss judgment is a normal hit), and the stop display time of the pattern change related to the special chart in this embodiment is a uniform 300 ms, regardless of the type of special chart or the result of the special chart hit / miss judgment. In addition, the pattern display control means 145 has a special chart game timer for managing the time (variation time, stop display time) related to the display of special chart 1 and special chart 2, and when the special chart is stopped (at the timing when the value of the special chart game timer becomes "0"), it generates a presentation control command (variation stop command) for requesting a fixed stop display of the decorative pattern, and stores the command in the transmission command storage area of the main information storage means 160. Here, the definite stop display of the decorative pattern refers to the final stop display of the decorative pattern in the pattern change, and is different from the provisional stop display of the decorative pattern that may occur during the pattern change. In the provisional stop display of the decorative pattern, the decorative pattern displayed as stopped is accompanied by a small up and down swing (so-called swing swing), whereas in the definite stop display of the decorative pattern, the decorative pattern displayed as stopped is not accompanied by a swing swing. Therefore, the player can recognize whether the decorative pattern displayed as stopped is a definite stop display or a provisional stop display.
[0085] Furthermore, the pattern display control means 145 causes the normal pattern display device 93 to display the normal pattern in a variable manner in accordance with a variable time corresponding to the determined normal pattern variable pattern of the normal pattern, and after the variable time has elapsed, causes the normal pattern to be displayed in a stopped state with the determined stopping pattern. In addition, the pattern display control means 145 has a regular pattern play timer for managing the time related to the regular pattern (regular pattern change time, regular pattern stop display time, etc.).
[0086] In the above-mentioned big win game or small win game, the electric device control means 150 outputs a control signal to the special electric device solenoid 66, and opens the special electric device 65 according to an opening pattern corresponding to the stopping pattern of the special chart.
[0087] The game state control means 155 controls the normal drawing state. Specifically, the game state control means 155 sets the normal drawing to low probability regardless of the stop pattern of the special drawing related to the jackpot game at the start of the jackpot game, and when a specified condition such as the end of the jackpot game is satisfied, sets the normal drawing to high probability until the pattern change of the specified number of times related to the normal drawing high probability is performed, and sets the normal drawing to low probability when the pattern change of the specified number of times related to the normal drawing high probability is completed. Here, as described later, in this embodiment, the number of times of pattern change used to determine whether the specified number of times related to the normal drawing high probability has been reached is the number of times of pattern change related to the special drawing 2, but the number of times of pattern change used for the determination may be the number of times of pattern change related to the special drawing 1 added to the number of times of pattern change related to the special drawing 2. In addition, in this embodiment, during a small win game, the normal symbol lottery state is maintained in the pattern change that caused the small win game.
[0088] Such a general drawing state changes in link with the above-mentioned special drawing pattern derivation state, and the transition of the special drawing pattern derivation state is managed by the game state control means 155. The transition of the special drawing pattern derivation state will be explained below with reference to Fig. 10(a) and Fig. 10(b). Fig. 10(a) is a state transition diagram showing the transition of the special drawing pattern derivation state, and Fig. 10(b) is a diagram showing the relationship of the average change time for each special drawing pattern derivation state. As shown in Figure 10(a), in the special chart variation pattern derivation state, there is a special chart variation pattern derivation state PA as a special chart variation pattern derivation state corresponding to a normal chart low probability, and there are a special chart variation pattern derivation state PB and a special chart variation pattern derivation state PC as special chart variation pattern derivation states corresponding to a normal chart high probability, and one of these special chart variation pattern derivation states is set except during a jackpot game. And, there are transition conditions (i) to (vi) for the transition conditions between the special chart variation pattern derivation state PA and the special chart variation pattern derivation state PC.
[0089] Specifically, transition condition (i) is the end of the jackpot game related to pattern B, transition condition (ii) is the end of the jackpot game related to pattern A, transition condition (iii) is the end of the jackpot game related to pattern a, pattern b, or pattern d, transition condition (iv) is the end of the pattern change related to special pattern 2 executed without jackpot game in normal pattern high probability becomes 40 times (the specified number of times related to normal pattern high probability in special pattern change pattern derivation state PB), transition condition (v) is the end of the pattern change related to special pattern 2 executed without jackpot game in normal pattern high probability becomes 80 times (the specified number of times related to normal pattern high probability in special pattern change pattern derivation state PC), and transition condition (vi) is the end of the jackpot game related to pattern b. In addition, when a jackpot game related to the pattern a or the pattern d occurs in the special pattern variation pattern derivation state PC, the state transitions to the special pattern variation pattern derivation state PC again after the jackpot game ends, and the number of pattern variations related to the special pattern 2 that can be executed up to the specified number of times related to the high probability of the normal pattern in the special pattern variation pattern derivation state PC is reset. This is also the case when a jackpot game related to the pattern b occurs in the special pattern variation pattern derivation state PB. Also, although not shown in the figures, in a small win game that occurs in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, if the game ball does not pass through the V winning area and a big win game does not occur, the end of the small win game triggers the end of the current special chart variation pattern derivation state and transition to the special chart variation pattern derivation state PA.
[0090] As shown in FIG. 10(b), the average change time of each of the special pattern change pattern derivation state PA, the special pattern change pattern derivation state PB, and the special pattern change pattern derivation state PC is shorter in the order of the special pattern change pattern derivation state PA, the special pattern change pattern derivation state PB, and the special pattern change pattern derivation state PC. This is due to the length of the change time related to the basic special pattern change pattern that is most likely to be determined in each special pattern change pattern derivation state. Here, the average change time refers to the sum of the change times derived by multiplying the occurrence rate (the probability that may occur in any pattern change, which is derived by multiplying the probability that the result of the special pattern hit / miss judgment is derived by the probability of the special pattern change pattern being hit) for each change time related to the special pattern change pattern that can be selected in a certain special pattern change pattern derivation state. However, in this embodiment, when there is only one special pattern change pattern that can be selected in the certain special pattern change pattern derivation state, the change time related to the special pattern change pattern is treated as the average change time.
[0091] In addition, when a transition occurs to the regular chart lottery state or the special chart variation pattern derivation state, the game state control means 155 generates a presentation control command (game state designation command) including the state after the transition, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, the game state control means 155 counts the number of times that the pattern change related to the transition to another special pattern change pattern derivation state is executed in each special pattern change pattern derivation state, and generates a performance control command including the number of times of the counted pattern change each time the pattern change is started, and stores the command in the transmission command area of the main information storage means 160. The information included in the performance control command may be included in the above-mentioned change start command.
[0092] As described above, the main information storage means 160 is a means for temporarily storing data read by each means, data derived by calculations or the like by each means, etc., in the corresponding storage areas.
[0093] The main error control means 165 monitors the input information of the I / O port 104 and judges whether or not the gaming machine 10 is in an error state. If it is judged that the gaming machine 10 is in an error state, a performance control command (error command) including information capable of identifying the error state is stored in a transmission command storage area of the main information storage means 160. In this embodiment, the error states determined by the main error control means 165 include, for example, a main board error based on the occurrence of the above-mentioned update abnormality, a magnetic error based on magnetic detection by a magnetic detection sensor, a radio wave error based on radio wave detection by a radio wave detection sensor, a complete error based on the difference in the number of balls (the total number of winning balls minus the total number of out balls) from the most recent power outage recovery (power restoration) reaching a specified value, a right-hit error based on the detection of game balls by the gate sensor 74 or the second start hole sensor 71, a door open error based on the detection of the opening of the middle frame 17 by the middle frame open door sensor 76 or the detection of the opening of the front frame 20 by the front frame open door sensor 77, a full tank error based on the detection of game balls by the full tank detection sensor, and a remaining prize ball error that occurs when there are remaining prize balls. The occurrence or non-occurrence of an error state according to this embodiment is monitored during a playable state described later. To summarize some of the occurrence conditions of these errors, the main board error is an error state indicating an update abnormality of the random number circuit 105 as described above, and occurs when the update abnormality occurs. Next, the magnetic error is an error state that occurs when magnetic detection by the magnetic detection sensor occurs continuously for 500 ms, and the radio wave error is an error state that occurs when the number of radio wave detections by the radio wave detection sensor (the cumulative number of times since the last power-on) occurs a total of five times. In addition, the right-hit error is an error state that occurs when the gate sensor 74 detects a game ball three times (the number of detections is reset 1000 ms after the last detection) during normal times (the special chart variation pattern derivation state PA, special chart low certainty and normal chart low certainty) or when the second start port sensor 71 detects a game ball once during normal times, and the full tank error is an error state that occurs when the full tank detection sensor is ON, that is, when a game ball is detected by the full tank detection sensor.
[0094] In this embodiment, among these error states, the main board error, magnetic error, radio wave error, and complete error are treated as relatively important error states (hereinafter, simply referred to as "high importance error states"). Therefore, when such an error state of high importance occurs, the main error control means 165 performs a game progress restriction process to stop the game from progressing, such as restricting the payout control board 400 from releasing game balls, in addition to the process of turning on the security signal, and puts the game into a stopped state. Here, the security signal is a type of signal output from an external terminal board (not shown) provided on the gaming machine 10 to equipment outside the gaming machine (such as a data display or hall computer). Including the following explanation, turning the security signal ON refers to starting the output of the security signal, and turning the security signal OFF refers to ending the output of the security signal. Also, in this embodiment, the process of turning the security signal OFF does not take into account the elapsed time since the security signal was turned ON, but the elapsed time may be taken into account, that is, the security signal may not be turned OFF before a certain time has elapsed since the security signal was turned ON. Furthermore, when an error state of high importance occurs, the first sub-control board 200 and the second sub-control board 300 issue a notification that enables identification of which error state has occurred. The error state with a high degree of importance described above is merely an example, and other error states may be provided as the error state.
[0095] Furthermore, these error states of high importance can only be released (making it possible to end the game-stopped state) by cutting off and restoring power (regardless of whether the RAM clearing process described below is performed) or by cutting off and restoring power accompanied by the execution of a RAM clearing process, and the security signal related to the game-stopped state will be turned OFF by the power cut associated with the power cut and restoration (it will remain ON until the power is cut off). Furthermore, in the case where such an error state of high importance can be released only by power interruption and power restoration accompanied by execution of a RAM clearing process, it is preferable to configure so that a notification is executed to prompt the execution of the RAM clearing process when power interruption and power restoration without execution of a RAM clearing process is executed in a state where such an error state has occurred. Here, the notification to prompt the execution of the RAM clearing process is not limited to a notification that directly prompts the execution of the RAM clearing process, such as a voice output or image display of "Please clear the RAM", but may also be a notification that indirectly prompts the execution of the RAM clearing process, such as lighting of a special lamp (triggered by the execution of power interruption and power restoration without execution of a RAM clearing process in a state where a highly important error state has occurred). In particular, it is preferable that such notifications to prompt the execution of the RAM clearing process are in a different notification mode from a notification that notifies the occurrence of a highly important error state at the time when the highly important error state occurs.
[0096] On the other hand, for error states of relatively low importance (hereinafter simply referred to as "error states of low importance") such as a right-hit error, a door-open error, a full tank error, and a remaining prize ball error, the release of game balls is not restricted, and the game continues to be allowed to proceed. When these error states occur, the first sub-control board 200 and the second sub-control board 300 issue a notification that can identify which error state has occurred. Also, the right-hit error ends when the execution of the notification related to the error state ends, the door open error ends when the middle frame open door sensor 76 detects the closed state of the middle frame 17 or the front frame open door sensor 77 detects the closed state of the front frame 20, the remaining prize ball error ends when there are no more prize balls, and the full tank error ends when the full tank detection sensor no longer detects game balls. When the termination conditions for these error states are met, a performance control command (return command) indicating that the termination conditions have been met is stored in the transmission command storage area of the main information storage means 160. The above-mentioned error state of low importance is only one example, and other error states may be provided as the error state, such as an abnormal winning error that occurs when a game ball is detected by the large winning opening sensor 72 after a predetermined time has elapsed since the large winning opening 55 is closed during a big win game, and when such an error state is provided, a notification related to the error state is executed. Note that the abnormal winning error may be terminated by the completion of the execution of the notification related to the error state, similar to the above-mentioned right hit error. In this embodiment, notifications that can identify that an error state of high importance has occurred are executed in priority over notifications that can identify that an error state of low importance has occurred, and notifications that can identify that an error state of low importance has occurred are executed in priority over other effects executed during the pattern change, including the effects described below.
[0097] When a performance control command is stored in the transmission command storage area of the main information storage means 160, the main command management means 170 transmits the performance control command to the first sub-control board 200. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of the main information storage means 160.
[0098] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0099] The return state setting means 176 executes a return state setting process to set a return state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of the power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the inner frame door open sensor 76 when power is restored. The return states set by this process include a game stop state and a game ready state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in the RAM 103 when power is restored, a game-stopped state is set regardless of the state of the RAM clear switch 43 and the state of the middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in the RAM 103 when power is restored and the RAM clear switch 43 is ON (pressed state) when power is restored, the RAM clear process is executed and a playable state is set on the condition that the middle frame door open sensor 76 is ON when power is restored (if the middle frame door open sensor 76 is OFF when power is restored, the RAM clear process is not executed and the playable state is set), and if there is no abnormality in the RAM 103 when power is restored and the RAM clear switch 43 is OFF (not pressed state) when power is restored, the RAM clear process is not executed and the playable state is set. Here, the game stop state is a return state in which game progress is impossible by not executing processing according to the detection results of the sensors installed at each winning port (it is not necessary to look at the detection results of the sensors themselves). On the other hand, the playable state is a restored state in which the game can be played by executing a process according to the detection result of the sensor installed in each winning port. In particular, if the RAM clear process is not executed when the power is restored, the game returns to the playable state at the time of the previous power outage. For example, if the previous power outage was during a big win game or a small win game, the game returns to the big win game or small win game that was being executed, and if the previous power outage was during a pattern change, the game returns to the pattern change that was being executed.
[0100] In addition, whether or not there is an abnormality in RAM 103 is determined by executing a RAM abnormality check at the beginning of the recovery state setting process (specifically, a process which determines whether or not a backup flag is stored (whether or not the backup flag is ON) in the backup information area related to the target area, derives a checksum of the target area and the complement stored in the backup information area related to the area if the backup flag is stored (if the backup flag is ON), and if the calculation result is 0, determines that the target area is normal, and otherwise determines that the target area is abnormal) on the area related to the game in RAM 103.
[0101] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. More specifically, in the game play state transition process, if the security signal output is ON, a process for turning the security signal output OFF and initial settings of the device are executed. In addition, during the initial setting of the device, processes such as sending a launch permission command to the payout control board 400 to permit the launch of game balls, setting the state in which balls will be valid when they enter each winning slot, and setting data to activate the random number circuit 105 are performed.
[0102] The power cut-off process execution means 180 executes a power cut-off process based on receiving a power cut-off signal from the power supply control board 500. Specifically, for an area of RAM 103 related to game play, a process is performed in which a checksum for that area is derived and the complement of that checksum is stored in a backup information area of RAM 103 related to game play, and a process is performed in which a backup flag indicating that a power cut process has been performed for that area is turned ON (a backup flag is stored in the backup information area of RAM 103 related to game play).
[0103] As shown in Figure 7, the first sub-control board 200 is equipped with a sub-random number generation means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 245, a sub-information storage means 260, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means included in the first sub-control board 200, data derived by calculation in the means, etc., in the respective corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored in the received command storage area of the sub-information storage means 260 by the sub-command management means 270. In the following explanation, the storage of the performance control command transmitted from the main command management means 170 in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may be simply expressed as reception of the performance control command.
[0104] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by program processing by the CPU 201, and obtains random numbers at the timing when each lottery (details will be described later) is executed by the normal performance control means 220.
[0105] The normal presentation control means 220 includes a presentation mode control means 221, a presentation route determination means 222, a sub-hold control means 223, a look-ahead presentation control means 224, a presentation content determination means 225, a decorative pattern control means 226, and a jackpot presentation control means 227.
[0106] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner consistent with the special chart variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are broadly divided into normal mode, challenge mode, and RUSH mode, with normal mode corresponding to the special chart variation pattern derivation state PA, challenge mode corresponding to the special chart variation pattern derivation state PB, and RUSH mode corresponding to the special chart variation pattern derivation state PC.
[0107] When the presentation route determination means 222 receives a pre-determination command, it determines (sets) a presentation route corresponding to the reserved pattern change based on the result of the pre-determination included in the command (in this embodiment, the special pattern change pattern). Note that, when the special pattern change pattern corresponding to the pattern change is the above-mentioned special pattern change pattern HNP, the presentation route determination means 222 does not determine a presentation route when the pre-determination command is transmitted, and determines a presentation route based on the special pattern change pattern included in the change start command at the start of the pattern change (for example, in the special pattern change pattern derivation state PA, the special pattern change pattern HNP-A to special pattern change pattern HNP-D). Here, the presentation route refers to the presentation from the start to the end of the pattern change, and specifies the process of the presentation that notifies the result of the special pattern determination in the pattern change. The content of the presentation executed in the pattern change is determined by the presentation content determination means 225, which will be described later, in accordance with the presentation route corresponding to the pattern change.
[0108] The presentation route in this embodiment is roughly divided into a miss presentation route that notifies that the result of the special chart hit / miss judgment in the current pattern change is a miss (the result of the special chart hit / miss judgment in the current pattern change is neither a big hit nor a small hit), and a big hit presentation route that notifies that the result of the special chart hit / miss judgment in the current pattern change is a big hit or a small hit. Furthermore, the miss presentation route includes a non-development miss presentation route in which the development presentation is not executed, and a development miss presentation route in which the development presentation is executed. As will be described later, when the big hit presentation route is determined, the development presentation is executed unless otherwise specified. Here, the development performance refers to a performance that is executed after the decorative symbols are in a reach state (a state in which all decorative symbols except one symbol row are displayed stationary and the remaining symbol rows are displayed in a variable manner), and at the end of which, it is announced whether the result of the special symbol hit / miss judgment in the current symbol change is a big hit or a small hit. Therefore, in a development performance that corresponds to a development miss performance route, a series of performances corresponding to the development performance are executed, and at the end of which, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a big hit nor a small hit. On the other hand, in a development performance that corresponds to a big hit performance route, a series of performances corresponding to the development performance are executed, and at the end of which, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is a big hit or a small hit. In addition, as described later, in this embodiment, in one presentation mode, each of the determined special chart variation patterns corresponds to one different presentation route. Therefore, in the following description, the presentation route for the special chart variation pattern may be simply expressed as a special chart variation pattern. However, multiple presentation routes may be made to correspond to one special chart variation pattern, and in this case, one presentation route may be determined from multiple presentation routes corresponding to the determined special chart variation pattern.
[0109] When the sub-hold control means 223 receives a hold command, it sets performance data for displaying the number of hold images corresponding to the special chart 1 hold counter and the number of hold images corresponding to the special chart 2 hold counter in the hold display area (not shown) of the main display unit 81 based on the information on the special chart 1 hold counter and the special chart 2 hold counter contained in the command.
[0110] When the look-ahead performance control means 224 receives a pre-determination command, it determines the content of the so-called look-ahead performance based on the result of the pre-determination included in the command. Details will be described later, but in this embodiment, it is possible to execute a pattern pre-reading performance using decorative patterns that are displayed in a stopped state as a pre-reading performance, and the effect of the pattern pre-reading performance is enhanced by linking effect images (especially linked effect images).
[0111] When the effect content determining means 225 receives a variation start command, it determines the content of the effect to be executed in the current pattern variation according to the presentation route already determined by the presentation route determining means 222. More specifically, the performance content determination means 225 determines a performance pattern selection table to be referenced for the content of the performance (performance pattern) for each performance execution timing in the pattern change based on the performance route determined by the performance route determination means 222, and determines the content of the performance by a selection using the determined performance pattern selection table. In particular, by doing so, it is possible to change the content of the performance related to (executed according to) the determined performance route, and to provide a connection between the performances in one pattern change.
[0112] When the decorative pattern control means 226 receives a variation start command, it determines the final (determined stopped) combination of decorative patterns (left pattern, center pattern, right pattern) based on the stopped pattern of the determined special pattern. Specifically, in the pattern variation related to the special pattern 1, a pattern arrangement related to the decorative pattern including a pattern arrangement related to the 7 pattern is determined for the pattern A, and any pattern arrangement related to the decorative pattern except for the 7 pattern is determined for the pattern B. Therefore, in this embodiment, the number of rounds of the jackpot game that occurs and the subsequent presentation mode (special pattern variation pattern derivation state) after the jackpot game can be guessed depending on the type of pattern arrangement related to the decorative pattern corresponding to the jackpot game. In the pattern variation related to the special chart 2, any of the pattern arrangements related to the decorative patterns including the 7 pattern is determined for the pattern a, the pattern c, and the pattern d, and any of the pattern arrangements related to the decorative patterns excluding the 7 pattern is determined for the pattern b. Therefore, in this embodiment, when the pattern arrangement related to the 7 pattern is stopped and displayed, it is determined that the jackpot game is related to the stopped pattern (pattern a, pattern c, or pattern d) excluding the pattern b. This makes it easier to guess the number of rounds related to the jackpot game that occurs depending on the type of pattern arrangement related to the decorative pattern corresponding to the jackpot game, just like the pattern variation related to the special chart 1. On the other hand, unlike the pattern variation related to the special chart 1, in the pattern variation related to the special chart 2, it is difficult to guess the subsequent performance mode depending on the type of pattern arrangement related to the decorative pattern corresponding to the jackpot game.
[0113] When the jackpot presentation control means 227 receives a presentation control command related to a jackpot game (start demo command, round start command, end demo command), it determines the content of the presentation during the jackpot game based on the type of the presentation control command and the information contained in the presentation control command. In addition, the effects during the big win game include a start demo effect that is executed based on the reception of a start demo command and notifies the start of the big win game, a round effect that is executed based on the reception of a round start command and notifies the player that a round game is in progress, and an end demo effect that is executed based on the reception of an end demo command and notifies the player that the big win game is over. In particular, the round effect includes the playback of music, and the music to be played can be selected by game operations, and the details of this will be described later.
[0114] The normal performance control means 220 reads out performance data for each device corresponding to each performance at the execution timing of that performance, in accordance with the content of the performance determined by the above-mentioned means provided in the first sub-control board 200. If the read performance data includes performance data related to images, an image control command is generated based on that performance data, and the command is stored in a transmission command storage area of the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, an audio control command related to sound is generated based on that performance data, and the command is stored in a transmission command storage area of the sub-information storage means 260. In addition, the normal presentation control means 220 reads presentation data for notifying the player that a playable state has been achieved with the execution of a RAM clear process when the return state at the time of power recovery is accompanied by the execution of a RAM clear process, and reads presentation data for notifying the player that a playable state has been achieved without the execution of a RAM clear process when the return state at the time of power recovery is accompanied by the execution of a RAM clear process. Furthermore, in the case of a game stop state, the normal presentation control means 220 reads presentation data for notifying the player that a game stop state has been achieved and that a RAM clear process needs to be executed. Details of these notifications are omitted, but it is preferable that the notifications are executed continuously for a certain period of time (for example, 30 seconds) after the execution is started, and the presentation device for executing the notifications does not matter.
[0115] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern, and reads out performance data for executing an error notification in accordance with the error notification pattern. In addition, the error notification is executed with priority over the variable performance related to the pattern variation. Here, the error notification is executed with priority not only when the device related to the execution of the error notification and the device related to the execution of the variable performance are the same device, but also includes the case where the error notification is executed in a manner that is easier to recognize than the variable performance in the device, not only when the device related to the execution of the error notification and the device related to the execution of the variable performance are the same device, but also when the error notification is executed in a manner that is easier to recognize than the variable performance in the device. In addition, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not the gaming machine 10 is in an error state, and read out presentation data that executes an error notification if it is determined that the gaming machine 10 is in an error state.
[0116] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read out by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads out the lamp control data based on the performance data, and transmits the read lamp control data to the lamp to be executed.
[0117] When the performance data read by the normal performance control means 220 contains performance data corresponding to a movable prop, the movable prop control means 245 reads movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82 from the ROM 202 based on the performance data, and transmits the read movement control data to the movable decorative body 22 and the sub-display unit 82 to control the movement of the movable decorative body 22 and the sub-display unit 82.
[0118] As described above, the sub-information storage means 260 is a means for temporarily storing data read out by the means provided in the first sub-control board 200, data derived by calculations in the means, etc. in the corresponding storage areas.
[0119] The sub-command management means 270 receives a performance control command transmitted from the main control board 100, and stores the received performance command in a received command storage area of the sub-information storage means 260. When an image control command is stored in the transmission command storage area of the sub-information storage means 260, the sub-command management means 270 transmits the image control command to the second sub-control board 300. When an audio control command or a volume adjustment command is stored in the storage area, the sub-command management means 270 transmits these commands to the audio control board 310. In addition, these commands are transmitted in the order in which they are stored in the transmission command storage area of the sub-information storage means 260, as a rule.
[0120] As described above, in this embodiment, it is possible to execute a pattern pre-reading performance using decorative patterns that are displayed in a stopped state as a pre-reading performance, and in the pattern pre-reading performance, the performance effect is enhanced by linking effect images (especially linked effect images). However, using such an effect image makes it difficult to recognize the stillness (confirmed stop display) of the decorative pattern related to the pattern pre-reading performance. In response to this, the gaming machine 10 according to this embodiment is equipped with a function that makes the confirmed stop display easier to recognize, and the details of this function will be described below.
[0121] <About the design pre-reading performance> First, the details of the symbol pre-reading performance executed in this embodiment will be described with reference to Figs. Fig. 11(a) to Fig. 11(c) are diagrams showing a specific example of the pattern pre-reading performance. Fig. 12(a) is a flow of the pattern pre-reading performance control process. Fig. 12(b) is a diagram showing a schematic drawing of a drawing table used for drawing the execution of the pattern pre-reading performance, and the range of random numbers used for the drawing is 0 to 999. Fig. 13(a) is a diagram showing a specific example of the pattern effect performance executed in parallel with the pattern pre-reading performance, and Fig. 13(b) is a table showing the effect colors of the pattern effect performance.
[0122] As shown in Figures 11(a) to 11(c), the pattern pre-reading performance is a pre-reading performance realized using a combination of decorative patterns that are stopped and displayed in the display area related to the main display unit 81, and there are three types of execution modes. Specifically, there is an execution mode in which a spread consisting of even symbols is displayed stopped during one or more pattern fluctuations (in this example, the Nth spin to the N+2th spin) leading to the reserved symbol that is the pre-read target (hereinafter referred to as the "reserved symbol that is the pre-read target") (the execution mode shown in FIG. 11(a) and hereinafter referred to as the "even spread symbol"); an execution mode in which a spread consisting of odd symbols excluding the 7 symbol is displayed stopped during each of the one or more pattern fluctuations (the execution mode shown in FIG. 11(b) and hereinafter referred to as the "normal odd spread symbol"); and an execution mode in which a spread consisting of odd symbols including the 7 symbol is displayed stopped during each of the one or more pattern fluctuations (the execution mode shown in FIG. 11(c) and hereinafter referred to as the "special odd spread symbol"). In particular, the symbol pre-reading performance in this embodiment is realized by displaying the decorative symbols in a tentatively stopped state in a combination related to the determined execution mode, and then displaying the decorative symbols in that combination in a definite stopped state. Also, in this example, in each execution mode, the scatter symbols that are displayed in a stopped state in each of the multiple pattern variations that lead to the pre-read target reservation are combinations of decorative symbols that are different from each other, but as long as the rules for the scatter symbols in each execution mode are observed, the combinations of decorative symbols may match in some or all of the multiple pattern variations.
[0123] Next, the details of the pattern pre-reading performance control process that determines whether or not to execute the pattern pre-reading performance and the execution mode will be described. Note that this process is a process that is executed every time a pre-determination command is received during non-execution of the pattern pre-reading performance, and can be executed in either the above-mentioned normal low probability or normal high probability. As shown in FIG. 12(a), in step S202, which is the first step in the pattern pre-reading performance control process, it is determined whether or not an advanced performance will be executed in the hold (hereinafter referred to as the "hold to be determined") corresponding to the pre-determination command that triggered the execution of the pattern pre-reading performance control process. If the condition is satisfied, the process proceeds to step S204, and if the condition is not satisfied, the pattern pre-reading performance control process is terminated. In step S204, a lottery is performed to determine whether or not to execute the symbol pre-reading performance for the reserved judgment object. The details of the lottery will be described later, but in addition to determining whether or not to execute the symbol pre-reading performance for the reserved judgment object, the lottery also determines the execution mode of the symbol pre-reading performance when the symbol pre-reading performance is executed. In step S206, it is determined whether or not the lottery for executing the pattern pre-reading performance for the reserved ball to be judged has been won, i.e., whether or not it has been decided to execute the pattern pre-reading performance for the reserved ball to be judged, and if the condition is satisfied, the process proceeds to step S208, and if the condition is not satisfied, the pattern pre-reading performance control process is terminated. In step S208, the performance data related to the pattern pre-reading performance that has been determined to be executed is set, and the pattern pre-reading performance control process is terminated. This causes the pattern pre-reading performance to be executed. In this embodiment, when the execution of the pattern pre-reading performance is determined, the pattern pre-reading performance starts from the newly started pattern variation after the determination.
[0124] As shown in Figure 12(b), in the lottery for executing the pattern pre-reading performance, if the result of the advance judgment for the pending judgment target is a jackpot, there is a 300 / 1000 (approximately 1 / 3.33) probability that an even number scatter will be determined, a 250 / 1000 (1 / 4) probability that a normal odd number scatter will be determined, a 100 / 1000 (1 / 10) probability that a special odd number scatter will be determined, and there is a 350 / 1000 (approximately 1 / 2.86) probability that the pattern pre-reading performance will not be executed. If the result of the pre-determination for the pending item is a miss that will result in the execution of a development effect, there is a 150 / 1000 (approximately 1 / 6.67) probability that an even number scatter will be determined, a 50 / 1000 (1 / 20) probability that a normal odd number scatter will be determined, a 10 / 1000 (1 / 100) probability that a special odd number scatter will be determined, and there is a 790 / 1000 (approximately 1 / 1.23) probability that the execution of the pattern pre-reading effect will not be determined.
[0125] In this way, the pattern pre-reading performance in this embodiment indicates the likelihood of a jackpot game occurring depending on whether or not it is executed, and the manner in which it is executed also indicates the likelihood of a jackpot game occurring. In particular, in the pattern pre-reading performance in this embodiment, there is no execution mode that determines whether a jackpot game will occur.
[0126] Also, as shown in Figure 13(a), when the pattern pre-reading performance is executed, a pattern effect performance is executed in which an effect image consisting of multiple images resembling stars is displayed surrounding the decorative pattern (decorative pattern image) that is stopped and displayed. Specifically, the effect images include linked effect images (those not hatched) and non-linked effect images (those hatched). Furthermore, the linked effect images are composed of linked effect image eg11 displayed in front of decorative pattern image sg1 displayed in a stopped state in the pattern row on the left side of the display area (hereinafter referred to as the "left pattern row"), linked effect image eg12 displayed in front of decorative pattern image sg2 displayed in a stopped state in the pattern row in the middle of the display area (hereinafter referred to as the "middle pattern row"), and linked effect image eg13 displayed in front of decorative pattern image sg3 displayed in a stopped state in the pattern row on the right side of the display area (hereinafter referred to as the "right pattern row"). In addition, the non-linked effect images are composed of a non-linked effect image eg21 displayed behind the decorative pattern image sg1, a non-linked effect image eg22 displayed behind the decorative pattern image sg2, and a non-linked effect image eg23 displayed behind the decorative pattern image sg3. In the description of this embodiment, "an image is displayed in front of a comparison image" means that the image is drawn on a layer with a higher priority than the comparison image, and does not necessarily have to overlap the display area of the image as in this embodiment. Similarly, "an image is displayed behind a comparison image" means that the image is drawn on a layer with a lower priority than the comparison image, and does not necessarily have to overlap the display area of the image as in this embodiment.
[0127] In particular, each of the linked effect images and non-linked effect images is a moving image (animation) in which the images that make up the image (images that resemble stars) oscillate, and the moving image related to the linked effect image becomes still when the stillness conditions are satisfied (details will be described later). Furthermore, a background image hg, which will be described later, is displayed behind the decorative pattern image, the linked effect image, and the non-linked effect image.
[0128] Furthermore, in this embodiment, as shown in Figure 13(a), there are areas where the decorative patterns (decorative pattern image sg1 to decorative pattern image sg3) and the linked effect images (linked effect image eg11 to linked effect image eg13) are separated, and non-linked effect images (non-linked effect image eg21 to non-linked effect image eg23) are displayed in those areas. This makes it easier to distinguish between the decorative pattern and the linked effect image when the decorative pattern stops (determined stop display). In addition, in order to achieve this effect, it is permissible for non-linked effect images to be displayed in locations other than the above-mentioned separated locations. In addition, including the following explanation, when two images are separated, it is acceptable for the two images to overlap if there is a portion where the two images are separated. Furthermore, a portion where there is separation includes when one or both of the two images are present and the image at the back is visible because the existing image has transparency.
[0129] Therefore, in the gaming machine 10, the third display (linked effect image) is stationary in certain cases (at least some of the cases in which the second display is stationary when the first display, second display, and third display are each dynamically changing, as described below), and in certain cases, the first display (non-linked effect image) is displayed between the stationary second display (decorative pattern) and the stationary third display.
[0130] In this embodiment, the display mode of the linked effect image is determined according to the type of the corresponding pattern pre-reading performance. Specifically, as shown in FIG. 13(b), when the pattern pre-reading performance is an even-numbered scatter, the color (effect color) of the linked effect images (linked effect images eg11 to eg13) is blue, when the pattern pre-reading performance is a normal odd-numbered scatter, the color of the linked effect images is red, and when the pattern pre-reading performance is a special odd-numbered scatter, the color of the linked effect images is gold. In other words, in this embodiment, it can be said that one pre-reading performance is constituted by the combination of decorative patterns displayed in a stopped state in the pattern pre-reading performance and the display of a linked effect image. Of course, when the symbol pre-reading effect is not executed, the linked effect image itself is not displayed. This also applies to the non-linked effect image.
[0131] Similarly, the display manner of non-linked effect images is determined according to the type of corresponding pattern pre-reading performance. Specifically, as shown in FIG. 13(b), when the pattern pre-reading performance is an even-numbered scatter, the color (effect color) of the non-linked effect images (non-linked effect images eg21 to eg23) is white, when the pattern pre-reading performance is a normal odd-numbered scatter, the color of the linked effect images is white, and when the pattern pre-reading performance is a special odd-numbered scatter, the color of the linked effect images is gold. In this embodiment, the non-linked effect image is an image that has a different display mode (color) from the linked effect image. Therefore, when the symbol pre-reading performance is an even number or a normal odd number, it contributes to making the linked effect image displayed on the front side stand out, and when the symbol pre-reading performance is a special odd number, it contributes to emphasizing the color of the linked effect image.
[0132] <About background images> Next, the background image displayed in this embodiment will be described in detail with reference to FIG. 14(a) and FIG. 14(b). Fig. 14(a) is a flow of the background image control process, which is executed every time a pre-determination command is received when the display mode of the background image is the default display mode (daytime background) (when the background image has not been switched), and can be executed in both the above-mentioned normal low probability and normal high probability. Fig. 14(b) is a diagram showing a drawing table used for the background image switching drawing, and the range of random numbers used for the drawing is 0 to 999.
[0133] As shown in FIG. 14(a), in step S402, which is the first step in the background image control process, it is determined whether or not a development performance will be executed in the hold (hereinafter, the hold to be judged) corresponding to the pre-judgment command that triggered the execution of the background image control process. If the condition is satisfied, the process proceeds to step S404, and if the condition is not satisfied, the background image control process is terminated. In step S404, a background image switching lottery is performed for the reserved judgment object. The details of the lottery will be described later, but in addition to determining whether or not to switch the background image for the reserved judgment object, the lottery also determines the display mode of the background image after switching when switching the background image. In step S406, it is determined whether or not the lottery for switching the background image for the pending item to be judged has been won, i.e., whether or not it has been decided to switch the background image for the pending item to be judged. If the condition is met, the process proceeds to step S408; if the condition is not met, the background image control process is terminated. In step S408, the performance data related to the background image for which switching has been determined is set, and the background image control process is terminated. This causes the background image to be switched. In this embodiment, when switching of the background image is determined, the background image switching starts from the newly started pattern change after the determination. Then, the background image after the switching ends in accordance with the end of the pattern change related to the pending judgment target (switches to the default display mode).
[0134] As shown in Figure 14(b), in the background image switching lottery, if the result of the pre-determination for the pending determination target is a jackpot, there is a 250 / 1000 (1 / 4) probability that an evening background will be determined, a 350 / 1000 (approximately 1 / 2.86) probability that a night background will be determined, a 100 / 1000 (1 / 10) probability that a special night background will be determined, and there is a 300 / 1000 (approximately 1 / 3.33) probability that the background image will not be switched (the background image will be maintained in the default display mode). If the result of the pre-judgment for the pending judgment is a miss with the execution of the development performance, there is a 200 / 1000 (1 / 5) probability that the evening background will be displayed, a 50 / 1000 (1 / 20) probability that the night background will be displayed, and a 750 / 1000 (approximately 1 / 1.33) probability that the background image will not be changed. Furthermore, in such cases, the special night background will not be displayed. Although not shown in the figures, the evening background is a display mode that imitates an evening landscape, while the night background and the special night background are display modes that imitate night landscapes, and all of them are moving images. In particular, the special night background also displays a character that is not displayed in the night background walking, and the night background and the special night background can be distinguished from each other by the presence or absence of the character.
[0135] In this way, the background image in this embodiment suggests the likelihood of a jackpot game occurring depending on whether or not there is a switch from the default display mode, and also suggests the likelihood of a jackpot game occurring in that display mode. In particular, the background image in this embodiment has a display mode (special night background) that determines that a jackpot game will occur, and therefore it can be said that the suggestion accuracy of the expectation of a jackpot game occurring is higher than that of the above-mentioned pattern pre-reading performance. Here, the high suggestion accuracy of a jackpot game occurring refers to a high accuracy of predicting whether or not a jackpot game will occur when the display mode of the target performance is recognized, such as a large number of possible display modes, and not limited to the comparison between the above-mentioned background image and the pattern re-reading performance.
[0136] <Making it easier to recognize the confirmation stop display related to the pattern pre-reading performance> Next, a flow of displaying each image when the symbol pre-reading performance is executed will be described in detail with reference to FIG. In addition, Figure 15 is a timing chart showing the flow of displaying each image when the pattern pre-reading performance is executed, and the timing chart shows the flow when the decorative patterns are stopped and displayed in the order of the left pattern row, the right pattern row, and the center pattern row. In particular, the flow is common to both the normal pattern low probability and the normal pattern high probability. Also, in Figure 15, for example, the horizontal axis of the timing chart related to the left pattern column is explained with such explanations as "Definite stop display" in the upper row, "Temporary stop display" in the middle row, and "Variable display" in the lower row. However, in order to ensure the visibility of the drawing, explanations for similar images are only given for one of the images, and explanations for the remaining images are omitted.
[0137] As shown in Fig. 15, in the pattern pre-reading performance, when a decorative pattern (decorative pattern image sg1) is temporarily displayed in the left pattern row, a left linked effect image (linked effect image eg11) corresponding to the decorative pattern is displayed as a moving image (see timing t1). At this time, the decorative pattern related to the left pattern row is a moving image because it is accompanied by a swinging fluctuation, and this is also the case at timing t2 and timing t3 described later. When a decorative pattern (decorative pattern image sg2) is temporarily stopped and displayed in the right pattern row, a right linked effect image (linked effect image eg13) corresponding to the decorative pattern is displayed as a video (see timing t2). When a decorative pattern (decorative pattern image sg3) is temporarily stopped and displayed in the middle pattern row, a middle linked effect image (linked effect image eg12) corresponding to the decorative pattern is displayed as a video (see timing t3). Then, in each pattern row, when a decorative pattern with a swaying fluctuation is displayed as a fixed stop (still), the linked effect images (linked effect images eg11 to eg13), which are moving images, become still images in accordance with the fixed stop display (see timing t4). In particular, in the example shown in Fig. 15, the decorative patterns are temporarily stopped and displayed in the order of the left pattern row, the right pattern row, and the center pattern row, and the display of the linked effect image (moving image) corresponding to each pattern row is started, and at a certain timing (timing t4) after that, these linked effect images are frozen. Therefore, the period from when the display of the linked effect image (moving image) is started to when the effect image is frozen varies depending on the pattern row. Note that the timing of the temporary stop display in these pattern rows may be the same for any two pattern rows (for example, the left pattern row and the right pattern row), or may be the same for all pattern rows.
[0138] In addition, the non-linked effect images (non-linked effect image eg21 to non-linked effect image eg23), which are moving images, are displayed in parallel with the decorative patterns (decorative pattern image sg1 to decorative pattern image sg3) that are temporarily stopped and the linked effect images (linked effect image eg11 to linked effect image eg13), which are moving images. In particular, the non-linked effect image does not stop but remains animated even when the decorative pattern is displayed in a fixed stop state (see timing t4).
[0139] In this manner, in this embodiment, when the pattern pre-reading performance is executed, in any of the pattern rows related to the decorative pattern, the decorative pattern displayed in a provisional stop, the linked effect image, and the non-linked effect displayed to the rear of the decorative pattern and to the rear of the linked effect image are displayed in parallel, and if the decorative pattern is then displayed in a fixed stop, the linked effect image becomes still at the timing of the fixed stop display, while the non-linked effect image is not still but remains moving. This makes it easier for the player to recognize the stillness (confirmed stop) of the decorative pattern in the pattern pre-reading performance. In order to achieve this effect, it is preferable that the linked effect image is frozen when the decorative pattern is displayed in a fixed and stopped state, as in this embodiment, but the linked effect image may be partially or completely hidden when the decorative pattern is displayed in a fixed and stopped state (it is preferable that the entire linked effect image is hidden). In addition, in some cases where the above-mentioned decorative pattern is displayed in a fixed stop state, the linked effect image may be frozen at the timing of the fixed stop display, and the non-linked effect image may be maintained as a moving image (including not displaying the non-linked effect image). In addition, the linked effect image is displayed at the timing when the corresponding decorative pattern (for example, in the case of the linked effect image eg11, the decorative pattern image sg1) is displayed in a temporary stop state, but the linked effect image may start to be displayed before the corresponding decorative pattern is displayed in a temporary stop state (in particular, at the timing when the pattern change that causes the temporary stop state is in progress).
[0140] Therefore, the gaming machine 10 is capable of displaying a first display (non-linked effect image) and a second display (decorative pattern) that is displayed in front of the first display and stops in a display mode corresponding to the game result, and is capable of displaying a third display (linked effect image) that is displayed in front of the first display and can be linked to the second display, and the display modes of the first display, second display, and third display can all be dynamically changed, and in at least some of the specific cases in which the second display stops while each of the first display, second display, and third display is dynamically changing (fixed stop display), the dynamic change of the first display is maintained and the third display stops, or at least a part of the third display is hidden. In addition, in this invention, "linkage" does not necessarily mean that the periods in which they are displayed as videos coincide with each other, as in this embodiment, but also includes the execution period overlapping with the execution period of the video to be linked (second display) and the start timing or end timing of either of these execution periods coinciding.
[0141] In particular, in this embodiment, as described above, the decorative pattern displayed in a provisional stop state is displayed behind the linked effect image, and these images form one pre-reading performance. This makes it easier to recognize the display mode of the decorative pattern displayed relatively farther back.
[0142] Therefore, in the gaming machine 10, the second display (decorative pattern) is displayed behind the third display (linked effect image), and the second display and the third display together form one look-ahead performance.
[0143] Furthermore, as shown in FIG. 15, in this embodiment, it is assumed that at timing t4, the decorative pattern and the linked effect image are stationary, and at timing t5, which is later than that timing, the linked effect image (all of it) becomes hidden, and at the timing t6 thereafter, the changing display of the decorative pattern (the next pattern change) begins, so that the display mode of the decorative pattern (more specifically, the combination of decorative patterns displayed in a stopped state in the pattern pre-reading performance) becomes invisible (unrecognizable). This makes it possible to make it easier to recognize the display mode of the decorative pattern, which can be difficult to recognize due to the presence of the linked effect image. In addition, in order to achieve this effect, the decorative pattern may be made invisible at timing t6, thereby making the display mode of the decorative pattern unrecognizable.
[0144] Therefore, in the gaming machine 10, the third display (linked effect image) becomes stationary in certain cases, and in certain cases, after the stationary third display becomes invisible, the display mode of the stationary second display (combination of decorative patterns) becomes unrecognizable.
[0145] In particular, in this embodiment, the period T, which is the period from when the still interlocking effect image becomes invisible (timing t5) to when the display mode of the decorative pattern becomes invisible (timing t6), is managed by the passage of time, and there are three patterns of the specified time: 500 ms, 1000 ms, and 3000 ms. Which specified time is adopted is determined by a lottery that refers to the result of the special pattern hit / miss judgment related to the pre-read target reservation. As a result, the longer the specified time is selected, the higher the expectation of the big win game. This can enhance the effect of making the display mode of the decorative pattern easier to recognize. In addition, in order to realize a configuration in which the longer the specified time is selected, the higher the expectation of a jackpot game occurring, the special pattern change pattern and the specified time may be linked in advance, and the specified time corresponding to the special pattern change pattern determined by the pattern change related to the reserved pre-reading target may be adopted as the specified time this time. In addition, although the decorative pattern is displayed in a fixed and stopped state for the entire period T in this embodiment, part of the period may include the period during which the next pattern change is to be executed, in which case it is sufficient that the display state of the decorative pattern displayed in a fixed and stopped state is maintained in a recognizable state until the end of the period T.
[0146] Therefore, in other words, in a particular case, the longer the period from when the stationary third display (linked effect image) ends until the display mode of the stationary second display (combination of decorative patterns) becomes unrecognizable, the higher the expectation of a bonus being awarded tends to be.
[0147] In particular, in this embodiment, in the pattern row where the temporary stop display first occurs (the left pattern row in the example shown in Figure 15), non-linked effect images (non-linked effect image eg21 to non-linked effect image eg23) are displayed before the decorative pattern is temporarily stopped (before the linked effect image is displayed) (see timing t0). This makes it possible to reduce the sense of incongruity caused by the non-linked effect image remaining as a moving image at the time when the decorative pattern stops (stops to be confirmed). Also, as described above, when the display of a linked effect image starts before the corresponding decorative pattern is temporarily stopped and displayed, it is preferable that the non-linked effect image is displayed before the linked effect image starts.
[0148] In addition, in this embodiment, the non-linked effect image, which is displayed behind the decorative pattern, continues to be displayed as a moving image (until timing t7) even after timing t6, when the frozen (confirmed stopped display) decorative pattern becomes unrecognizable. This makes it easier to recognize the display mode of the decorative pattern after the display of the still linked effect image has ended. In order to achieve this effect, the timing at which the non-linked effect image is hidden can be any timing after timing t6, and is not limited to timing t7 in this embodiment, but may be any timing, however, it is preferable that the non-linked effect image is hidden while the pattern change related to the target reservation is being executed.
[0149] Furthermore, as shown in Figure 15, the background image described using Figures 13(a) and 13(b) is displayed behind the non-linked effect image, and, like the non-linked effect image, is displayed in parallel with the decorative pattern being displayed in a temporary stop and the linked effect image, which is a moving image, and even if the decorative pattern is displayed in a definitive stop, it does not freeze but remains as a moving image (see timing t4). According to this, it is possible to make it difficult to cause a sense of incongruity due to the non-linked effect image being maintained as a moving image rather than being frozen at the timing when the decorative pattern freezes. In particular, in this embodiment, the background image continues to be displayed even after the display of the non-linked effect image ends, thereby enhancing the effect. Furthermore, since the background image, which is a moving image, is displayed before the display of the non-linked effect image, which is a moving image, begins, it is difficult for the player to recognize the timing at which the display of the non-linked effect image begins, and it is easier for the player to recognize the subsequent temporary stop display of the decorative pattern and the start of the display of the linked effect image.
[0150] <About the preview notification caption image> Next, with reference to Figs. 16(a) and 16(b), a detailed description will be given of a pre-reading notification telop image that is displayed in accordance with the stopped display of the decorative symbols related to the symbol pre-reading performance. FIG. 16(a) is a diagram showing a specific example of when a pre-reading notice telop image is displayed during a low probability of winning, and FIG. 16(b) is a diagram showing a specific example of when a pre-reading notice telop image is displayed during a high probability of winning. Note that in FIG. 16(a) and FIG. 16(b), the illustration of the background image is omitted in order to ensure the visibility of these drawings. This is also the case with FIG. 17 and FIG. 18 described later.
[0151] As shown in Fig. 16(a) and Fig. 16(b), in both the normal low probability and normal high probability, when the decorative pattern related to the pattern pre-reading performance is stopped and displayed, in addition to the image shown in Fig. 13, a pre-reading notification telop image tg1 including the text "Pre-reading occurring..." is displayed in front of the decorative patterns (decorative pattern image sg1 to decorative pattern image sg3), linked effect images (linked effect image eg11 to linked effect image eg13), and non-linked effect images (non-linked effect image eg21 to non-linked effect image eg23) in the upper part of the display area related to the main display unit 81. In particular, in the pre-reading notification telop image tg1, the text flows from left to right, so the image can be said to be a moving image. Similarly to the linked effect image, the pre-reading notification telop image tg1 starts to be displayed at timing t1 shown in FIG. 15 and stops at timing t4 (the timing when the decorative pattern stops). In other words, it can be said that the pre-reading notification telop image tg1 is linked to the decorative pattern that is being temporarily stopped. The stopped pre-reading notification telop image tg1 is then hidden at timing t5. Furthermore, in this embodiment, the display mode (contents of characters included) of the pre-reading notification telop image tg1 is the same regardless of the execution mode of the pattern pre-reading performance.
[0152] Also, as shown in FIG. 16(a), in the normal low probability state, the pre-reading notification telop image tg1 is separated from the decorative pattern (decorative pattern image sg1 to decorative pattern image sg3) regardless of whether the telop image is stationary or not, and a non-linked effect image is displayed between them. Similarly, in this embodiment, the linked effect image and the decorative pattern are partially separated, and a non-linked effect image is present between them. Furthermore, the former separation distance (distance L1 in FIG. 16(a)) is configured to be longer than the latter separation distance.
[0153] This makes it possible to easily distinguish between the pre-reading notification caption image tg1 and the linked effect image while displaying both images in conjunction with the decorative pattern being temporarily stopped. In order to achieve this effect, the former separation distance and the latter separation distance need only be different. In addition, it is permissible for a non-linked effect image to be displayed anywhere other than between the preview notification caption image and the decorative pattern, and between the linked effect image and the decorative pattern. Also,
[0154] Therefore, in the gaming machine 10, it is possible to display a fourth display (pre-reading announcement caption image) that is displayed in front of the first display (non-linked effect image) and can be linked to the second display (decorative pattern), and the display mode of the fourth display can change dynamically, and in certain cases, the fourth display is stationary, and in certain cases, the first display is displayed between the stationary second display and the stationary fourth display, and the distance between the stationary second display and the stationary third display (linked effect image) is different from the distance between the stationary second display and the stationary fourth display.
[0155] In particular, in this embodiment, as described above, the display mode (content of the text included) of the pre-reading notification telop image tg1 is the same regardless of the execution mode of the symbol pre-reading performance. Therefore, it can be said that the linked effect image, which has a display mode corresponding to the execution mode of the symbol pre-reading performance, has a higher accuracy of suggesting the expectation of the occurrence of a jackpot game than the pre-reading notification telop image tg1. In addition, the former separation distance is configured to be longer than the latter separation distance (the latter separation distance is configured to be shorter than the former separation distance). This makes it easier for the player to recognize the linked effect image, which has a relatively high degree of accuracy in indicating the likelihood of a jackpot game occurring.
[0156] Therefore, in the gaming machine 10, the third display (linked effect image) has a higher accuracy of indicating the expectation of the bonus being awarded than the fourth display (pre-reading notice caption image), and the distance between the stationary second display (decorative pattern) and the stationary third display is shorter than the distance between the stationary second display and the stationary fourth display.
[0157] Also, as shown in FIG. 16(b), in the case of a normal high probability, the pre-reading notification caption image tg1 is separated from the decorative pattern regardless of whether the caption image is stationary or not, and a non-linked effect image exists between them. The distance (distance L2 in FIG. 16(b)) is longer than the above-mentioned distance L1. According to this, in the case of a normal high probability winning combination, the unity between the decorative pattern and the linked effect image can be emphasized.
[0158] Therefore, in the gaming machine 10, there is a first state (low probability of normal symbol) and a second state (high probability of normal symbol) which is more favorable than the first state, and in other words, the distance between the stationary second display (decorative pattern) and the stationary fourth display (pre-reading announcement caption image) in the second state is longer than the distance in the first state.
[0159] <About the caption image announcing the level of expectation> Next, the expectation degree notification telop image that can be displayed during the symbol pre-reading performance will be described in detail with reference to FIG. FIG. 17 is a diagram showing a specific example when an expectation degree notification caption image is displayed.
[0160] As shown in FIG. 17, in this embodiment, when the center cursor button 38e is operated during execution of the symbol pre-reading performance, an expectation degree notification caption image tg2 is displayed to notify the expectation degree of the symbol pre-reading performance. More specifically, when the execution mode of the ongoing symbol pre-reading performance is an even number scatter, the word "Chance!" is displayed on the expectation degree notification telop image tg2. Furthermore, the expectation degree notification telop image tg2 is displayed in front of the decorative symbols (decorative symbol images sg1 to sg3), the linked effect images (linked effect images eg11 to eg13), and the non-linked effect images (non-linked effect images eg21 to eg23). Also, although not shown in the figure, when the execution mode of the currently running pattern pre-reading performance is a normal odd-number scatter, the words "Big chance!!" are displayed in the expectation degree notification caption image tg2, and when the execution mode of the currently running pattern pre-reading performance is a special odd-number scatter, the words "Super hot!!!" are displayed in the expectation degree notification caption image tg2.
[0161] In this embodiment, the expectation degree announcing telop image tg2 is a still image, and its display ends (goes non-display) after a time period (5000 ms) has elapsed since the start of its display. Therefore, when the decorative pattern is displayed in a fixed stop state, the expectation degree notification caption image tg2 can be continuously displayed. According to this, when the expectation degree notification telop image tg2 is not displayed, the stillness (fixed stop) of the decorative symbols in the symbol pre-reading performance can be emphasized. In order to achieve this effect, the display mode (display contents) of the expectation degree notification telop image tg2 does not matter.
[0162] Therefore, in the gaming machine 10, it is possible to display a predetermined display (expectation level announcement caption image) that is displayed in front of the first display, the second display, and the third display, and in other words, the predetermined display can be displayed in parallel with the first display, the second display, and the third display, and the display mode of the predetermined display can be maintained in certain cases.
[0163] <About power outages and restoration during pattern pre-reading performance> Next, using Figure 18, we will explain in detail the behavior when a power outage and restoration occurs without executing a RAM clear process, such as a momentary power outage, during the execution of a pattern pre-reading performance. FIG. 18 is a diagram showing a specific example of a power outage and restoration that does not involve the execution of a RAM clear process while a symbol pre-reading performance is being executed.
[0164] As shown in Fig. 18, during the execution of the pattern pre-reading performance, more specifically, during the period in which the decorative pattern, the linked effect image, and the non-linked effect image are displayed in parallel, if a power outage occurs without the execution of a RAM clear process, the decorative pattern and the non-linked effect image are restored, but the linked effect image is not restored. In particular, the display mode of the decorative pattern (combination of decorative patterns) that is restored after the power outage is restored is different from the display mode of the decorative pattern (combination of decorative patterns corresponding to the pattern pre-reading performance) that was displayed before the power outage related to the power outage (in this embodiment, a combination of 1st pattern-2nd pattern-3rd pattern). This makes it possible to make it easier for players to recognize that a momentary power outage has occurred while making it less likely for the player to feel uncomfortable when the power outage occurs. In order to achieve this effect, it is not necessary for the display mode of the decorative pattern which is restored after the restoration of power to be different from the display mode of the decorative pattern which was displayed before the power outage related to the restoration of power in all cases where the power outage is occurred, and it is acceptable to make these display modes different in some of the cases. In addition, the timing of the return of the decorative pattern and the non-linked effect image may be during the pattern change in which the power outage occurred, or after the start of the next pattern change after the pattern change in question. This is not limited to these images, but also applies to other images (notification telop images) that are returned after the power outage is restored in this embodiment.
[0165] Therefore, in certain cases in which a power outage and restoration occurs in the gaming machine 10 without the execution of a RAM clear process when the first display (non-linked effect image), second display (decorative pattern), and third display (linked effect image) are displayed in parallel, the third display does not return but the first display and second display return, and in other words, in at least some of the certain cases, the display mode of the second display restored after the power outage and restoration is different from the display mode of the second display immediately before the power outage and restoration.
[0166] In particular, in this embodiment, if a power outage and restoration occurs without the execution of a RAM clear process while the pattern pre-reading performance is being executed, the display mode of the non-linked effect image that was displayed before the power outage and the display mode of the non-linked effect image that is restored after the power outage and the restoration of power will be the same. According to this, when a momentary power outage occurs, it is possible to increase the attention to the display mode of the decorative pattern, which contributes to enhancing the effect of making it easier to recognize the occurrence of the momentary power outage. Furthermore, in order to achieve this effect, it is not necessary to match the display mode of the non-linked effect image displayed before the power outage and the restoration of power in all cases where the power outage and restoration of power occurs with the display mode of the non-linked effect image which is restored after the power outage is restored, and it is also possible to match these display modes in some of the cases.
[0167] Therefore, in certain cases in which a power outage and restoration occurs in the gaming machine 10 without execution of a RAM clear process when the first display (non-linked effect image), second display (decorative pattern), and third display (linked effect image) are displayed in parallel, the third display does not return, but the first display and the second display return, and in other words, in at least some of the certain cases, the display mode of the first display that has returned after the power outage and restoration is different from the display mode of the first display immediately before the power outage and the display mode of the second display that has returned after the power outage and restoration is different from the display mode of the second display immediately before the power outage.
[0168] Note that, although different from the present embodiment, if a power outage and restoration occurs without the execution of a RAM clear process during the execution of a pattern pre-reading performance, the display mode of the non-linked effect image that was displayed before the power outage and the display mode of the non-linked effect image that is restored after the power outage and the restoration of power may be made different. This reduces the attention to the display mode of the decorative pattern, making it difficult to create expectations regarding the display mode in the event of an abnormality such as a momentary power outage. In order to achieve this effect, it is not necessary to differ the display mode of the non-linked effect image that was displayed before the power outage and the non-linked effect image that is restored after the power outage is restored in all cases where the power outage and restoration occurs, and these display modes may be different in some of the cases.
[0169] Therefore, in certain cases in which a power outage and restoration occurs in the gaming machine 10 without execution of a RAM clear process when the first display (non-linked effect image), second display (decorative pattern), and third display (linked effect image) are displayed in parallel, the third display does not return, but the first display and the second display return, and in other words, in at least some of the certain cases, the display mode of the first display that has returned after the power outage and restoration is different from the display mode of the first display immediately before the power outage and the display mode of the second display that has returned after the power outage and restoration is different from the display mode of the second display immediately before the power outage.
[0170] Also, as shown in Figure 18, if a power outage and restoration occurs without the execution of a RAM clear process while the pattern pre-reading performance is being executed, the pre-reading notification caption image tg1 that is displayed during the execution of the pattern pre-reading performance will return, and the display mode of the pre-reading notification caption image tg1 after restoration will be the same as the display mode before the power outage. On the other hand, although not shown in the figure, if a power outage and restoration occurs without execution of a RAM clear process while the expectation degree notification telop image tg2 is being displayed, the image will not return.
[0171] <Other Modifications> Modifications not mentioned in the above description are listed below.
[0172] First, in this embodiment, the decorative pattern is composed of only the number portion, but in order to make the decorative pattern itself look luxurious and attract attention, the decorative pattern may be composed of a number portion imitating a number and a character portion imitating a character. In that case, when the decorative pattern is temporarily stopped and displayed, it is preferable to configure the character portion as well as the number portion to sway and move, and to configure these portions to stop at the same time. According to this, the addition of the character portion can increase the attention to the decorative pattern, while making it easier to recognize the stillness of the decorative pattern (fixed stop display). In order to achieve this effect, it is not necessary to add the character portion to all of the decorative patterns applied to each pattern row, and the character portion may be provided to some of the decorative patterns.
[0173] Therefore, in the gaming machine 10, the second display (decorative pattern) can be configured to include a first part (number part) and a second part (character part), and the display mode of both the first part and the second part can change dynamically, and in a specific case, the timing at which the first part stops and the timing at which the second part stops are the same.
[0174] In particular, while the decorative pattern is temporarily stopped and displayed, the character portions may overlap with adjacent pattern rows, but in such a case, it is preferable to deform (shrink, etc.) the character portions so that the overlap disappears when the decorative pattern becomes stationary (determined stopped display). Also, a part of the image according to the present invention described above may be replaced with an image displayed on another image display device as long as the context of the present invention is maintained.Furthermore, a part or all of the image according to the present invention may be replaced with a lit lamp as long as the context of the present invention is maintained.
[0175] In addition, in this embodiment, the pre-reading notification telop image functions as a pre-reading effect, but the image does not have to have this function. In other words, the notification telop image does not matter as long as it is displayed in conjunction with the decorative pattern.
[0176] In addition, in this embodiment, in all pattern rows, a linked effect image is displayed superimposed on the decorative patterns that are stopped and displayed, but for some of these pattern rows, the linked effect image does not have to be superimposed on the decorative patterns that are stopped and displayed.
[0177] In addition, the gaming machine 10 according to this embodiment is a so-called type 1 / type 2 mixed machine that can derive both a big win and a small win that can result in a big win game in determining whether or not the special chart has been hit, but it is not limited to this, and it is also possible to use one that can only derive a so-called type 2 hit.
[0178] In addition, in the present embodiment, the probability, ratio, and frequency, and the number of times may be 0 on the smaller side and the maximum value on the larger side, as long as the respective relationships are ensured. In particular, as for the above-mentioned ratios, as long as the phenomenal aspects are ensured, there is no restriction on the control for realizing the ratios. Furthermore, each lottery value in the lottery table illustrated in this embodiment is just an example, and as long as the magnitude relationship between the lottery tables is maintained, each lottery value may adopt any value within the range.
[0179] In the above explanation, the recovery state at the time of power recovery is determined by referring to the state of the RAM clear switch 43 at the time of power recovery, but it may be possible to refer to whether the time that the RAM clear switch 43 is in the ON state after power recovery exceeds a specified time (e.g., 3 seconds). In this way, the occurrence of erroneous RAM clear processing can be further suppressed.
[0180] In the above description, the state of the middle frame open door sensor 76 (open / closed state of the middle frame 17) was referenced when determining the return state when power was restored, but the return state may be set without reference to that state. In this case, the return state when power was restored may be set uniformly according to the case where the middle frame open door sensor 76 is ON (the middle frame 17 is open).
[0181] The present invention described above is not limited to the above description, and includes various modifications and improvements as long as the object of the present invention is achieved.
[0182] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine capable of displaying a first display and a second display that is displayed in front of the first display and stops in a display mode corresponding to a game result, a third display that is displayed in front of the first display and that can be linked to the second display is displayable; The first display, the second display, and the third display are all capable of dynamically changing display modes; In a specific case that is at least a part of a case where the second display is stationary while each of the first display, the second display, and the third display is dynamically changing, the dynamic change of the first representation is maintained; The third display is stopped or at least a part of the third display is hidden; a predetermined display that is displayed in front of any of the first display, the second display, and the third display can be displayed; The predetermined display is may be displayed in parallel with the first display, the second display, and the third display; The display mode of the predetermined display may be maintained in the specific case. A gaming machine characterized by: [Explanation of symbols]
[0183] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable Decorations 23 Cylinder lock 25 Transparent materials 27 Upper ball tray 29 Lower ball tray 31 Operating handle 32 Upper frame part 33(33a, 33b) Speaker 34a, 34b Left and right side frame parts 35(35a, 35b, 35c) Frame Lamp 36 Ball removal mechanism 37 Production button 38 Cursor Button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation section 39a Ball loan button 39b Return button 40 Power Switch 43 RAM clear switch 45 Opening and closing cover 46 Game Ball Tank 47 Tank Rail 48 Dispatch Unit 49 Dispatch Passage 50 Game Board 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 54 Protective materials 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal Electric Devices 62 Normal electric accessory solenoid Gate 63 65 Special Electric Devices 66 Special electric device solenoid 67 General Prize Winners 69 Outlet 70 First starting sensor 71 Second starting port sensor 72 Large prize entrance sensor 73 General prize entry sensor 74 Gate Sensor 75 Out ball sensor 76 Middle frame door open sensor 77 Front frame door open sensor 80 Performance display device 81 Main display 82 Sub display 82a Upper sub display 82b Left sub display 82c Right sub display 90 Pattern display device 91 First special symbol display device 92 Second special pattern display device 93 Ordinary pattern display device 94 1st special pattern reserved lamp 95 2nd Special Design Hold Lamp 96 Normal pattern hold lamp 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O ports 105 Random Number Circuit 109 Main control board case 110 Ball entrance determination method 115 Main random number generator 120 Main Hold Control Means 125 Preliminary Judgment Measures 130 Special drawing lottery method 131 Means of determining whether or not a special drawing is correct 132 Special stop pattern lottery means 133 Means for deriving special chart variation patterns 135 General drawing method 140 Jackpot game control means 145 Pattern display control means 150 Electrical equipment control means 155 Game status control means 160 Main information storage means 165 Main Error Control Measures 170 Main Command Management Method 175 Power restoration processing execution means 176 Return state setting means 179 Means for transitioning to playable state 180 Power cut processing execution means 200 1st sub-control board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 1st sub-control board case 210 Sub-random number generator 220 Normal Production Control Means 221 Presentation mode control means 222 Method of determining direction route 223 Sub-hold control means 224 Predictive performance control means 225 Means for determining production content 226 Decorative pattern control means 227 Jackpot performance control means 230 Sub-error Control Measures 240 Lamp control means 245 Movable object control means 260 Sub-information storage means 270 Subcommand Management Method 300 Second sub-control board 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispatch control board 409 Dispensing control board case 500 Power supply control board 501 Normal power circuit 502 Backup power circuit 503 Power interruption detection circuit 509 Power supply control board case 811 Display area 812 Display area 813 Display area X First flow path Y Second flow path sg1 Decorative pattern image sg2 Decorative pattern image sg3 decorative pattern image eg11 Linked effect image eg12 Linked effect image eg13 Linked effect image eg21 Non-linked effect image eg22 Non-linked effect image eg23 Non-linked effect image tg1 Preview notice caption image tg2 expectation level announcement caption image
Claims
[Claim 1] A gaming machine capable of displaying a first display and a second display that is displayed in front of the first display and stops in a display mode corresponding to a game result, a third display that is displayed in front of the first display and that can be linked to the second display is displayable; The first display, the second display, and the third display are all capable of dynamically changing display modes; In a specific case that is at least a part of a case where the second display is stationary while each of the first display, the second display, and the third display is dynamically changing, the dynamic change of the first representation is maintained; The third display is stopped or at least a part of the third display is hidden; a predetermined display that is displayed in front of any of the first display, the second display, and the third display can be displayed; The predetermined display is may be displayed in parallel with the first display, the second display, and the third display; The display mode of the predetermined display may be maintained in the specific case. A gaming machine characterized by:
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