Game machine
The gaming machine addresses the issue of inadequate game information notification by using multiple displays with specific content and spatial arrangements, enhancing player engagement and maintaining interest.
Patent Information
- Application Number
- JP2023196587
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-20
- Publication Date
- 2025-05-30
AI Technical Summary
Existing gaming machines, such as pachinko machines, have not adequately addressed the issue of appropriately notifying game information to players, leading to a potential decrease in gaming interest.
A gaming machine that displays three distinct types of information: a first display for specifying the machine's specifications, a second display for additional specifications in a different form, and a third display for attention-grabbing precautions, with the distance between the first and second displays being longer than between the first and third displays.
The solution effectively improves player engagement by providing appropriate and visually recognizable game information, thereby preventing a decline in gaming interest.
Smart Images

Figure 2025082985000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and more particularly to a pachinko gaming machine.
Background Art
[0002] In general, gaming machines typified by pachinko gaming machines perform various displays related to the game even during a period when the progress of the game has stopped. As an example of this type of gaming machine, Patent Document 1 below is exemplified.
[0003] Patent Document 1 discloses a gaming machine having a timekeeping means for timing the time until a preset start time, and notifying information regarding the start time during a waiting performance for customers that is executed during a period when the game is not in progress.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in recent years, gaming machines tend to have more game information to be notified to players (for example, specifications of the gaming machine and precautions during the game) compared to the conventional ones from the viewpoint of user-friendliness. The gaming machine according to Patent Document 1 has not been sufficiently studied in terms of appropriately notifying game information to players, and there is still room for improvement.
[0006] The present invention has been made in view of the above problems, and provides a gaming machine that improves or prevents a decrease in gaming interest by performing appropriate notification.
Means for Solving the Problems
[0007] According to the present invention, there is provided a gaming machine that visibly displays a first display, a second display, and a third display, wherein the first display is a display capable of specifying the specifications, model, or type of the gaming machine, the second display is a display capable of specifying the specifications, model, or type of the gaming machine and is a display in a different form from the first display, the third display is a display for calling attention to matters of concern in the game, and the distance from the display position of the first display to the display position of the second display is longer than the distance from the display position of the first display to the display position of the third display.
Advantages of the Invention
[0008] According to the present invention, there is provided a gaming machine that improves the gaming interest or prevents the decline of the gaming interest by providing appropriate notifications.
Brief Description of the Drawings
[0009]
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Embodiments for Carrying Out the Invention
[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In all the drawings, the same components are denoted by 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 state of viewing the gaming machine 10 from the front side (the player side) as shown in FIG. 1 unless otherwise specified. Note that "advantageous (degree of advantage)" in the following description means being advantageous to the player, and further, unless otherwise specified, it means being advantageous in terms of the amount of acquired prize balls (game media, prize values) (including not only the payout of game balls but also the payout of medals and the provision of prize data) excluding production aspects such as so-called premium images.
[0011] <Features of the Present Invention> Before explaining the details of the gaming machine 10 in the present embodiment, the features of the invention (the present invention) described in the present embodiment will be explained.
[0012] The gaming machine 10 according to the present embodiment is a so-called pachinko gaming machine. The gaming machine 10 visibly shows a first display, a second display, and a third display, respectively. The first display is a display capable of specifying the specifications, model, or type of the gaming machine, and in the present embodiment, it corresponds to the main specification image MG8 shown in FIG. 19. The second display is a display capable of specifying the specifications, model, or type of the gaming machine and is a display in a different form from the first display. In the present embodiment, it corresponds to the sub-specification image SG2 shown in FIG. 19. The third display is a display for calling attention to precautions during the game, and in the present embodiment, it corresponds to the anti-tipping image MG7 shown in FIG. 18.
[0013] The gaming machine 10 is characterized in that the distance from the display position of the first display to the display position of the second display is longer than the distance from the display position of the first display to the display position of the third display. Here, the distance between the display positions may be defined as the distance from the center of one display to the center of the other display, or may be defined as the shortest distance among the distances between the edges of one display and the edges of the other display. However, when at least a part of the mutual display positions overlap, it is desirable to judge by the former definition. In the present embodiment, since the main identification image MG8 corresponding to the "first display" and the anti-entrapment image MG7 corresponding to the "third display" are displayed on the main display unit 81, while the sub-identification image SG2 corresponding to the "second display" is displayed on the upper sub-display unit 82a, no matter which definition is used, it has the above characteristics.
[0014] Players who are not used to the game tend to have an unfixed line of sight during the game. As a countermeasure against such players, the display positions specifying the specifications of the gaming machine and the like are dispersed at a plurality of locations. On the other hand, since the attention-grabbing display can be said to be a relatively important display, the display position is concentrated in the vicinity of the display position of the first display. Since the gaming machine 10 takes into account such display positions, it can appropriately make the player visually recognize the necessary game information and suppress the decline of the game interest. The gaming machine 10 having the above characteristics will be specifically described based on the following embodiments.
[0015] <Regarding the structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. 1 to 5. FIG. 1 is a front view of the gaming machine 10, FIG. 2 is a view showing the symbol display device 90 disposed in the area II shown in FIG. 1, FIG. 3 is a bird's-eye view showing the operation button group disposed in the area III shown in FIG. 1 and its periphery, FIG. 4 is a view showing the game board 50 installed in the gaming machine 10, and FIG. 5 is a rear view of the gaming machine 10. In addition, each configuration illustrated in FIGS. 1 to 5 is merely what is necessary for explaining the gaming machine 10 of the present embodiment, and configurations and functions not illustrated herein may be added to the gaming machine 10. Further, the gaming machine 10 does not necessarily have to include all of the configurations illustrated herein, and some configurations or functions may be omitted as long as the effects of the present invention are not impaired.
[0016] The gaming machine 10 of the present embodiment is a so-called pachinko machine, which fires a game ball into the front area of a game board 50 (hereinafter referred to as "game area 50a") where a large number of game pins (not shown) are erected, and conducts a game in which a prize ball is obtained when the game ball enters a winning opening (for example, a large winning opening 55, etc.). In the following description, the entry of a game ball into a winning opening may be simply expressed as "winning (into the winning opening)".
[0017] The gaming machine 10 includes a rectangular frame-shaped outer frame 15 that opens front and rear, a middle frame 17 that detachably holds the game board 50 on the opening front side of the outer frame 15, and a front frame 20 configured to cover the front side of the game board 50. The upper frame portion 32 of the front frame 20 protrudes forward of the gaming machine 10, and when a player sitting in front of the gaming machine 10 stands up while enjoying the game, the player needs to be careful not to hit their head.
[0018] The middle frame 17 is rotatably supported about its left end side by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed in front of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (insert a door key into the cylinder lock 23 and turn the door key in the direction opposite to the unlocking direction of the front frame 20 (in this embodiment, to the right)).
[0019] The front frame 20 is rotatably supported about its left end side by a hinge mechanism 21 and can be opened and closed with respect to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (insert a door key into the cylinder lock 23 and turn the door key in the direction opposite to the unlocking direction of the middle frame 17 (in this embodiment, to the left)). Further, the front frame 20 includes a transparent member 25 disposed so as to cover the game area 50a, and the transparent member 25 provides perspective protection for the game area 50a and the game board 50. Further, the front frame 20 includes an upper ball receiving tray 27 and a lower ball receiving tray 29 for storing game balls, and the upper ball receiving tray 27 and the lower ball receiving tray 29 are vertically spaced apart and provided integrally with the front frame 20. Further, the front frame 20 includes an operation handle 31 on the right side of the lower ball receiving tray 29, and by rotating the operation handle 31, the game balls stored in the upper ball receiving tray 27 are launched toward the game area 50a.
[0020] Although not shown in FIGS. 1 to 5, the middle frame 17 has a middle frame opening / closing sensor 76 for detecting whether the middle frame 17 is in an open state or a closed state with respect to the outer frame 15, and a front frame opening / closing sensor 77 for detecting whether the front frame 20 is in an open state or a closed state with respect to the middle frame 17. In the present embodiment, all of these opening / closing sensors are turned ON in the open state and turned OFF in the closed state. However, these opening / closing sensors may be configured to be turned OFF in the open state and turned ON in the closed state. Thereby, the gaming machine 10 can detect both the opening / closing state of the middle frame 17 with respect to the outer frame 15 and the opening / closing state of the front frame 20 with respect to the middle frame 17.
[0021] Further, as shown in FIG. 3, an operation button group operated by a player is arranged on the upper surface of the upper ball receiving tray 27. In this operation button group, as a main operation unit 39 electrically connected to a main control board 100 to be described later, a ball lending button 39a and a return button 39b for receiving a return operation of a prepaid card are provided. As an operation unit electrically connected to a first sub-control board 200 to be described later, an effect button 37 for receiving an operation of a player to switch an effect generated during a game or to obtain various information related to the gaming machine 10, and cursor buttons 38 (an up cursor button 38a, a down cursor button 38b, a left cursor button 38c, a right cursor button 38d, and a middle cursor button 38e) for instructing operations in the up, down, left, and right directions, respectively, are included. Note that each operation unit is provided with a sensor for detecting an operation, and the control board to be connected detects the operation of each operation unit based on a change in the detection state of the sensor. The effect button 37 functions as an operation means as described above, and is configured to be able to project and retract by an actuator such as a motor (not shown), and also functions as a movable body that projects when a predetermined condition is satisfied (for example, during the execution of a specific effect to be described later).
[0022] A movable decoration 22 is provided on the side of the upper ball receiving tray 27. The movable decoration 22 incorporates an effect lamp (not shown) therein and functions as a light emitting means, and is configured to be operable by an actuator such as a motor (not shown), and also functions as a movable body that operates when a predetermined condition is satisfied (for example, during the execution of a specific effect to be described later).
[0023] Below the lower ball receiving tray 29, a ball discharging mechanism 36 for discharging the game balls stored in the lower ball receiving tray 29 downward is provided. By operating this ball discharging mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball receiving tray 29 opens, and the game balls naturally fall and are discharged from the bottom opening. Although illustration is omitted, the upper ball receiving tray 27 is provided with a mechanism that, like the ball removal mechanism 36, moves the stored balls to the lower ball receiving tray 29 by operation. By operating both this mechanism and the ball removal mechanism 36, it becomes possible to discharge the stored balls.
[0024] As shown in FIG. 1, a pair of speakers 33 (33a, 33b) are respectively arranged on the left and right sides of the upper frame portion 32 of the front frame 20. Further, the upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed of a light-transmissive cover, and frame lamps 35 (35a, 35b, 35c) are respectively arranged inside thereof. The speakers 33 and the frame lamps 35 can emit sound, light up, or go out in conjunction with effects and error effects generated during the game.
[0025] The effect display device 80 is composed of a main display portion 81 arranged substantially at the center of the game board 50 and a sub-display portion 82 arranged around the main display portion 81. The sub-display portion 82 further includes an upper sub-display portion 82a arranged above the main display portion 81, a left sub-display portion 82b arranged on the left side of the main display portion 81, and a right sub-display portion 82c arranged on the right side of the main display portion 81. Here, the main display portion 81 is a fixed liquid crystal display device, and the upper sub-display portion 82a, the left sub-display portion 82b, and the right sub-display portion 82c are movable liquid crystal display devices that operate by an actuator such as a motor (not shown). Also, each of the sub-display portions 82 (the upper sub-display portion 82a, the left sub-display portion 82b, and the right sub-display portion 82c) is smaller than the main display portion 81.
[0026] The main display portion 81 can display the variable display of the symbol sequence that is performed in conjunction with the variable display in the first special symbol display device 91 or the second special symbol display device 92 described later, and can also display various other effects. In the variable display of the symbol sequence (decorative symbol) displayed on the main display unit 81, the displayed decorative symbol forms three symbol sequences. Although the direction of the variable display of each symbol sequence in the present embodiment is downward, the direction is not particularly limited. For example, it may be any of upward, left - right direction, depth direction, or a combination thereof (diagonal direction). Here, the depth direction refers to a virtual direction recognized by the player in a display mode using a technique (for example, perspective method) that makes it seem as if the symbol sequence is variably displayed from the back to the front or vice versa of the main display unit 81, even though it is actually a planar variable display on the display screen of the main display unit 81. In addition, the decorative symbols in the present embodiment include a "1 symbol" imitating the number "1", a "2 symbol" imitating the number "2", a "3 symbol" imitating the number "3", a "4 symbol" imitating the number "4", a "5 symbol" imitating the number "5", a "6 symbol" imitating the number "6", a "7 symbol" imitating the number "7", an "8 symbol" imitating the number "8", and a "9 symbol" imitating the number "9". These symbols are provided in each symbol sequence. In the following description, the "1 symbol", "3 symbol", "5 symbol", "7 symbol", and "9 symbol" may be collectively referred to as "odd symbols", and the "2 symbol", "4 symbol", "6 symbol", and "8 symbol" may be collectively referred to as "even symbols".
[0027] Each of the sub - display units 82 is provided not only for mainly displaying production - related production images but also is configured to be movable. Note that the initial position of each is such that the upper sub - display unit 82a is above with respect to the main display unit 81, the left sub - display unit 82b is on the left with respect to the main display unit 81, the right sub - display unit 82c is on the right 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 the display area of the main display unit 81.
[0028] In addition, although a liquid crystal display device is adopted for all of the effect display devices 80 (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, and right sub-display unit 82c) in the present embodiment, the implementation of the present invention is not limited thereto. For example, it can be replaced with display bodies of various methods such as a drum type or a dot matrix type.
[0029] A plurality of light emitting diodes (hereinafter abbreviated as "LEDs") are disposed on the lower right side of the main display unit 81, and the display area of the symbol display device 90 is configured by these LEDs. Special symbols and normal symbols are displayed on the symbol display device 90. In addition, the symbol display device 90 is disposed at a position where it is more difficult for the player to visually recognize than the main display unit 81, and the display area of the symbol display device 90 has a smaller area than the display area of the main display unit 81. Note that the arrangement and number of the LEDs related to the symbol display device 90 in the present embodiment are as shown in FIG. 2, but this is an example, and the arrangement and number of the LEDs related to the symbol display device 90 are not limited to this example.
[0030] The special symbol is a symbol that is stopped and displayed as a result of symbol variation that determines whether or not to operate a special electric accessory (for example, special electric accessory 65). The special symbols in the present 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. Note that the special symbol may be abbreviated as "special symbol", the first special symbol may be abbreviated as "special symbol 1", and the second special symbol may be abbreviated as "special symbol 2".
[0031] The normal symbol is a symbol that is stopped and displayed as a result of symbol variation that determines whether or not to operate a normal electric accessory (for example, normal electric accessory 61). The normal symbol in the present embodiment is displayed on the normal symbol display device 93. Note that the normal symbol may be abbreviated as "normal symbol", and the normal electric accessory may be referred to as "electric chew".
[0032] In addition to the above-described display device, the symbol display device 90 is provided with a first special symbol hold lamp 94, a second special symbol hold lamp 95, and a normal symbol hold lamp 96. The first special symbol hold lamp 94 can identify the number of symbol variations of the special symbol 1 being held, the second special symbol hold lamp 95 can identify the number of symbol variations of the special symbol 2 being held, and the normal symbol hold lamp 96 can identify the number of symbol variations of the normal symbol being held. All of them can identify the corresponding number of symbol variations by the lighting modes of two LEDs (in this embodiment, only the right LED always lit = 1, both the left and right LEDs always lit = 2, the right LED blinking + the left LED always lit = 3, both the left and right LEDs blinking = 4).
[0033] In the following description, the symbol variation in which the special symbol is stopped from being variably displayed after being variably displayed by the first special symbol display device 91 or the second special symbol display device 92 is referred to as "symbol variation of the special symbol". In the following description, the symbol variation in which the normal symbol is stopped from being variably displayed after being variably displayed by the normal symbol display device 93 may be referred to as "symbol variation of the normal symbol". In addition, in the following description, the variable display of the symbol sequence (decorative symbol) displayed on the main display unit 81 described above may be referred to as "symbol variation of the decorative symbol" separately from "symbol variation of the special symbol" and "symbol variation of the normal symbol". In the following description, when simply referred to as "symbol variation", it means the symbol variation of the special symbol unless otherwise specified.
[0034] As shown in FIG. 4, on the front surface of the game board 50, a number of game pins (not shown), a windmill 52, and obstacles such as decorative members are arranged, so that a game area 50a is defined in which the launched game balls roll. In addition, on the left side and the upper side of the game area 50a, a curved outer rail 51 and an inner rail 53 are arranged to guide the game balls launched by the rotational operation of the operation handle 31 to the upper part of the game area 50a. Here, the outer rail 51 is located outside the inner rail 53 with respect to the center of the game area 50a. Here, the windmill 52 is a mechanism for changing the direction of the fall of the game ball and is in the shape of a nail.
[0035] The gaming machine 10 can adjust the strength of shooting out game balls according to the magnitude of the rotation operation amount (for example, rotation angle) of the operation handle 31. Various obstacles are arranged in the game area 50a so that the game ball can roll through either the first flow path X (so-called left shot) through which the game ball shot out more weakly rolls, or the second flow path Y (so-called right shot) through which the game ball shot out more strongly rolls.
[0036] FIG. 4 shows the main winning openings, namely the big winning opening 55, the first start opening 57, the second start opening 59, the gate 63, and the general winning opening 67. However, the illustrated winning openings are just examples, and the number and arrangement thereof can be appropriately changed.
[0037] The big winning opening 55 is arranged at the lower right part of the game area 50a. A big winning opening sensor 72 is attached to the big winning opening 55. Whether a winning occurs at the big winning opening 55 is determined based on the detection result of the big winning opening sensor 72, and a corresponding number (15 in this embodiment) of prize balls is awarded. In this embodiment, compared with the case of rolling from the first flow path X, the obstacles are arranged so that more game balls roll toward the big winning opening 55 when rolling from the second flow path Y.
[0038] A special electric accessory 65 is arranged above the big winning opening 55. The special electric accessory 65 is a member that can be alternately transitioned to an open state in which it is easy to win at the big winning opening 55 or a closed state in which it is difficult for balls to enter, and is transitioned to either the open state or the closed state by a special electric accessory solenoid 66. More specifically, the special electric accessory 65 becomes open in a part of the jackpot game started due to a jackpot being derived by the special figure win / loss determination described later. Along with this, winning at the big winning opening 55 is permitted. In this way, when the special electric accessory 65 is in the open state, it becomes easy to win at the big winning opening 55. Therefore, it can be said that the jackpot game in which the opportunity to obtain prize balls is greatly increased is an advantageous game state. In a big win game, the open state and the closed state of the special electric accessory 65 are alternately set. One open state (which may be referred to as a "round game" and the total number of round games occurring in one big win may be referred to as the "number of rounds") ends based on a predetermined number (in this embodiment, 10) of game balls winning in the big winning opening 55, and the special electric accessory 65 becomes the closed state. In addition, one open state also ends based on the elapse of a sufficient time (in this embodiment, 30 s (seconds)) for a predetermined number of game balls to win in the big winning opening 55. Here, in one round game, when the special electric accessory 65 is set from the open state to the closed state based on 10 game balls winning, it cannot immediately become the closed state. Therefore, in one round game, it is possible for more than 10 game balls to win in the big winning opening 55.
[0039] The first starting opening 57 is arranged at the lower center of the game area 50a. A first starting opening sensor 70 is attached to the first starting opening 57, and the winning in the first starting opening 57 is determined based on the detection result of the first starting opening sensor 70, and a corresponding number (in this embodiment, 4) of prize balls are awarded. In at least a part of the case where the winning in the first starting opening 57 is determined, the symbol variation in Fig. 1 of the special drawing is performed. It should be noted that the game area 50a according to this embodiment is provided with obstacles such as game nails so that more game balls roll toward the first starting opening 57 when rolling from the first flow path X than when rolling from the second flow path Y.
[0040] The second starting opening 59 is arranged at the lower right of the game area 50a. A second starting opening sensor 71 is attached to the second starting opening 59, and the winning in the second starting opening 59 is determined based on the detection result of the second starting opening sensor 71, and a corresponding number (in this embodiment, 1) of prize balls are awarded. In at least a part of the case where the winning in the second starting opening 59 is determined, the symbol variation in Fig. 2 of the special drawing is performed. Note that the game area 50a according to the present embodiment is provided with obstacles such as game pins so that more game balls roll toward the second starting port 59 when rolling from the second flow path Y than when rolling from the first flow path X.
[0041] An ordinary electric accessory 61 is disposed in the flow path connected to the second starting port 59. The ordinary electric accessory 61 is a member that can be switched between an open state in which it is easy for a game ball to enter the second starting port 59 and a closed state in which it is difficult for a game ball to enter, and is switched to either the open state or the closed state by an ordinary electric accessory solenoid 62. More specifically, the ordinary electric accessory 61 becomes open in at least part of the ordinary pattern game performed when winning by the pattern variation of the ordinary pattern diagram, and accordingly, winning at the second starting port 59 is permitted. Thus, when the ordinary electric accessory 61 is in the open state, it becomes easy to win at the second starting port 59, so that while suppressing the decrease of game balls by prize balls, the opportunity to execute the pattern variation of special figure 2 can be significantly increased.
[0042] The gate 63 is disposed at the right center of the game area 50a. A gate sensor 74 is attached to the gate 63, and winning at the gate 63 is determined based on the detection result of the gate sensor 74. In at least part of the case where winning at the gate 63 is determined, the pattern variation of the ordinary pattern diagram is performed.
[0043] The general winning port 67 is disposed at the lower left of the game area 50a. A general winning port sensor 73 is attached to the general winning port 67, and winning at the general winning port 67 is determined based on the detection result of the general winning port sensor 73, and a number (4 in this embodiment) of prize balls associated with the general winning port 67 are awarded. Note that in the present embodiment, the obstacles are arranged so that more game balls roll toward the general winning port 67 when rolling from the first flow path X than when rolling from the second flow path Y. However, the obstacles may be arranged so that more game balls roll toward the general winning port 67 when rolling from the second flow path Y. Also, a plurality of general winning ports 67 may be provided.
[0044] The out port 69 is arranged at the lowermost part of the game area 50a. The game balls that are launched into the game area 50a and do not enter any of the above-mentioned winning ports fall into the out port 69 and are treated as out balls. In addition, in this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that have entered the above-mentioned winning ports and out ports, is provided.
[0045] On the back surface of the game board 50, as shown in FIG. 5, a main control board case 109 storing the main control board 100, a first sub-control board case 209 storing the first sub-control board 200, a second sub-control board case 309 storing the second sub-control board 300, a power control board case 509 storing the power control board 500, and a payout control board case 409 storing the payout control board 400 are mounted. In addition to the back surfaces of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 that covers a part of the back surface of the main control board case 109 is detachably mounted. Note that the main control board 100 is provided with a RAM clear switch 43. In addition, the board cases and covers covering each board are made of transparent members, and the corresponding boards are visible through each case and cover.
[0046] The power control board 500 includes a normal power supply circuit 501 that generates a normal power supply to supply to electronic components and electrical components such as the above-mentioned control boards based on the primary power supply supplied from the power supply equipment of the game island, a backup power supply circuit 502 that generates a backup power supply, and a power failure detection circuit 503 that detects a power failure (when the supply voltage by the normal power supply drops to a predetermined voltage). In addition, a power switch 40 is connected to the power control board 500. On the premise that the primary power is supplied from the power supply equipment of the game island, when the power switch 40 is turned on, the normal power supply circuit 501 of the power control board 500 generates the normal power supply, and the power is supplied to the electronic components and electrical components including the above-mentioned control boards (the main control board 100, the first sub-control board 200, the second sub-control board 300, and the payout control board 400). Also, when a power failure is detected by the power failure detection circuit 503 in the power control board 500, a power failure signal (NMI signal) is transmitted to each of the main control board 100, the first sub-control board 200, and the payout control board 400. In addition, the backup power supply circuit 502 is configured to be charged when the power is supplied from the power supply equipment of the game island to the gaming machine 10. Note that the backup power supply circuit 502 may be provided on the payout control board 400, and the power failure detection circuit 503 may not be provided on the power control board 500 but may be provided on each of the main control board 100, the first sub-control board 200, and the payout control board 400.
[0047] Also, on the back surface of the game board 50, above the opening / closing cover 45, a game ball tank 46 for storing the game balls supplied from the ball supply equipment of the game island is arranged. The game ball tank 46 is further connected to a payout passage 49 that leads to the upper ball receiving 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 receiving tray 27 through the payout passage 49.
[0048] So far, the structure of the gaming machine 10 in this embodiment has been described. However, these are just one specific example, and the present invention can also be implemented with another configuration.
[0049] <Regarding the control configuration of the gaming machine 10> Next, with reference to FIG. 6, the control configuration included in the gaming machine 10 according to the present embodiment will be described. FIG. 6 is a block diagram showing the control configuration included in 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 include a control configuration not shown in FIG. 6.
[0050] The main control board 100 includes a CPU 101 that performs various arithmetic processes related to the game, a ROM 102 that stores data such as control programs and various lottery tables, a RAM 103 that functions as a work area and a buffer memory serving as a temporary storage area, an I / O port 104 that inputs and outputs signals between the peripheral boards and each device, and a random number circuit 105 that operates in a system different from the program processing by the CPU 101 to generate random numbers (hard random numbers). These are interconnected via an internal bus.
[0051] The CPU 101 reads out various control programs stored in the ROM 102 and performs arithmetic processing to execute various processes related to the main control of the game. The RAM 103 is backed up by the backup power supply generated in the backup power supply circuit described later. Specifically, among the information stored in the RAM 103, various information that enables the gaming machine 10 to return to the state immediately before the power failure using this data at the time of power restoration (when the power is turned on) after the power failure is configured to be backed up. For example, in addition to the data such as the stack pointer and each register held at the time of power failure, information related to the game such as the state of the gaming machine 10 at that time (game stop state or playable state), the current special drawing lottery state, and the current general drawing lottery state is targeted for backup. Note that this information is cleared (initialized) by the RAM clear process. Therefore, after the RAM is cleared, the special drawing variation pattern derivation state PA (special drawing low probability and general drawing low probability described later) described later is newly set. Furthermore, when the RAM clear process is executed, the symbol sequence related to the decorative symbol becomes a state in which the initial symbol combination (in this embodiment, "1 symbol - 3 symbols - 5 symbols") is stopped and displayed, and also becomes a state in which the initial symbol combination is stopped and displayed when the power is turned on and the symbol variation was not being executed at the time of the immediately preceding power failure. Also, this initial symbol combination is stopped and displayed only when the power is turned on and is not stopped by the execution of the symbol variation.
[0052] In this embodiment, at least, in addition to the area where such game-related information is stored (which may be referred to as the game-related area of the RAM 103), the area where the complement of the checksum and the backup flag related to the game-related area of the RAM 103 are stored (which may be referred to as the game-related backup information area of the RAM 103) is backed up. Then, at the time of power restoration, the gaming machine 10 returns using the various information stored in the backed-up game-related area of the RAM 103 and the game-related backup information area of the RAM 103. Note that there is no restriction on the specific method of backup in this embodiment. For example, the area to be backed up in the RAM 103 may be realized with a configuration capable of non-volatile data retention even in the power-off state. As another example, among the RAM 103, different hardware may be provided for a first memory configured to be able to retain data non-volatilely even in the power-off state and a second memory referenced when the gaming machine 10 operates. In that case, the gaming machine 10 may evacuate the information to be backed up from the second memory to the first memory at power-off, and recover the evacuated information from the first memory to the second memory at power-on.
[0053] Also, the main control board 100 is electrically connected to a first start port sensor 70, a second start port sensor 71, a big winning port sensor 72, a general winning port sensor 73, a gate sensor 74, an out ball sensor 75, a middle frame opening sensor 76, a front frame 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.
[0054] Also, the main control board 100 is electrically connected to a first special symbol display device 91, a second special symbol display device 92, a normal symbol display device 93, a first special symbol hold lamp 94, a second special symbol hold lamp 95, a normal symbol hold lamp 96, a normal electric accessory solenoid 62, and a special electric accessory solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, the main control board 100 is electrically connected to the main operation unit 39 and the RAM clear switch 43, and is configured to be able to detect the operation of the main operation unit 39.
[0055] 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 communicably connected only in a single direction from the main control board 100 to the first sub-control board 200, and various effect control commands are transmitted from the main control board 100 to the first sub-control board 200. Note that 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 such that it cannot request data transmission to the main control board 100. Also, in the present embodiment, a parallel transmission method is adopted for data transmission from the main control board 100 to the first sub-control board 200, but a serial transmission method may be adopted.
[0056] The first sub-control board 200 includes a CPU 201 that performs various arithmetic processes related to game effects based on effect control commands from the main control board 100, a ROM 202 that stores data such as an effect control program and various lottery tables, a RAM 203 that functions as a work area and a buffer memory serving as a temporary storage area, and an I / O port 204 that inputs and outputs signals to and from 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 effects according to the control program stored in the ROM 202. Note that the first sub-control board 200 is electrically connected to the effect button 37 and the cursor button 38, and is configured to be able to detect operations of the operation unit.
[0057] Also, the first sub-control board 200 generates an image control command for instructing an image to be displayed on the second sub-control board 300, a brightness adjustment command for instructing brightness adjustment, a voice control command for instructing a voice to be output to the voice control board 310, a volume adjustment command for instructing volume adjustment, lamp control data for controlling lighting of various lamps such as the frame lamp 35, movable control data for controlling movement of the movable decoration 22, the effect button 37, the sub-display unit 82, etc. in the effect control process based on the effect control command from the main control board 100. Here, the first sub-control board 200 is connected to the second sub-control board 300 and the audio control board 310 so as to enable bidirectional communication. Each control command (image control command, brightness adjustment command, audio control command, volume adjustment command) is transmitted from the first sub-control board 200 to the second sub-control board 300 or the audio control board 310. On the other hand, as a response, a response command (ACK command) indicating that the control command has been normally received is transmitted from each control board (the second sub-control board 300, the audio control board 310) to the first sub-control board 200.
[0058] In addition, the first sub-control board 200 is electrically connected to the frame lamp 35 and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured to have its lighting 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 decorative body 22, the effect button 37, and the sub-display unit 82, and transmits movable control data via the I / O port 204. The movable decorative body 22, the effect button 37, and the sub-display unit 82 are configured to have their movement controlled by the movable control data transmitted from the first sub-control board 200.
[0059] The second sub-control board 300 includes a CPU (not shown) that performs various arithmetic processes related to image effects based on the image control command from the first sub-control board 200, a ROM (not shown) that stores an image control program and various data, a RAM (not shown) that functions as a work area and a buffer memory serving as a temporary storage area, and an I / O port (not shown) that inputs and outputs signals between the peripheral board and each device. The CPU is configured to execute main control related to image effects according to the control program stored in the ROM. In addition, although not shown in the drawings, the second sub-control board 300 is equipped with a VDP that generates image data in accordance with the content of the effect determined by an effect content determination means 225 described later based on a control signal received from the CPU, and a sound source IC that generates acoustic data in accordance with the content of the effect based on the 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 this image data, and transmits the generated image data to the main display unit 81 and the sub-display unit 82. Further, a high-speed VRAM used for the expansion and processing of the image data read from the image ROM is connected to this VDP.
[0060] The voice control board 310 includes a CPU 311 that performs various arithmetic processes related to voice effects based on a voice control command from the first sub-control board 200, a ROM 312 that stores a voice control program, voice data, etc., a RAM 313 that functions as a work area and buffer memory serving as a temporary storage area, and an I / O port 314 that inputs and outputs signals between the peripheral board and each device. The CPU 311 is configured to execute main control related to voice effects according to the control program stored in the ROM 312. Therefore, the voice control board 310 reads the voice data stored in the ROM 312 in response to the voice control command received from the first sub-control board 200, synthesizes the read voice data, and transmits the final synthesized voice data to the speaker 33 via an amplifier, enabling the speaker 33 to output sound.
[0061] The payout control board 400 is mainly composed of a CPU, a ROM, and a RAM (all not shown in the drawings). In addition, the payout control board 400 is connected to the main control board 100 so as to be capable of two-way communication. Based on the payout control command from the main control board 100, it executes control to drive the payout unit 48 to pay out game balls, and based on the operation amount of the operation handle 31, it synchronously drives the ball feeding mechanism and the firing mechanism to control the firing of game balls.
[0062] The power control board 500 includes a normal power supply circuit 501 that generates a normal power supply to supply electronic components and electrical components such as the above-described control boards based on the primary power supply supplied from the power supply equipment of the game island, a backup power supply circuit 502 that generates a backup power supply, and a power failure detection circuit 503 that detects a power failure (when the supply voltage by the normal power supply drops to a predetermined voltage). Also, a power switch 40 is connected to the power control board 500. On the premise that the primary power supply is supplied from the power supply equipment of the game island, when the power switch 40 is turned on, the normal power supply circuit 501 of the power control board 500 generates a normal power supply, and the power is supplied to electronic components and electrical components including the above-described control boards (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). Also, when the power failure detection circuit 503 of the power control board 500 detects a power failure, the power control board 500 transmits a power failure signal (NMI signal) to each of the main control board 100, the first sub-control board 200, and the payout control board 400. Also, the backup power supply circuit 502 is configured to be charged when the power is supplied from the power supply equipment of the game island to the gaming machine 10. Note that the backup power supply circuit 502 may be provided on the payout control board 400, and the power failure detection circuit 503 may not be provided on the power control board 500 but may be provided on each of the main control board 100, the first sub-control board 200, and the payout control board 400.
[0063] <Regarding the functional configuration of the gaming machine 10> Next, with reference to FIG. 7, the functional configuration of the gaming machine 10 according to the present embodiment will be described. 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 the present embodiment, and the gaming machine 10 may include a functional configuration not shown in FIG. 7. Also, when explaining the functional configuration, FIGS. 8 to 10 will be referred to as necessary.
[0064] As shown in FIG. 7, the main control board 100 includes 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 pattern lottery means 130, a general pattern lottery means 135, a big win game control means 140, a symbol display control means 145, an electric accessory control means 150, a game state control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration process execution means 175, and a power-off process execution means 180. These means functionally represent what is realized by each control configuration on the main control board 100 described with reference to FIG. 6.
[0065] First, the main information storage means 160 is a means for temporarily storing data read by the means provided on the main control board 100, data derived from calculations in the means, etc. in corresponding storage areas. In particular, the data (effect control command) 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.
[0066] The ball entry determination means 110 determines winning at each winning port based on the detection results of sensors provided at each winning port.
[0067] The main random number generation means 115 can generate a plurality of types of random numbers with different update ranges by the random number circuit 105, and acquires (latches) one or more random numbers corresponding to the winning port from the random number circuit 105 at the timing when winning at the winning port is determined. More specifically, when winning at the first start port 57 or the second start port 59 is determined, the main random number generation means 115 acquires random numbers for special pattern win / loss determination, random numbers for special pattern stop symbol lottery, and random numbers for special pattern variation pattern lottery, which will be described later. When winning at the gate 63 is determined, the random numbers for general pattern win / loss determination, random numbers for general pattern stop symbol lottery, and random numbers for general pattern variation pattern lottery, which will be described later, are stored in the corresponding storage area of the main information storage means 160. Note that the random number circuit 105 monitors whether a plurality of types of random numbers updated by itself are updated normally. When an update abnormality occurs where the random numbers are not updated normally, information indicating that the abnormality has occurred is written into 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.
[0068] The main hold control means 120 performs control regarding the hold of the symbol variation of the special drawing and the hold of the symbol variation of the general drawing. Regarding the special drawing 1, the random numbers for special drawing win / loss determination, the random numbers for special drawing stop symbol lottery, and the random numbers for special drawing variation pattern lottery, which are obtained triggered by winning at the first start port 57, are held (stored) as the operation hold information of the special drawing 1. More specifically, the main hold control means 120 is provided with a hold counter (hereinafter referred to as the "special drawing 1 hold counter") that is incremented by 1 each time the operation hold information of the special drawing 1 is held and decremented by 1 each time the operation hold information of the special drawing 1 is used (used in the lottery by the special drawing lottery means 130). Until the value of the special drawing 1 hold counter reaches the upper limit value (in this embodiment, 4), the operation hold information is stored in the storage area corresponding to the current special drawing 1 hold counter of the main information storage means 160. Each time the operation hold information is used, the used operation hold information is cleared, and the remaining operation hold information is moved (shifted) in order from the smallest special drawing 1 hold counter to the storage area corresponding to the special drawing 1 hold counter that is 1 less than the current special drawing 1 hold counter from the current storage area. Also, the main hold control means 120 performs the same control as described above separately for the special drawing 2 and the general drawing as for the special drawing 1, and the hold counter for the special drawing 2 is referred to as the special drawing 2 hold counter. Also, in the following description, "holding of operation hold information" may be expressed as "holding of symbol variation" or simply "holding". Further, when the main hold control means 120 updates (increments or decrements) the operation hold information (hold counter) of the special drawing 1 or the special drawing 2, it generates an effect control command (hold command) including the special drawing 1 hold counter and the special drawing 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In addition, in the present embodiment, when both the operation hold information corresponding to Special Figure 1 and the operation hold information corresponding to Special Figure 2 are held, a priority change is performed in which the operation hold information corresponding to Special Figure 2 is preferentially used.
[0069] The pre-judgment means 125 executes a pre-judgment for a preview effect for at least a part of the case where the operation hold information of the special figure is held at a predetermined pre-judgment timing. More specifically, the pre-judgment means 125 reads out each random number of the operation hold information held this time, and executes a pre-judgment for each of the special figure validity determination, the special figure stop symbol lottery, and the special figure variation 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 for 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 to be executed later. In addition, the pre-judgment means 125 generates an effect control command (pre-judgment command) including the derived pre-judgment result, and stores the command in the transmission command storage area of the main information storage means 160. Since the pre-judgment command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least in part at a predetermined pre-judgment timing, it will be transmitted following the above-mentioned hold command. Here, the predetermined pre-judgment timing refers to a timing when it is not in the jackpot game, for example, there is a timing when the operation hold information of the special figure is held. In the present embodiment, when the operation hold information of Special Figure 1 is held during the general figure high probability which will be described later, the pre-judgment is regulated, so the transmission of the pre-judgment command corresponding to the pre-judgment is also regulated. On the other hand, regarding the case where the operation hold information of Special Figure 2 is held during the general figure low probability which will be described later, the pre-judgment may or may not be regulated.
[0070] The special figure lottery means 130 includes a special figure validity determination means 131, a special figure stop symbol lottery means 132, and a special figure variation pattern derivation means 133, and executes the processing by each means in the order of the special figure validity determination means 131, the special figure stop symbol lottery means 132, and the special figure variation pattern derivation means 133. When the variation start condition of the special figure is satisfied, the special figure lottery means 130 reads out the earliest operation hold information among the operation hold information held in the main information storage means 160. Note that "the variation start condition of the special figure is satisfied" means, as an example, that it is not during a big win game, that neither the special figure 1 nor the special figure 2 is in the middle of symbol variation execution (including during the stop display of the symbol variation related to the special figure 1 or the special figure 2), and that all conditions that there is operation hold information in at least one of the special figure 1 and the special figure 2 are satisfied.
[0071] Here, FIG. 8 is a diagram schematically showing the lottery table used in the main control board 100, and will be referred to as necessary in the following description. In addition, in the lottery using the lottery table, including those other than these lottery tables, for the read random numbers, the lottery values stored in the lottery table are sequentially added in a predetermined order (if there is only one target lottery value, the number of additions is one), and the result corresponding to the lottery value with a carry (digit overflow) generated is derived as the result of the lottery. Similarly, in the description of the lottery table, for the sake of convenience of explanation, the lottery table is named, but it is only necessary that the data such as the lottery values included in the lottery table corresponding to the name are stored in each ROM in an identifiable manner, and these names do not specify the area where the data is stored. In the illustrated lottery table, for the sake of convenience of explanation, if there are items described or if "-" or "0" is described as the lottery value, these do not necessarily indicate the data stored in each ROM. And the results with "-" or "0" described as the lottery value will not win. Further, if the same lottery value as the random number range used in the lottery (the number of random numbers that can be obtained within the range) is described in the lottery table, since the result is derived 100%, it is not necessarily necessary to conduct the lottery. Also, if the total value of the lottery values used in one lottery matches the random number range used in the lottery, a carry will surely occur in the addition of the last lottery value, so it is not necessary to perform the addition, and in that case, the lottery value itself used for the addition is also unnecessary.
[0072] The special figure win / loss determination means 131 executes a special figure win / loss determination that, for each symbol variation, reads a random number for special figure win / loss determination and determines whether to win a big win or a loss by lottery using the read random number and the lottery table for special figure win / loss determination. Figure 8(a) is a diagram schematically showing the lottery table for special figure win / loss determination, and this lottery table is commonly used in special figure 1 and special figure 2. Since the range of the random numbers used in this determination is 0 to 65535, when the special figure lottery state is of low probability (hereinafter, may be abbreviated as "special figure low probability"), a big win is derived with a probability of 205 / 65536 (about 1 / 320). Similarly, when the special figure lottery state has a high probability (hereinafter sometimes abbreviated as "special figure high probability"), a jackpot is derived with a probability of 600 / 65536 (about 1 / 109).
[0073] When the result of the special figure win / loss determination is a jackpot, the special figure stop symbol lottery means 132 reads out a random number for the special figure stop symbol lottery, and uses the read random number and the lottery table for the special figure stop symbol lottery to determine the stop symbol of the special figure by lottery. FIG. 8(b) is a diagram schematically showing a lottery table for the special figure 1 stop symbol lottery. The range of the random number used in the lottery is 0 to 99. Therefore, when a jackpot is derived in the special figure 1, symbol A is determined as the stop symbol with a probability of 50 / 100 (1 / 2), and symbol B is determined as the stop symbol with a probability of 50 / 100 (1 / 2). Here, symbol A has a round number of 4 and is a symbol that becomes a special figure high probability and a general figure high probability (hereinafter sometimes referred to as a "probability change symbol") after the jackpot game ends. On the other hand, symbol B has a round number of 4 and is a symbol that becomes a special figure low probability and a general figure high probability (hereinafter sometimes referred to as a "normal symbol") after the jackpot game ends. Therefore, it can be said that symbol A is a more advantageous symbol than symbol B in the special figure lottery state after the jackpot game. FIG. 8(c) is a diagram schematically showing a lottery table for the special figure 2 stop symbol lottery. The range of the random number used in the lottery is 0 to 99, the same as the special figure 1 stop symbol lottery. Therefore, when a jackpot is derived in the special figure 2, symbol a is determined as the stop symbol with a probability of 75 / 100 (about 1 / 1.33), and symbol b is determined as the stop symbol with a probability of 25 / 100 (1 / 4). Here, symbol a is a probability change symbol with a round number of 10 and becomes a special figure high probability and a general figure high probability after the jackpot game ends, and symbol b is a normal symbol with a round number of 4 and becomes a special figure high probability and a general figure high probability after the jackpot game ends. Therefore, it can be said that symbol a is a more advantageous symbol than symbol b in terms of the round number. In the following description, the jackpot related to symbol a may sometimes be referred to as a 10R probability change jackpot, and the jackpot related to symbol b may sometimes be referred to as a 4R probability change jackpot. In addition, when the result of the special drawing win / loss determination is not a big win, the special drawing stop symbol lottery means 132 uniformly determines the stop symbol as symbol C when the special drawing 1 is a loss and symbol c when the special drawing 2 is a loss.
[0074] The special drawing variation pattern derivation means 133 has a plurality of types of special drawing variation pattern lottery tables referred to when determining the special drawing variation pattern. Based on the current special drawing variation pattern derivation state and the result of this special drawing win / loss determination, one special drawing variation pattern lottery table for determining the current special drawing variation pattern is selected. Using the selected special drawing variation pattern lottery table and a random number for special drawing variation pattern lottery, one special drawing variation pattern is determined, and the variation time is determined based on the determined special drawing variation pattern. Here, the variation time refers to the time from when the symbol variation related to the special drawing (special drawing 1 or special drawing 2) starts until the symbol variation ends. Details of transition conditions and the like will be described later. In the special drawing variation pattern derivation state in this embodiment, there are a special drawing variation pattern derivation state PA, a special drawing variation pattern derivation state PB, and a special drawing variation pattern derivation state PC. And the above-described method for determining the special drawing variation pattern is adopted for the symbol variation of special drawing 1 in the special drawing variation pattern derivation state PA, and is adopted for the symbol variation of special drawing 2 in the special drawing variation pattern derivation state PB and the special drawing variation pattern derivation state PC. In addition, for the symbol variation related to the other special drawing in each special drawing variation pattern derivation state, one special drawing variation pattern determined in advance according to the result of the special drawing win / loss determination is determined.
[0075] Hereinafter, the lottery of the special drawing variation pattern in the special drawing variation pattern derivation state PA by the special drawing variation pattern derivation means 133 will be illustrated and described with reference to the lottery table. Note that the lottery tables used by the special drawing variation pattern derivation means 133 in the special drawing variation pattern derivation state PB and the special drawing variation pattern derivation state PC are not shown, but the point of determining the special drawing variation pattern by lottery is the same as that in the special drawing variation pattern derivation state PA. FIG. 9(a) is a diagram schematically showing a special drawing variation pattern lottery table used for the symbol variation related to Special Drawing 1 in the special drawing 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 symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, the special drawing variation pattern HNP to the special drawing variation pattern ASP-C can be determined. Specifically, in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, when the result of the special drawing pass / fail determination is a miss, the special drawing variation pattern HNP is determined with a probability of 900 / 1000 (about 1 / 1.11), the special drawing variation pattern HRP is determined with a probability of 52 / 1000 (about 1 / 19.2), HSP1-A is determined with a probability of 13 / 1000 (about 1 / 76.9), HSP1-B is determined with a probability of 11 / 1000 (about 1 / 90.9), HSP2-A is determined with a probability of 9 / 1000 (about 1 / 111), HSP2-B is determined with a probability of 7 / 1000 (about 1 / 143), HSP3-A is determined with a probability of 5 / 1000 (1 / 200), and HSP3-B is determined with a probability of 3 / 1000 (about 1 / 333). In this case, the special drawing variation patterns ASP1-A to ASP-C are not determined. Although the details will be described later with reference to FIG. 9(b), when the special drawing variation pattern HNP is determined, the special drawing variation pattern is further specified using the value of the special drawing 1 hold counter at the start of the current symbol variation. On the other hand, in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, when the result of the special drawing pass / fail determination is a big win, the special drawing variation pattern ASP1-A is determined with a probability of 90 / 1000 (about 1 / 11.1), the special drawing variation pattern ASP1-B is determined with a probability of 110 / 1000 (about 1 / 9.09), the special drawing variation pattern ASP2-A is determined with a probability of 135 / 1000 (about 1 / 7.41), the special drawing variation pattern ASP2-B is determined with a probability of 165 / 1000 (about 1 / 6.06), the special drawing variation pattern ASP3-A is determined with a probability of 180 / 1000 (about 1 / 5.56), the special drawing variation pattern ASP3-B is determined with a probability of 220 / 1000 (about 1 / 4.56), and the special drawing variation pattern ASP-C is determined with a probability of 100 / 1000 (1 / 10). In this case, the special drawing variation patterns HNP to HSP3-B are not determined. Thus, in this embodiment, when the result of the special drawing validity determination is incorrect in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, any one of the special drawing variation patterns HRP to HSP3-B is determined at a rate of 100 / 1000 (1 / 10), and the special drawing variation pattern HNP is determined at a rate of 900 / 1000 (about 1 / 1.11). Further, when the result of the special drawing validity determination is a big win in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, any one of the special drawing variation patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). Here, in the description of the special drawing variation patterns of this embodiment, when two special drawing variation patterns are described with "~" in between, the description of the special drawing variation patterns existing between the special drawing variation pattern described earlier and the special drawing variation pattern described later shall be omitted in accordance with the order described in the drawing related to the special drawing variation pattern lottery table for each special drawing variation pattern derivation state. Also, in the description of the special drawing variation patterns of this embodiment, regardless of whether there is a description of the corresponding variation time, if the names of the special drawing variation patterns are different, it indicates that they are different special drawing variation patterns, but if the corresponding variation times are the same, they may be treated as the same special drawing variation pattern.
[0076] FIG. 9(b) is a diagram schematically showing the special drawing variation pattern lottery table used when the special drawing variation pattern HNP is determined in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, and the range of the random number used in this lottery (different from the random number used in the lottery related to the special drawing variation pattern lottery table shown in FIG. 9(a)) is 0 to 999. As shown in FIG. 9(b), the special drawing variation pattern HNP that can be determined in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA includes the special drawing variation pattern HNP-A with a variation time of 3200 ms (milliseconds), the special drawing variation pattern HNP-B with a variation time of 5600 ms, the special drawing variation pattern HNP-C with a variation time of 8000 ms, and the special drawing variation pattern HNP-D with a variation time of 11200 ms, and the variation time becomes longer in this order. Specifically, when the special drawing 1 hold counter at the start of the current symbol variation is 3, the special drawing variation pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, when the special drawing 1 hold counter at the start of the current symbol variation is 2, the special drawing variation pattern HNP-A is determined with a probability of 150 / 1000 (about 1 / 6.67), and the special drawing variation pattern HNP-B is determined with a probability of 850 / 1000 (about 1 / 1.18). When the special drawing 1 hold counter at the start of the current symbol variation is 1, the special drawing variation pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), the special drawing variation pattern HNP-B is determined with a probability of 150 / 1000 (about 1 / 6.67), and the special drawing variation pattern HNP-C is determined with a probability of 800 / 1000 (1 / 1.25). When the special drawing 1 hold counter at the start of the current symbol variation is 0, the special drawing variation pattern HNP-B is determined with a probability of 50 / 1000 (1 / 20), the special drawing variation pattern HNP-C is determined with a probability of 100 / 1000 (1 / 10), and the special drawing variation pattern HNP-D is determined with a probability of 850 / 1000 (about 1 / 1.18). In the following description, when the value of the special drawing hold counter to be referred to is 3, it may be referred to as "hold 3", when the value of the special drawing hold counter is 2, it may be referred to as "hold 2", when the value of the special drawing hold counter is 1, it may be referred to as "hold 1", and when the value of the special drawing hold counter is 0, it may be referred to as "hold 0". Thus, when the special drawing variation pattern HNP is determined in the special drawing variation pattern derivation state PA, the special drawing variation pattern (variation time) that is likely to be determined depends on the value of the special drawing 1 hold counter at the start of the current symbol variation. More specifically, the smaller the value of the special drawing 1 hold counter at the start of the current symbol variation, the longer the symbol variation that is likely to be determined (the larger the value of the special drawing 1 hold counter at the start of the current symbol variation, the shorter the variation time that is likely to be determined). Also, such a special drawing variation pattern HNP (hereinafter, may be referred to as the "basic special drawing variation pattern") also exists in the special drawing variation pattern derivation state PB and the special drawing variation pattern derivation state PC. In these special drawing variation pattern derivation states, the hold counter to be referred to is different from that in the special drawing variation pattern derivation state PA, and in each case, the value of the special drawing 2 hold counter is referred to.
[0077] In addition, when the special symbol variation pattern derivation means 133 starts the symbol variation, it generates a production control command (variation start command) including the stop symbol of the special symbol determined as a result of the special symbol hit or miss determination and the determined special symbol variation pattern, and stores the command in the transmission command storage area of the main information storage means 160.
[0078] Similar to the special symbol lottery means 130, when the general symbol is not in the symbol variation state, the general symbol lottery means 135 reads out the earliest operation hold information among the operation hold information held in the main information storage means 160, and uses the read random number to execute a general symbol hit or miss determination for determining the hit or miss of the general symbol. When winning in the general symbol hit where the general electric accessory 61 is controlled to the open state by the general symbol hit or miss determination, it executes a general symbol stop symbol lottery for determining the stop symbol of the general symbol by lottery and a general symbol variation pattern lottery for determining the variation pattern (variation time) of the general symbol by lottery. More specifically, in the general symbol hit or miss determination, there are a state where the general symbol lottery state is a high probability state (which may be abbreviated as "general symbol high probability") and a state where the general symbol lottery state is a low probability state (which may be abbreviated as "general symbol low probability"). Although the illustration of the lottery table is omitted, in this embodiment, in the general symbol high probability, the probability of winning the general symbol is 65535 / 65536, and the probability of losing is 1 / 65536. On the other hand, in the general symbol low probability, the probability of winning the general symbol is 1 / 65536, and the probability of losing is 65535 / 65536. Note that in the general symbol low probability, it may be set so as not to win the general symbol (losing with a probability of 65536 / 65536).
[0079] In the general symbol stop symbol lottery, similar to the special symbol stop symbol lottery, one stop symbol is determined by lottery using a lottery table for general symbol stop symbol lottery (not shown) from a plurality of types of stop symbols with different patterns for the open state of the general electric accessory 61. When losing in the general symbol hit or miss determination, similar to the special symbol 1 and the special symbol 2, the stop symbol is uniformly determined.
[0080] In addition, in the general pattern variation pattern selection, similar to the special pattern variation pattern selection, one general pattern variation pattern is determined by selection using a selection table (not shown) for general pattern variation pattern selection from multiple types of general pattern variation patterns.
[0081] In this way, it can be said that the high-probability general pattern has a higher probability of derivation per general pattern than the low-probability general pattern and is in a state with a higher degree of advantage than the low-probability general pattern.
[0082] When the result of the special pattern win / loss selection is a big win, the big win game control means 140 determines the demo time related to the big win start demo and the demo time related to the big win end demo according to the determined big win symbol. In addition, at the start of the big win, the big win game control means 140 generates an effect control command (big win start command) including the demo time related to the big win start demo and stores it in the transmission command storage area of the main information storage means 160. At the end of the big win, it generates an effect control command (big win end command) including the demo time related to the big win end demo and stores it in the transmission command storage area of the main information storage means 160.
[0083] The symbol display control means 145 variably displays the special figure 1 on the first special symbol display device 91 according to the variation time based on the special pattern variation pattern of the special figure 1, and stops and displays the special figure 1 with the stop symbol determined by the special figure stop symbol selection after the elapse of the variation time. Similarly, according to the variation time based on the special pattern variation pattern of the second special symbol, the special figure 2 is variably displayed on the second special symbol display device 92, and after the elapse of the variation time, the special figure 2 is stopped and displayed with the stop symbol determined by the special figure stop symbol selection. Note that the symbol display control means 145 has a special figure game timer for managing the time (variation time, stop display time) related to the display of the special figure 1 and the special figure 2. When stopping and displaying the special figure (at the timing when the value of the special figure game timer becomes "0"), it generates an effect control command (variation stop command) for requesting the fixed stop display of the decorative symbol and stores the command in the transmission command storage area of the main information storage means 160. Here, the fixed stop display of the decorative symbol refers to the final stop display of the decorative symbol during the symbol variation, which is different from the temporary stop display of the decorative symbol that may occur during the execution of the symbol variation. And in the temporary stop display of the decorative symbol, for example, the decorative symbol being stopped displays a small-scale up-and-down swaying motion (so-called swaying variation), while in the fixed stop display of the decorative symbol, even when the same decorative symbol is stopped, such as the stopped decorative symbol not being accompanied by a swaying variation, the stop display mode of the fixed stop-displayed decorative symbol is different from the stop display mode of the temporarily stop-displayed decorative symbol. Therefore, the player can recognize whether the stop display of the decorative symbol is a fixed stop display or a temporary stop display.
[0084] Also, the symbol display control means 145 variably displays the general pattern on the general symbol display device 93 according to the general pattern variation pattern (variation time) of the general pattern, and after the elapse of the variation time, stops and displays the general pattern with the stop symbol determined by the general pattern stop symbol lottery. Note that the symbol display control means 145 has a general pattern game timer for managing the time (variation time, stop display time) related to the display of the general pattern.
[0085] The electric accessory control means 150 outputs a control signal to the special electric accessory solenoid 66 in the above-mentioned big win game, and releases the special electric accessory 65 according to the release pattern corresponding to the stop symbol of the special pattern.
[0086] Also, when winning the general pattern win / loss lottery, the electric accessory control means 150 outputs a control signal to the general electric accessory solenoid 62, and releases the general electric accessory 61 according to the release pattern corresponding to the stop symbol of the general pattern.
[0087] The game state control means 155 controls the special pattern lottery state. Specifically, as described above, at the start of the big win game, regardless of the symbol related to the big win, the special pattern has a low probability, at the end of the big win game related to the normal big win, the special pattern low probability is maintained, and at the end of the big win game related to the probability-variable big win, the special pattern has a high probability. In addition, the game state control means 155 controls the normal drawing lottery state. Specifically, the game state control means 155 sets the normal drawing to a low probability regardless of the symbols related to the big win at the start of the big win. When the specified conditions are satisfied, it sets the normal drawing to a high probability until the specified number of symbol fluctuations are performed, and sets the normal drawing to a low probability after the specified number of symbol fluctuations are performed.
[0088] Such special drawing lottery states and normal drawing lottery states change in link with the above-described special drawing fluctuation pattern derivation state, and the transition of the special drawing fluctuation pattern derivation state is managed by the game state control means 155. Hereinafter, the transition of the special drawing fluctuation pattern derivation state will be described with reference to FIGS. 10(a) and 10(b). Note that FIG. 10(a) is a state transition diagram showing the transition of the special drawing fluctuation pattern derivation state, and FIG. 10(b) is a diagram showing the relationship of the average fluctuation time for each special drawing fluctuation pattern derivation state. As shown in FIG. 10(a), the special drawing fluctuation pattern derivation state is composed of a special drawing fluctuation pattern derivation state PA corresponding to a low probability of special drawing and a low probability of normal drawing, a special drawing fluctuation pattern derivation state PB corresponding to a high probability of special drawing and a high probability of normal drawing, and a special drawing fluctuation pattern derivation state PC corresponding to a low probability of special drawing and a high probability of normal drawing. Except during the big win game, any of these special drawing fluctuation pattern derivation states is set. And there are transition conditions (i) to (iv) for the transition conditions between the special drawing fluctuation pattern derivation state PA to the special drawing fluctuation pattern derivation state PC. Specifically, the transition condition (i) is the end of the big win game related to the probability-variable big win, the transition condition (ii) is the end of the big win game related to the normal big win, the transition condition (iii) is the end of the 100th symbol fluctuation, and the transition condition (iv) is the end of the 160th symbol fluctuation.
[0089] As shown in FIG. 10(b), the average fluctuation times of the special drawing fluctuation pattern derivation state PA, the special drawing fluctuation pattern derivation state PB, and the special drawing fluctuation pattern derivation state PC become shorter in the order of the special drawing fluctuation pattern derivation state PA, the special drawing fluctuation pattern derivation state PC, and the special drawing fluctuation pattern derivation state PB. This is due to the length of the fluctuation time related to the basic special drawing fluctuation pattern that is most easily determined in each special drawing fluctuation pattern derivation state.
[0090] In addition, when an update occurs in the special drawing lottery state, general drawing lottery state, and special drawing variation pattern derivation state, the game state control means 155 generates a production control command (game state designation command) including each updated state, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, in each special drawing variation pattern derivation state, the game state control means 155 counts the number of times of executing symbol variation related to the transition to another special drawing variation pattern derivation state, and each time the symbol variation is started, generates a production control command including the counted number of symbol variations, and stores the command in the transmission command area of the main information storage means 160. Note that the information included in the production control command may be included in the above-described variation start command.
[0091] As described above, the main information storage means 160 is means for temporarily storing data read by each means, data derived by operations of each means, etc. in corresponding storage areas.
[0092] The main error control means 165 monitors the input information of the I / O port 104 and determines whether the gaming machine 10 is in an error state. When it is determined that the gaming machine is in an error state, a production control command (error command) including information capable of specifying the error state is stored in the transmission command storage area of the main information storage means 160.
[0093] When a production 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 production control command to the first sub-control board 200. In principle, each production control command is transmitted in the order stored in the transmission command storage area of the main information storage means 160.
[0094] The power restoration process execution means 175 includes a return state setting means 176 and a playable state transition means 179.
[0095] The return state setting means 176 executes a return state setting process for setting the return state based on whether there is an abnormality in the RAM 103 at the time of power restoration, the state at the time of power interruption immediately before the power restoration, the state of the RAM clear switch 43 at the time of power restoration, and the state of the middle frame opening door sensor 76 at the time of power restoration. The return states set by this process include a game stop state and a playable state (which may or may not involve the execution of the RAM clear process). Specifically, if there is an abnormality in the RAM 103 at the time of power restoration, the game stop state is set regardless of the state of the RAM clear switch 43 and the middle frame opening door sensor 76 at the time of power restoration. Also, if there is no abnormality in the RAM 103 at the time of power restoration and the RAM clear switch 43 at the time of power restoration is ON (pressed state), the RAM clear process is executed on the condition that the middle frame opening door sensor 76 at the time of power restoration is ON and the playable state is set (if the middle frame opening door sensor 76 at the time of power restoration is OFF, the playable state is set without executing the RAM clear process), and if there is no abnormality in the RAM 103 at the time of power restoration and the RAM clear switch 43 at the time of power restoration is OFF (not pressed state), the playable state is set without executing the RAM clear process. Here, the game stop state is a return state in which the progress of the game becomes impossible by not executing the process according to the detection result of the sensor provided at each winning port (it is not necessary to consider the detection result of the sensor itself). On the other hand, the playable state is a return state in which the progress of the game becomes possible by executing the process according to the detection result of the sensor provided at each winning port. In particular, when the RAM clear process is not executed at the time of power restoration, it returns to the playable state at the time of power interruption immediately before. For example, if the time of power interruption immediately before was during the execution of a big win game, it returns to the big win game that was being executed, and if the time of power interruption immediately before was during the execution of a symbol variation, it returns to the symbol variation that was being executed.
[0096] Whether there is an abnormality in the RAM 103 is determined by executing, on the area related to the game in the RAM 103, a RAM abnormality check performed at the beginning of the return state setting process (specifically, determining whether a backup flag is stored in the backup information area related to the target area (whether the backup flag is ON), and when the backup flag is stored (when the backup flag is ON), deriving a checksum of the complement stored in the target area and the backup information area related to the area, and when the calculation result is 0, determining that the target area is normal, and otherwise, determining that the target area is abnormal).
[0097] When the playable state is set, the playable state transition means 179 executes a playable state transition process for transitioning to the playable state. Specifically, in the playable state transition process, when the output of the security signal is ON, a process of turning off the output of the security signal and an initial setting of the device are executed. Also, in the initial setting of the device, processes such as transmitting a firing permission command for permitting the firing of game balls to the payout control board 400, setting a state in which the entry of game balls into each winning port is valid, and setting data for starting the random number circuit 105 are executed.
[0098] Based on receiving a power-off signal from the power control board 500, the power-off process execution means 180 executes a power-off process. Specifically, for the area related to the game in the RAM 103, a process of deriving a checksum of the area and storing the complement of the checksum in the backup information area related to the game in the RAM 103, and a process of turning on a backup flag indicating that the power-off process has been executed for the area (storing the backup flag in the backup information area related to the game in the RAM 103) are executed.
[0099] As shown in FIG. 7, the first sub-control board 200 includes a sub-random number generation means 210, a normal effect control means 220, a sub-error control means 230, a lamp control means 240, a movable accessory control means 245, an effect customization means 250, a sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 described with reference to FIG. 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, etc. in corresponding storage areas. Also, the effect 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 description, the fact that the effect 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 may sometimes be simply expressed as the reception of the effect control command.
[0100] The sub-random number generation means 210 can generate a random number (software random number) updated by program processing by the CPU 201, and acquires the random number at the timing when each lottery (details will be described later) by the normal effect control means 220 is executed.
[0101] The normal effect control means 220 includes an effect mode control means 221, an effect route determination means 222, a sub-hold control means 223, a pre-reading effect control means 224, an effect content determination means 225, a decoration symbol control means 226, and a big win effect control means 227.
[0102] When receiving a game state designation command, the effect mode control means 221 controls the transition of the effect mode in a manner that takes consistency with the special figure variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are roughly classified into a normal mode, a sure-win variation mode, a chance time, and a play time. The normal mode corresponds to the special figure variation pattern derivation state PA, the sure-win variation mode corresponds to the special figure variation pattern derivation state PB, the chance time corresponds to the special figure variation pattern derivation state PC, and the play time corresponds to the special figure variation pattern derivation state PD. Also, the first state according to the present invention includes the normal mode and the figure variation pattern derivation state PA, the second state includes the chance time and the figure variation pattern derivation state PC, the third state includes the sure-win variation mode and the figure variation pattern derivation state PB, and the fourth state includes the play time and the figure variation pattern derivation state PD.
[0103] When the presentation route determination means 222 receives a pre-judgment command, it determines (sets) the presentation route corresponding to the symbol variation held this time based on the result of the pre-judgment included in the command (in this embodiment, the special figure variation pattern). Note that when the special figure variation pattern corresponding to the symbol variation is the above-mentioned special figure variation pattern HNP, the presentation route is not determined when the pre-judgment command is transmitted, and at the start of the symbol variation, the special figure variation pattern included in the variation start command (for example, if it is the special figure variation pattern derivation state PA, the special figure variation pattern HNP-A to the special figure variation pattern HNP-D) is used to determine the presentation route. Here, the presentation route is the presentation from the start to the end of the symbol variation, which defines the process of the presentation for notifying the result of the special figure hit / miss determination in the symbol variation. The content of the presentation executed in the symbol variation will be determined according to the presentation route corresponding to the symbol variation by the presentation content determination means 225 described later.
[0104] The presentation route in this embodiment is roughly classified into a losing presentation route that notifies that the result of the special drawing validity determination in the current symbol variation is a loss (that is, the result of the special drawing validity determination in the current symbol variation is not a big win), and a big win presentation route that notifies that the result of the special drawing validity determination in the current symbol variation is a big win. Further, the losing presentation route includes a non-developing losing presentation route in which a developing presentation is not executed, and a developing losing presentation route in which a developing presentation is executed. As will be described later, when the big win presentation route is determined, a developing presentation is executed unless otherwise stated. Here, the developing presentation is a presentation that is executed after the decorative symbols enter the reach state (a state in which the decorative symbols are stopped and displayed except for one symbol row, and the remaining symbol rows are variably displayed), and refers to a presentation that notifies whether the result of the special drawing validity determination in the current symbol variation is a big win or not at the end of the presentation. Therefore, in the developing presentation corresponding to the developing losing presentation route, a series of presentations corresponding to the developing presentation are executed, and it is notified that the result of the special drawing validity determination in the current symbol variation is not a big win at the end of the presentation. On the other hand, in the developing presentation corresponding to the big win presentation route, a series of presentations corresponding to the developing presentation are executed, and it is notified that the result of the special drawing validity determination in the current symbol variation is a big win at the end of the presentation. Also, as will be described later, in this embodiment, in one presentation mode, a different presentation route corresponds to each of the determined special drawing variation patterns. Therefore, in the following description, the presentation route for the special drawing variation pattern may sometimes be simply expressed by the special drawing variation pattern. However, a plurality of presentation routes may be associated with one special drawing variation pattern. In this case, one presentation route may be determined from the plurality of presentation routes corresponding to the determined special drawing variation pattern.
[0105] The presentation routes corresponding to the special drawing variation patterns HNP-A to HNP-D and the special drawing variation pattern HRP determined in the normal mode (special drawing variation pattern derivation state PA) correspond to the above-described non-developing losing presentation route. Specifically, for special figure variation patterns HNP-A to HNP-D, there is a corresponding production route that notifies that the result of the special figure win / loss determination in this figure variation is a loss by having the decorative pattern stop and be displayed in a scattered state (a state where all the symbol columns have stopped and the same decorative pattern has not stopped in each symbol column) without reaching the reach state. Here, the same decorative pattern refers to a decorative pattern imitating the same number, and it may be in a form where parts other than the numbers constituting the decorative pattern are different. Similarly, different decorative patterns refer to decorative patterns imitating different numbers. For special figure variation pattern HRP, there is a corresponding production route that notifies that the result of the special figure win / loss determination in this figure variation is a loss by having the decorative pattern reach the reach state without going through pseudo-variation and then stopping and being displayed in a scattered state without the development production described later being executed. Here, pseudo-variation refers to a period delimited by, for example, the stop of a decorative pattern based on a certain rule (such as the stop of a decorative pattern where the 7-symbol stops in the middle symbol column like "5 symbols - 7 symbols - 6 symbols") during the period before the start of the development production. Therefore, it can be said that pseudo-variation occurs only when the number of pseudo-variations becomes 2 times. That is, it can be said that when the variation of the decorative pattern until it forms the reach state is 1 time, pseudo-variation does not occur, and in that case, it can also be said that 1 time of pseudo-variation is executed. Note that the maximum number of pseudo-variations in this embodiment is 3 times, but the maximum number of pseudo-variations is not limited to this, and any number of 2 or more can be adopted.
[0106] For special figure variation patterns HSP1-A to HSP3-B, the above-mentioned development loss production route is applicable. Specifically, for special figure variation patterns HSP1-A and HSP1-B, there is a corresponding production route where the decorative pattern reaches the reach state without going through pseudo-variation, then a development production is executed to notify that the result of the special figure win / loss determination in this figure variation is a loss, and after the end of the development production, the decorative pattern stops and is displayed in a scattered state. For special figure variation pattern HSP2-A and special figure variation pattern HSP2-B, the decorative pattern reaches the reach state through two pseudo-variations, and then a development effect is executed to notify that the result of the special figure validity determination in this figure variation is a miss. After the end of the development effect, an effect route in which the decorative pattern stops and is displayed in a scattered pattern corresponds. For special figure variation pattern HSP3-A and special figure variation pattern HSP3-B, the decorative pattern reaches the reach state through three pseudo-variations, and then a development effect is executed to notify that the result of the special figure validity determination in this figure variation is a miss. After the end of the development effect, an effect route in which the decorative pattern stops and is displayed in a scattered pattern corresponds.
[0107] For special figure variation pattern ASP1-A and special figure variation pattern ASP1-B, the above-mentioned big win effect route corresponds. Specifically, for special figure variation pattern ASP1-A and special figure variation pattern ASP1-B, the decorative pattern reaches the reach state without going through pseudo-variations, and then a development effect is executed to notify that the result of the special figure validity determination in this figure variation is a big win. After the end of the development effect, an effect route in which the decorative pattern stops and is displayed in a pattern alignment (a state in which all pattern columns stop and the same decorative pattern stops in each pattern column) corresponds. For special figure variation pattern ASP2-A and special figure variation pattern ASP2-B, the decorative pattern reaches the reach state through two pseudo-variations, and then a development effect is executed to notify that the result of the special figure validity determination in this figure variation is a big win. After the end of the development effect, an effect route in which the decorative pattern stops and is displayed in a pattern alignment corresponds. For special figure variation pattern ASP3-A and special figure variation pattern ASP3-B, the decorative pattern reaches the reach state through three pseudo-variations, and then a development effect is executed to notify that the result of the special figure validity determination in this figure variation is a big win. After the end of the development effect, an effect route in which the decorative pattern stops and is displayed in a pattern alignment corresponds. For the special figure variation pattern ASP-C, the decorative pattern reaches the reach state without going through pseudo-variation, and then a development effect is executed to notify that the result of the special figure validity determination in this figure variation is a big win. After the end of the development effect, there is a corresponding production route in which the decorative pattern stops and is displayed in alignment.
[0108] When the sub-hold control means 223 receives a hold command (hereinafter, may simply be expressed as the occurrence of a hold win), based on the information of the special figure 1 hold counter and the special figure 2 hold counter included in the command, in the hold display area (not shown) of the main display unit 81, production data for displaying the number of hold images corresponding to the special figure 1 hold counter and the number of hold images corresponding to the special figure 2 hold counter is set. Note that the hold image is an image that is the target of the hold preview effect that changes in various forms suggesting the degree of advantage such as the expectation of a big win game.
[0109] When the preview effect control means 224 receives a pre-determination command, it determines the content of the preview effect based on the result of the pre-determination included in the command. The preview effect is an effect that, for the purpose of improving the gaming interest, suggests the degree of expectation for the result of the special figure validity determination in the figure variation of the preview target and the content of the effect to be executed in the figure variation of the preview target, starting from before the figure variation of the preview target is started. The figure variation of the preview target is a figure variation related to the main special figure (in the special figure variation pattern derivation state PA, it is special figure 1, and in the special figure variation pattern derivation state PB, special figure variation pattern derivation state PC, or special figure variation pattern derivation state PD, it is special figure 2), and refers to a figure variation held in the states of hold 1 to hold 3, or a figure variation held during the execution of the figure variation related to the special figure in the state of hold 0. Note that the specific effect according to the present invention is described as a kind of the above preview effect in this embodiment, but the implementation of the present invention is not limited to this, and it may be a normal effect (an effect executed after the start of the special figure variation) performed during the special figure variation, or an effect (such as an effect executed during a big win game or in a standby demo state) performed when the special figure variation has stopped.
[0110] When the performance content determination means 225 receives a variation start command, it determines the content of the performance to be executed in the current symbol variation according to the performance route already determined by the performance route determination means 222. More specifically, the performance content determination means 225 determines the content (performance pattern) of the performance for each performance execution timing in the symbol variation by lottery or the like using a performance pattern lottery table corresponding to the performance route determined by the performance route determination means 222. By doing so, the content of the performance related to (executed according to) the determined performance route can be changed, and a connection can be established in the performance in one symbol variation. Also, even when the same performance route is determined, the executed performance can be made diverse. Note that as the timing for determining the content of the performance, for example, the start time of the symbol variation can be mentioned.
[0111] When the decorative symbol control means 226 receives a variation start command, it determines the final (definitely stopped and displayed) combination of decorative symbols (left symbol, middle symbol, right symbol) based on the determined stop symbol of the special symbol. Specifically, a symbol alignment composed of odd symbols is associated with symbol A, a symbol alignment composed of even symbols is associated with symbol B, and a scattered pattern is associated with symbol C or symbol c. Further, a symbol alignment composed of 7 symbols is associated with symbol a, and a symbol alignment composed of odd symbols excluding 7 symbols is associated with symbol b. Note that when associating the determined combination of decorative symbols with the stop symbol of the special symbol, it is not necessarily required to have the above correspondence relationship.
[0112] When the big win performance control means 227 receives a big win start command, it determines the content of the big win performance for notifying that it is in the big win game based on the information included in the command and the like. Note that the big win performance includes a start demo performance for notifying the start of the big win game, a round performance for notifying that it is in the round game, and an end demo performance for notifying the end of the big win game.
[0113] Generally, the normal performance control means 220 reads out the performance data of each device corresponding to each performance at the execution timing of each performance according to the content of the performance determined by the above-described means provided in the first sub-control board 200. When there is performance data related to an image in the read performance data, an image control command is generated based on the performance data, and the command is stored in the transmission command storage area of the sub-information storage means 260. Further, when there is performance data related to sound in the read performance data, a voice control command related to sound is generated based on the performance data, and the command is stored in the transmission command storage area of the sub-information storage means 260. In particular, when the return state at power-on becomes the playable state with the execution of the RAM clear process, the normal performance control means 220 reads out the performance data for notifying that the playable state has been reached with the execution of the RAM clear process. When the return state at power-on becomes the playable state without the execution of the RAM clear process, the normal performance control means 220 reads out the performance data for notifying that the playable state has been reached without the execution of the RAM clear process. Furthermore, when the return state at power-on becomes the game stop state, the normal performance control means 220 reads out the performance data for notifying that, in addition to the game stop state, the execution of the RAM clear process is required. Although the details of these notifications are omitted, it is preferably continuously executed for a certain period of time (for example, 30 s) after the execution is started, and the performance device for executing the notification is not limited.
[0114] When an error command is transmitted, the sub-error control means 230 determines an error performance pattern and reads out the performance data for executing the error performance according to the error performance pattern. Note that the error effect is executed with priority over the variation effect related to the symbol variation (the execution of the variation effect is restricted by the execution of the error effect). Here, the fact that the error effect is executed with priority means that when the device related to the execution of the error effect and the device related to the execution of the variation effect are the same device, it includes not only the case where only the error effect is executed on the device, but also the case where the error effect is executed in a manner that is more easily recognized than the variation effect on the device. In addition, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether the gaming machine 10 is in an error state, and read out effect data for executing an error effect when it is determined that the gaming machine 10 is in an error state.
[0115] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35 and the effect lamps built in the movable decoration 22. For example, when there is effect data corresponding to the lamp in the effect data read by the normal effect control means 220, the lamp control means 240 reads out the lamp control data based on the effect data, and transmits the read lamp control data to the lamp to be the execution target.
[0116] When there is effect data corresponding to the movable accessory in the effect data read by the normal effect control means 220, the movable accessory control means 245 reads out movable control data for controlling the movement of the movable decoration 22, the effect button 37, and the sub-display unit 82 from the ROM 202 based on the effect data, and transmits the read movable control data to the movable decoration 22 and the sub-display unit 82 to control the movement of the movable decoration 22, the effect button 37, and the sub-display unit 82.
[0117] The effect customization means 250 executes a volume adjustment process for adjusting the volume and a volume adjustment command generation process for generating the above-described volume adjustment command. The volume adjustment process is a process executed when power is restored or when a volume adjustment operation (in this embodiment, an operation on the left cursor button 38c or the right cursor button 38d) is performed. In the volume adjustment process executed at the time of power restoration, the initial volume at the time of power restoration is set according to the stage of the volume adjustment unit (not shown) at the time of power restoration. More specifically, in this process, when the stage of the volume adjustment unit at the time of power restoration is high volume, volume 10 is set for the volume of the audio playback channels excluding specific audio playback channels (in this embodiment, audio playback channel CH1 and audio playback channel CH2). When the stage of the volume adjustment unit at the time of power restoration is medium volume, volume 5 is set for the volume of the audio playback channels excluding specific audio playback channels. When the stage of the volume adjustment unit at the time of power restoration is low volume, volume 1 is set for the volume of the audio playback channels excluding specific audio playback channels. Note that this volume adjustment process may be executed not only at the time of power restoration but also based on the elapse of a predetermined time since the end of the most recent symbol variation. In this case, it may be executed only when the volume (current volume) of the audio playback channels excluding specific audio playback channels is smaller than the volume corresponding to the current stage of the volume adjustment unit. Also, in the volume adjustment process executed when a volume adjustment operation is performed, the current volume is updated based on the volume adjustment operation. More specifically, in this process, when this process is executed by operating the right cursor button 38d, a volume one step higher than the volume set before this process with volume 10 as the upper limit is set for the volume of the audio playback channels excluding specific audio playback channels. When this process is executed by operating the left cursor button 38c, a volume one step lower than the volume set before this process with volume 1 as the lower limit is set for the volume of the audio playback channels excluding specific audio playback channels. Note that the volume adjustment process executed when a volume adjustment operation is performed is executed regardless of whether a symbol variation is being executed, unlike the brightness adjustment process described later. Here, setting the volume for the audio playback channels in the volume adjustment process means setting the volume in the storage area corresponding to the audio playback channels of the RAM 203. When the volume is set in the storage area, a volume adjustment command corresponding to the volume adjustment of the audio playback channels is generated by the volume adjustment command generation process, and then the command is transmitted to the audio control board 310.
[0118] In addition, the effect customization means 250 executes a brightness adjustment process for adjusting brightness and a brightness adjustment command generation process for generating the above-described brightness adjustment command. The brightness adjustment process is a process executed when power is restored or when a brightness adjustment operation (in this embodiment, an operation on the up cursor button 38a or the down cursor button 38b) is performed in a state where symbol variation is not being executed. In the brightness adjustment process executed when power is restored, the initial brightness at the time of power restoration is set according to the stage of the brightness adjustment unit (not shown) at the time of power restoration. More specifically, in this process, when the stage of the brightness adjustment unit at the time of power restoration is high brightness, brightness 10 is set; when the stage of the brightness adjustment unit at the time of power restoration is medium brightness, brightness 5 is set; and when the stage of the brightness adjustment unit at the time of power restoration is low brightness, brightness 1 is set. Note that the brightness adjustment process may be executed not only when power is restored but also based on the elapse of a predetermined time from the end of the latest symbol variation, and in this case, it may be executed only when the current brightness is lower than the brightness corresponding to the current stage of the brightness adjustment unit. In the brightness adjustment process executed when a brightness adjustment operation is performed, the current brightness is updated based on the brightness adjustment operation. More specifically, in this process, when the process is executed by an operation on the up cursor button 38a, a brightness one step higher than the brightness set before this process is set with brightness 10 as the upper limit, and when the process is executed by an operation on the down cursor button 38b, a brightness one step lower than the brightness set before this process is set with brightness 1 as the lower limit. Here, setting the brightness in the brightness adjustment process means setting the brightness in the storage area corresponding to the brightness in the RAM 203. When the brightness is set in the storage area, a brightness adjustment command that can specify the adjusted brightness is generated by the brightness adjustment command generation process, and then the command is transmitted toward the second sub-control board 300.
[0119] Also, in this embodiment, when volume adjustment processing is executed by performing a volume adjustment operation in a state where symbol variation is not being executed, a volume adjustment sound is output (performance data related to the volume adjustment sound is set), and volume adjustment display is executed on the main display unit 81 (performance data related to the volume adjustment display is set). On the other hand, when volume adjustment processing is executed by performing a volume adjustment operation in a state where symbol variation is being executed, the volume adjustment sound is not output, and volume adjustment display is executed by the main display unit 81. Note that the volume adjustment sound is output at the volume after being adjusted by the volume adjustment processing, so as to let the user actually hear the adjusted volume and recognize the volume. Further, the volume adjustment display is a display capable of specifying the level of the volume after being adjusted by the volume adjustment processing (any one of volume levels 1 to 10), thereby visually recognizing the level of the adjusted volume. Furthermore, in this embodiment, when brightness adjustment processing is executed by performing a brightness adjustment operation in a state where symbol variation is not being executed, a brightness adjustment sound is output (performance data related to the brightness adjustment sound is set), and brightness adjustment display is executed on the main display unit 81 (performance data related to the brightness adjustment display is set). Note that the brightness adjustment sound is for recognizing that the brightness has been adjusted by the brightness adjustment processing through hearing, and the volume of the sound output does not change according to the brightness adjusted by the brightness adjustment processing. Further, the brightness adjustment display is a display capable of specifying the level of the brightness after being adjusted by the brightness adjustment processing (any one of brightness levels 1 to 10), thereby visually recognizing the level of the adjusted brightness.
[0120] Also, the effect customization means 250 executes effect customization processing for customizing various effects. Details of the effect customization processing will be described later.
[0121] As described above, the sub-information storage means 260 is means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, and the like in corresponding storage areas.
[0122] The sub-command management means 270 receives the effect control command transmitted from the main control board 100 and stores the received effect command in the received command storage area of the sub-information storage means 260. Further, 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. Furthermore, 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 principle, these commands are transmitted in the order stored in the transmission command storage area of the sub-information storage means 260.
[0123] <Regarding the control process of a specific effect> Subsequently, the control process of a specific effect will be described with reference to FIGS. 11 and 12. FIG. 11 is a flowchart showing the flow of the process at the start of variation related to a specific effect. FIG. 12 is a diagram schematically showing the lottery table used in the process at the start of variation related to a specific effect.
[0124] The specific effect in this embodiment is a developed effect that can be executed in the special figure variation pattern derivation state PA (that is, an effect corresponding to any of the special figure variation patterns other than the above-described special figure variation pattern HNP). The specific effect is an effect in which the effect button 37 protrudes during the effect, requiring the player to press the effect button 37, and is an effect that suggests the winning probability of a big win depending on the state of the movable decoration 22 (a combination of the light emission state and the presence or absence of movement) triggered by the pressing.
[0125] As shown in FIG. 11, in step S101, which is the first step of the start-of-variation process related to the specific effect, it is determined whether the specific effect is being executed. If this condition is satisfied, the process proceeds to step S102, and if this condition is not satisfied, the process ends. As described above, since the specific effect in this embodiment is a type of preview effect, step S101 determines whether it is being executed. However, when implementing the present invention with the specific effect as a normal effect, instead of this determination, it may be a lottery to determine whether to execute the specific effect. Note that since the details of the preview determination (determination performed before the variation starts) related to the specific effect are not particularly limited, a detailed explanation is omitted.
[0126] In step S102, the mode of the cut-in image (cut-in image MG4 described later) to be displayed on the main display unit 81 during the specific effect is determined by lottery, and the process proceeds to step S103. FIG. 12(a) is a lottery table used for the determination in step S102, and the range of the random number used in this lottery is 0 to 999. When the current special figure variation wins the jackpot, a mode including the character information "Chance!" is determined with a probability of 600 / 1000 (about 1 / 1.67), a mode including the character information "Intense Heat!!" is determined with a probability of 300 / 1000 (about 1 / 3.33), and a mode including the character information "Jackpot?!" is determined with a probability of 100 / 1000 (1 / 10). Also, when the current special figure variation is a non-win (a miss), a mode including the character information "Chance!" is determined with a probability of 800 / 1000 (1 / 1.25), and a mode including the character information "Intense Heat!!" is determined with a probability of 200 / 1000 (1 / 5). Note that when the current special figure variation is a non-win (a miss), a mode including the character information "Jackpot?!" is not determined. Therefore, it can be said that this mode is an effect where the jackpot is confirmed.
[0127] In step S103, the mode (light emission mode and presence or absence of movement) of the movable decoration 22 during the specific effect is determined by lottery, and the process proceeds to step S104. Figure 12(b) is the lottery table used for the determination in step S103, and the range of the random numbers used in the lottery is from 0 to 999. When the current special figure variation wins the jackpot, a mode is determined in which the movable decoration body 22 emits white light and does not operate with a probability of 300 / 1000 (about 1 / 3.33), a mode is determined in which the movable decoration body 22 emits red light and does not operate with a probability of 600 / 1000 (about 1 / 1.67), and a mode is determined in which the movable decoration body 22 emits rainbow light and operates with a probability of 100 / 1000 (1 / 10). Also, when the current special figure variation is a non-win (a miss), a mode is determined in which the movable decoration body 22 emits white light and does not operate with a probability of 900 / 1000 (about 1 / 1.11), and a mode is determined in which the movable decoration body 22 emits red light and does not operate with a probability of 100 / 1000 (1 / 10). Note that when the current special figure variation is a non-win (a miss), a mode in which the movable decoration body 22 emits rainbow light and operates is not determined. Therefore, it can be said that the said mode is an effect in which the jackpot is determined.
[0128] In step S104, each effect control data (lamp control data and movable control data) related to the specific effect is set, and the process is terminated.
[0129] As described above, in the specific effect according to the implementation of the present invention, since the lottery for determining the mode of the cut-in image to be displayed on the main display unit 81 and the lottery for determining the mode of the movable decoration body 22 are executed individually, even if the player pays attention only to one of the modes, the player can recognize the winning expectation of the jackpot, and when the player pays attention to both modes, the player can recognize the winning expectation of the jackpot more accurately (the suggestion accuracy of winning the jackpot is increased). Therefore, during the execution period of the specific effect, from the viewpoint of user-friendliness, it can be said that it is preferable to prompt the player to pay attention not only to the main display unit 81 but also to the movable decoration body 22.
[0130] <Regarding the transition of the display mode in the specific effect> Next, the transition of the display mode in the specific effect will be described with reference to FIGS. 13 and 14. FIG. 13 is a time chart showing the flow of the specific effect. FIG. 14 is a diagram showing the transition of the display modes of the main display unit 81 and the upper sub-display unit 82a during the execution period of the specific effect.
[0131] The time chart of FIG. 13 shows the execution period of the specific effect. More specifically, it shows the period from the timing when the upper sub-display unit 82a starts displaying the supplementary explanation image SG1 (the timing indicated as "display of supplementary explanation" in FIG. 13) to the timing when the upper sub-display unit 82a ends displaying the supplementary explanation image SG1 (the timing indicated as "non-display of supplementary explanation" in FIG. 13).
[0132] As shown in the upper left diagrams of FIGS. 13 and 14, during the execution of the symbol variation (hereinafter simply referred to as the pre-variation) that is being executed before the target variation of the specific effect (the period T1 shown in FIG. 13), the main display unit 81 displays the variable display MG1 of the decorative symbol, and the upper sub-display unit 82a displays the supplementary explanation image SG1. The supplementary explanation image SG1 according to the present embodiment is a display that prompts the player to pay attention to the movable decorative body 22 and includes a display that imitates the movable decorative body 22. As shown in FIG. 13, in the implementation of the present invention, it is preferable that the supplementary explanation image SG1 in the upper sub-display unit 82a starts displaying before the display related to the specific effect starts in the main display unit 81. However, the trigger is not particularly limited and may be triggered by the holding winning of the target symbol variation, or may be triggered by some condition that is established thereafter.
[0133] As shown in the upper right diagrams of FIGS. 13 and 14, during the interval period (the period T2 shown in FIG. 13) from when the pre-variation stops to when the target variation of the specific effect starts, the main display unit 81 displays the stop display MG2 of the decorative symbol representing the result of the pre-variation, and the upper sub-display unit 82a continues to display the supplementary explanation image SG1. In this way, since the supplementary explanation image SG1 can be visually recognized before the start of the target variation, the player can anticipate that a specific effect will be executed in the target variation and can recognize that they should also pay attention to the movable decoration 22 in the specific effect.
[0134] When the target variation of the specific effect starts, the main display unit 81 displays the variation display MG1 of the decorative pattern, and the upper sub-display unit 82a continues to display the supplementary explanation image SG1. Since the display mode at this time is the same as the upper left figure in FIG. 14, detailed description is omitted.
[0135] As shown in the lower left figures of FIGS. 13 and 14, during the period that is the introduction part of the specific effect (the period T3 shown in FIG. 13), the main display unit 81 displays the operation instruction image MG3, and the upper sub-display unit 82a continues to display the supplementary explanation image SG1. The operation instruction image MG3 is a display that prompts the player to operate the effect button 37, and includes a display imitating the protruding state of the effect button 37, a character display of "Push!", and a bar display indicating the period during which the operation of the effect button 37 is validly accepted. Note that by changing the display mode of the bar display, the player is made to visually recognize that the limit of the operability of the effect button 37 is approaching. In addition, in the lower left figure of FIG. 14, it is illustrated as if only the operation instruction image MG3 is visible on the main display unit 81, but other displays not shown (for example, so-called mini pattern or retreat display of the decorative pattern) may be included.
[0136] As shown in the lower right figures of FIGS. 13 and 14, when the operation of the effect button 37 is accepted, in the subsequent period (the period T4 shown in FIG. 13), the main display unit 81 displays the cut-in image MG4 in the mode determined by the lottery in the variation start time process (lottery in step S102 of FIG. 11) related to the specific effect, the upper sub-display unit 82a continues to display the supplementary explanation image SG1, and the movable decoration 22 operates in the mode determined by the lottery in the variation start time process (lottery in step S103 of FIG. 11) related to the specific effect. In FIG. 13, a time chart when an operation of the effect button 37 is received is illustrated. However, even if the operation of the effect button 37 is not received within the operation valid period of the effect button 37, the display on the main display unit 81 changes to the display mode shown in the lower right diagram of FIG. 14.
[0137] As described above, even if the display mode changes on the main display unit 81, the supplementary explanation image SG1 displayed on the upper sub-display unit 82a is maintained. Therefore, it is possible to prompt the player to pay attention to the movable decoration body 22 over the execution period of the specific effect. As shown in FIG. 13, in the implementation of the present invention, the supplementary explanation image SG1 in the upper sub-display unit 82a preferably becomes non-displayed after the display related to the specific effect becomes non-displayed on the main display unit 81. However, the trigger is not particularly limited and may be triggered by the stop of the operation of the movable decoration body 22, the stop display of the target variation, or some condition established thereafter.
[0138] As described above, since the display mode in the specific effect transitions, even if the player is unaccustomed to the game, confusion and the like regarding the specific effect can be wiped out, and as a result, a decrease in the game interest can be prevented.
[0139] <Regarding the transition of the display mode when a predetermined error state occurs during the execution period of the specific effect> The content illustrated in FIG. 14 is premised on the normal operation of the gaming machine 10 during the execution period of the specific effect. However, it is also assumed that an error state may occur in the gaming machine 10 during that period. Hereinafter, the case where a door opening error occurs during the execution period of the specific effect will be described. Note that the door opening error is merely a specific example of a predetermined error state, and the same display mode may be used during the occurrence of other error states (however, limited to error states that do not stop the symbol variation).
[0140] FIG. 15 is a diagram showing the transition of the display modes of the main display unit 81 and the upper sub-display unit 82a when a predetermined error state (door opening error) occurs during the execution period of a specific effect. As is clear from a comparison of FIGS. 14 and 15, during a door opening error, an error display MG5 is displayed so as to cover a part of each display (the variable display MG1 of the decorative pattern, the stop display MG2 of the decorative pattern, the operation instruction image MG3, the cut-in image MG4) displayed on the main display unit 81, making each display difficult to view. On the other hand, the upper sub-display unit 82a is not affected by the error display MG5 and maintains the display of the supplementary explanation image SG1, so the supplementary explanation image SG1 remains visible. In this embodiment, "visible" and "difficult to view" are relatively defined concepts, where the former is easier to view than the latter, and the latter is more difficult to view than the former. Therefore, the state of being "visible" includes not only the ability to view the entire display but also the ability to view a part of the display. Also, the state of being "difficult to view" includes not only the inability to view the entire display (not visible at all) but also the fact that a part of the display is more difficult to view than a "visible" display due to factors such as overlapping with other displays.
[0141] As described above, in the specific effect according to this embodiment, even during its execution period, on the main display unit 81, there are cases where the operation instruction image MG3 and the cut-in image MG4 are visible (when no door opening error has occurred) and cases where they are difficult to view (when a door opening error has occurred). In any case, it can be said that on the upper sub-display unit 82a, the supplementary explanation image SG1 is visible in the same manner. In this way, regardless of whether the display on the main display unit 81 is visible or difficult to view, by viewing the upper sub-display unit 82a, the player can be made aware of the execution of the specific effect.
[0142] <Regarding the flow of the specific effect when power is restored during the specific effect> Next, the flow of the specific effect when power is restored during the specific effect will be described with reference to FIG. 16. FIG. 16 is a time chart showing the flow of the specific effect when power is restored during the specific effect. More specifically, it shows the case where power is interrupted and then restored during the period T3 illustrated in FIG. 13.
[0143] After power is turned on after power interruption in the above-described situation (period T5 illustrated in FIG. 16), the main display unit 81 displays a restoration display (not shown) indicating that it is in the process of restoration, and the upper sub-display unit 82a displays the supplementary explanation image SG1 as before the power interruption. Then, during the period until a predetermined time has elapsed since the power is turned on (period T6 illustrated in FIG. 16), the main display unit 81 continues the above-described restoration display, and the upper sub-display unit 82a turns off the supplementary explanation image SG1. Note that the restoration display of the main display unit 81 preferably becomes non-displayed when the target variation (the symbol variation interrupted in the middle) stops. On the other hand, since the supplementary explanation image SG1 of the upper sub-display unit 82a does not necessarily need to be linked to the display of the main display unit 81, it may become non-displayed before the end of the restoration display (the example illustrated in FIG. 16), may become non-displayed after the end of the restoration display, or may become non-displayed simultaneously with the end of the restoration display.
[0144] As described above, when power is restored during the specific effect, the main display unit 81 preferentially displays the restoration display, making the operation instruction image MG3 difficult to view (non-displayed), while the upper sub-display unit 82a can continue to display the supplementary explanation image SG1 as before the power interruption. Therefore, even in the above-described case, the player can visually recognize that the specific effect was being executed before the power interruption (the fact that the movable decoration 22 should be noted), and the effect of the present invention (prevention of a decrease in the amusement of the game) can be enhanced.
[0145] The above example described with reference to FIG. 16 was an explanation of the case where the gaming machine 10 was restored by turning on the power without RAM clear. However, the implementation of the present invention is not limited to this, and even during the period after turning on the power with RAM clear (for example, the notification period related to the RAM clear process), while the main display unit 81 performs the display related to the notification, the upper sub-display unit 82a may perform the display related to the operation explanation of the movable member (such as the movable decorative body 22 and the effect button 37). This modification is suitable for the case where the movable member operates in the initial process executed after turning on the power with RAM clear.
[0146] <Regarding the transition of the display mode during the standby demo> Next, the transition of the display mode during the standby demo will be described with reference to FIGS. 17 to 19. FIG. 17 is a time chart showing the flow during the standby demo. FIGS. 18 and 19 are diagrams showing the transition of the display modes of the main display unit 81 and the upper sub-display unit 82a during the standby demo.
[0147] The time chart in FIG. 17 shows the execution period of the standby demo. More specifically, it shows the period from the stop of the symbol variation (the timing indicated as "stop of symbol variation" in FIG. 17) to the end of the demo movie (the timing indicated as "non-display of demo movie" in FIG. 17). Here, the stop of the symbol variation is not limited to the stop of the target variation of the specific effect, and may include all stops of the symbol variation in the state where there is no pending symbol variation (when it is in the hold 0 state). However, the stop of the symbol variation in a specific gaming state (special symbol variation pattern derivation state) may be excluded.
[0148] Note that in FIG. 17, the illustration after the end of the demo movie is omitted, but after this, until a new symbol variation is executed, the display of the operation explanation, the display for preventing sinking, and the display of the demo movie can be repeated. However, this is not the case if the above-described volume adjustment operation, brightness adjustment operation, etc. are received during the above display control.
[0149] As shown in the upper left diagrams of FIGS. 17 and 18, during the period when the symbol variation stops and there is no symbol variation on hold (period T11 shown in FIG. 17), the main display unit 81 displays the stop display MG2 of the decorative symbol, and the upper sub-display unit 82a is not displayed. In the period after a predetermined time (for example, 5 seconds) has elapsed in the above state (period T12 shown in FIG. 17), as shown in the upper right diagrams of FIGS. 17 and 18, the main display unit 81 displays the operation instruction image MG6 together with the stop display MG2 of the decorative symbol, and the upper sub-display unit 82a remains non-displayed. The operation instruction image MG6 includes displays related to the above-described volume adjustment operation and brightness adjustment operation, and a display related to the operation of causing the main display unit 81 to display a menu display (menu call operation). Here, the menu display is a display related to other production customizations excluding volume adjustment and brightness adjustment, but details thereof are omitted.
[0150] In the period after a further predetermined time (for example, 30 seconds) has elapsed (period T13 shown in FIG. 17), as shown in the lower left diagrams of FIGS. 17 and 18, the main display unit 81 displays the anti-overlap image MG7, and the upper sub-display unit 82a remains non-displayed. The anti-overlap image MG7 is a type of caution display that prompts the player about gaming precautions such as "Pachinko and Pachislot are games to be enjoyed moderately" and "Be careful not to get overly involved." Note that in this embodiment, "gaming precautions" are matters that should be noted when playing games, including matters that may lead to a decline in gaming interest if not known (for example, those related to the progress and operation of the game), precautions for observing social rules (for example, explanations regarding the prohibition of cheating behavior), and precautions for maintaining the gaming machine 10 (for example, explanations regarding the prohibition of excessive operation).
[0151] When a further predetermined time (for example, 30 seconds) elapses, as shown in FIG. 17, the main display unit 81 starts displaying a demo movie. The execution period of the demo movie in this embodiment includes a period (periods T14 and T16 shown in FIG. 17) for displaying information that can identify the specifications, model, or type of the gaming machine, and a period (periods T15 and T16 shown in FIG. 17) for performing a demo display of an attention - attracting effect that can be executed during the game (the period of symbol variation). As shown in the upper - left diagrams of FIGS. 17 and 19, during period T14, the main display unit 81 displays a main identification image MG8 that identifies the model name and type name of the gaming machine 10, and the upper - sub - display unit 82a displays a sub - identification image SG2 that identifies the model name and version name of the gaming machine 10. As shown in the upper - right diagrams of FIGS. 17 and 19, during period T15, the main display unit 81 displays the specific effect (the same image as the operation instruction image MG3) described above as one of the attention - attracting effects, and also displays a mid - demo image MG9 that alerts the player that the display is a demo display and not an actual game. At this time, the upper - sub - display unit 82a displays a supplementary explanation image SG1, similar to the specific effect executed during symbol variation. As shown in the lower - left diagrams of FIGS. 17 and 19, during period T16, the main display unit 81 displays an effect image MG10 related to an attention - attracting effect different from the specific effect, and also displays the above - mentioned mid - demo image MG9. At this time, since it is not necessary for the upper - sub - display unit 82a to display the supplementary explanation image SG1, it displays the sub - identification image SG2 as in period T14. Note that, in this embodiment, the other attention - attracting effect shown by the effect image MG10 is exemplified by a full - rotation reach.
[0152] As described above, it can be said that the gaming machine 10 displays a first display (main identification image MG8) that can identify the specifications, model, or type of the gaming machine, a second display (sub - identification image SG2) that can identify the specifications, model, or type of the gaming machine and has a different form from the first display, and a third display (anti - slumping image MG7) that alerts players to precautions during the game. Also, as is clear from comparing FIGS. 18 and 19, it can be said that the distance from the display position of the first display to the display position of the second display is longer than the distance from the display position of the first display to the display position of the third display. Since players who are not used to the game have an unfixed line of sight during the game, the display positions of the first display and the second display for specifying the specifications of the gaming machine and the like are dispersed. On the other hand, since the third display for calling attention to matters requiring attention during the game is a relatively important display, the display position thereof is concentrated in the vicinity of the first display. Since the display positions of the respective displays are adjusted in this way, the gaming machine 10 can appropriately make the player visually recognize the necessary information and can suppress a decrease in the gaming interest.
[0153] Also, as is clear from a comparison of FIGS. 17 to 19, it can be said that the first display (main identification image MG8) and the third display (anti-slip image MG7) are displayed on the same device (main display unit 81), and the second display (sub identification image SG2) is a display body (upper sub-display unit 82a) different from the said device. In this way, while showing the first display and the third display with concentrated display positions on the same device, by making the second display another display body, the adjustment of the display positions of the respective displays described above can be clarified, and the effect of the present invention (prevention of a decrease in gaming interest) can be further enhanced.
[0154] Also, as shown in FIG. 19, it can be said that the first display (main identification image MG8) is larger than the second display (sub identification image SG2). In this way, by enlarging the first display with the display position concentrated with respect to the third display, the first display can be made more prominent and the visibility to the player can be enhanced.
[0155] Also, there is a fourth display (image MG9 during demonstration) different from any of the first display (main identification image MG8), the second display (sub identification image SG2), and the third display (anti-slip image MG7), and it can be said that the fourth display is a display for calling attention to matters requiring attention during the game. Also, as is clear from comparing FIGS. 18 and 19, while the centers of the display positions of the main identification image MG8 and the intrusion prevention image MG7 are the central portions of the main display unit 81, respectively, the center of the display position of the in-demo image MG9 is the lower portion of the main display unit 81. Therefore, it can be said that the distance from the display position of the third display to the display position of the fourth display is longer than the distance from the display position of the third display to the display position of the first display. In this way, also for the third display and the fourth display that correspond to the attention-grabbing displays, by dispersing the display positions, the player can visually recognize the attention-grabbing regardless of where the player's line of sight is directed.
[0156] Also, as shown in the lower left diagrams of FIGS. 17 and 19, it can be said that there is a case (period T16 shown in FIG. 17) where both the second display (sub-identification image SG2) and the fourth display (in-demo image MG9) can be visually recognized simultaneously. In this way, by making the second display and the fourth display, whose display positions are dispersed from each other (displayed far from the display positions of the first display and the third display), simultaneously visible, the effect of the present invention (prevention of decrease in gaming interest) can be further enhanced.
[0157] Also, as shown in FIG. 17, it can be said that there is no case where both the first display (main identification image MG8) and the third display (intrusion prevention image MG7) can be visually recognized simultaneously. In this way, since the first display and the third display, whose display positions are aggregated with each other, may have reduced visibility when displayed in parallel, by making them not visible simultaneously, the effect of the present invention (prevention of decrease in gaming interest) can be further enhanced.
[0158] Also, as is clear from comparing FIGS. 18 and 19, it can be said that the third display (intrusion prevention image MG7) is larger than the fourth display (in-demo image MG9). In this way, by enlarging the third display, whose display position is aggregated with respect to the first display, the third display can be made more prominent, and the visibility to the player can be enhanced.
[0159] Also, it can be said that the distance from the display position of the second display (sub-specific image SG2) to the display position of the fourth display (in-demo image MG9) is longer than the distance from the display position of the third display (anti-overlapping image MG7) to the display position of the first display (main-specific image MG8). By further enhancing the effect of dispersing the second display and the fourth display in this way, the effect of the present invention (prevention of decline in gaming interest) can be further enhanced.
[0160] In the above description, the in-demo image MG9 is exemplified as a configuration corresponding to the "fourth display" of the present invention. However, the supplementary explanation image SG1 prompts the player to pay attention to the movable decoration 22 during a specific effect, and it can be said that it is a display that evokes the above-mentioned "precautions in the game". Therefore, it can be construed as a configuration corresponding to the "fourth display" of the present invention. Even if construed in this way, it can be said that the distance from the display position of the third display to the display position of the fourth display is longer than the distance from the display position of the third display to the display position of the first display. Also, it can be said that the third display is larger than the fourth display.
[0161] <Other Modification Examples> The present invention not described in the above description is not limited to the above description, and includes various modifications, improvements, etc. as long as the object of the present invention is achieved. Hereinafter, modification examples of the present invention will be listed.
[0162] Regarding the high and low probabilities, ratios, frequencies, and the number of times in the above-described embodiments, as long as each relationship is ensured, the smaller value may be 0, or the larger value may be the maximum value. In particular, regarding the high and low of each ratio described above, as long as the phenomenon aspect is ensured, the control for realizing the high and low of each ratio is not questioned. Also, each lottery value in the lottery table illustrated in the above-described embodiments is 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.
[0163] The flow of specific presentations shown in each time chart used to explain the above-mentioned embodiments, as well as the events that trigger the start or end of each display, are merely one specific example of implementing the present invention, and can be modified as appropriate within the scope of achieving the objectives of the present invention.
[0164] The display positions of each display (first display, second display, third display, fourth display) according to the present invention do not have to be the positions described in the above embodiments, and can be changed as appropriate within the scope of achieving the object of the present invention. These displays are not limited to those viewable by the main display unit 81 or the upper sub-display unit 82a, but may be those viewable by other displays different from the displays used in this embodiment, such as the left sub-display unit 82b, the right sub-display unit 82c, or the pattern display device 90.
[0165] The contents of each display (first display, second display, third display, fourth display) according to the present invention are not limited to those described in this embodiment, and can be appropriately changed within the scope of achieving the object of the present invention. For example, as a configuration equivalent to either the third display or the fourth display that calls attention to gameplay precautions, a display that calls attention not to get skin caught in the gap when operating the protruding performance button 37 may be adopted.
[0166] <Additional Notes> The present embodiment encompasses the following technical ideas. (1) A gaming machine which visually displays a first display, a second display, and a third display, wherein the first display is a display that can identify the specifications, model or type of the gaming machine, the second display is a display that can identify the specifications, model or type of the gaming machine and is a display of a different type from the first display, and the third display is a display that calls attention to precautions regarding playing the game, and the distance from the display position of the first display to the display position of the second display is longer than the distance from the display position of the first display to the display position of the third display. (2) There is a fourth display that is different from any of the first display, the second display, and the third display, and the fourth display is a display that evokes precautions in the game. The distance from the display position of the third display to the display position of the fourth display is longer than the distance from the display position of the third display to the display position of the first display. The gaming machine according to (1). (3) There may be a case where both the second display and the fourth display can be visually recognized at the same time. The gaming machine according to (2). (4) There is no case where both the first display and the third display can be visually recognized at the same time. The gaming machine according to (3).
Explanation of Signs
[0167] 10 Gaming machine 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable decorative body 23 Cylinder lock 25 Transparent member 27 Upper ball receiver 29 Lower ball receiver 31 Operation 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 ejection mechanism 37 Effect button 38 Cursor button 38a Upper cursor button 38b Lower cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation part 39a Ball lending button 39b Return button 40 Power switch 43 RAM clear switch 46 Game ball tank 47 Tank rail 48 Payout Unit 49 Payout Passage 50 Game Board 50a Game Area 51 Outer Rail 52 Windmill 53 Inner Rail 54 Protection Member 55 Big Winning Opening 57 First Start Opening 59 Second Start Opening 61 Normal Electric Game Device 62 Normal Electric Game Device Solenoid 63 Gate 65 Special Electric Game Device 66 Special Electric Game Device Solenoid 67 General Winning Opening 69 Out Opening 70 First Start Opening Sensor 71 Second Start Opening Sensor 72 Big Winning Opening Sensor 73 General Winning Opening Sensor 74 Gate Sensor 75 Out Ball Sensor 76 Middle Frame Opening Sensor 77 Front Frame Opening Sensor 80 Effect Display Device 81 Main Display Unit 82 Sub Display Unit 82a Upper Sub Display Unit 82b Left Sub Display Unit 82c Right Sub Display Unit 90 Symbol Display Device 91 First Special Symbol Display Device 92 Second Special Symbol Display Device 93 Normal Symbol Display Device 94 First Special Symbol Hold Lamp 95 Second Special Symbol Hold Lamp 96 Normal Symbol Hold Lamp 100 Main Control Board 101 CPU 102 ROM 103 RAM 104 I / O Port 105 Random Number Circuit 109 Main control board case 110 Input ball determination means 115 Main random number generation means 120 Main hold control means 125 Pre - determination means 130 Special figure lottery means 131 Special figure validity determination means 132 Special figure stop symbol lottery means 133 Special figure variation pattern derivation means 135 General figure lottery means 140 Big win game control means 145 Symbol display control means 150 Electric accessory control means 155 Game state control means 160 Main information storage means 165 Main error control means 170 Main command management means 175 Power - on recovery process execution means 176 Return state setting means 179 Game - available state transition means 180 Power - off process execution means 200 First sub - control board 201 CPU 202 ROM 203 RAM 204 I / O port 209 First sub - control board case 210 Sub - random number generation means 220 Normal performance control means 221 Performance mode control means 222 Performance route determination means 223 Sub - hold control means 224 Anticipatory performance control means 225 Performance content determination means 226 Decoration symbol control means 227 Big win performance control means 230 Sub - error control means 240 Lamp control means 245 Movable accessory control means 260 Sub - information storage means 270 Sub - command management means 300 Second sub - control board 309 Second sub - control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O port 400 Payout control board 409 Payout control board case 500 Power control board 501 Normal power supply circuit 502 Backup power supply circuit 503 Power - off detection circuit 509 Power control board case X First flow path Y Second flow path
Claims
1. A gaming machine that visually displays a first display, a second display, and a third display, The first display is a display that can identify the specifications, model, or type of the gaming machine, The second display is a display that can identify the specifications, model, or type of the gaming machine and is a display in a manner different from the first display, The third display is a display for calling attention to precautions in playing a game, a distance from a display position of the first indicia to a display position of the second indicia is longer than a distance from a display position of the first indicia to a display position of the third indicia; A gaming machine characterized by:
2. a fourth representation different from any of the first representation, the second representation, and the third representation; The fourth display is a display that calls attention to precautions regarding playing a game, a distance from a display position of the third indicia to a display position of the fourth indicia is longer than a distance from a display position of the third indicia to a display position of the first indicia; 2. The gaming machine according to claim 1.
3. There is a case where both the second indication and the fourth indication are visible at the same time.
3. The gaming machine according to claim 2.
4. There is no case where both the first display and the third display are visible at the same time.
4. The gaming machine according to claim 3.
Citation Information
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