Game machine

The gaming machine addresses the challenge of recognizing overlapping game effects by restricting certain notifications, ensuring clarity in effect recognition through customizable execution frequencies.

JP2025094516AActive Publication Date: 2025-06-25NEWGIN KK
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Patent Information

Application Number
JP2023210105
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-13
Publication Date
2025-06-25
Estimated Expiration
2043-12-13

AI Technical Summary

Technical Problem

In gaming machines like pachinko and slot machines, changing the execution frequency of game effects can make it difficult to recognize these effects when they overlap, leading to confusion.

Method used

A gaming machine is designed to execute a first notification with a customizable frequency and a second notification using both a speaker and a display device, with the execution of the second notification's portion related to the speaker being restricted in specific states, ensuring the first notification remains recognizable.

Benefits of technology

This configuration enhances the player's ability to recognize game effects with changed execution frequencies, improving the gaming experience by maintaining clarity amidst overlapping notifications.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine allowing a game performance to be recognized easily when the game performance for changing an execution frequency is executed.SOLUTION: First notification can be executed at a predetermined opportunity, second notification can be executed at a predetermined opportunity and can be executed by using both of a first device and a second device, and execution of a part pertaining to the first device in the second notification is restricted and a part pertaining to the second device in the second notification is not restricted and executed when the first notification is executed at a predetermined opportunity and the second notification is executed at the predetermined opportunity in a specific state in which an execution frequency of the first notification is changed by customization operation.SELECTED DRAWING: Figure 21
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Description

Technical Field

[0001] The present invention relates to a pachinko machine.

Background Art

[0002] Some gaming machines typified by pachinko machines and slot machines are configured to be able to perform customization that changes the execution frequency of game effects.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such gaming machines, simply changing the execution frequency of game effects may make it difficult to recognize the game effects with the changed execution frequency when the effects with the changed execution frequency are executed overlapping with other effects.

[0005] Therefore, the present invention has been made in view of the above problems, and provides a gaming machine that makes it easy to recognize a game effect when the game effect with the changed execution frequency is executed.

Means for Solving the Problems

[0006] According to the present invention, a gaming machine is configured to be capable of executing a first notification whose execution frequency changes by a customization operation and a second notification, the first notification being a notification that can be executed by a predetermined trigger, the second notification being a notification that can be executed by the predetermined trigger and can be executed using both a first device and a second device, and in a specific state where the execution frequency of the first notification has changed by the customization operation, when the first notification is executed by the predetermined trigger and the second notification is executed by the predetermined trigger, execution of the portion of the second notification related to the first device is restricted, and the portion of the second notification related to the second device is executed without being restricted.

Effects of the Invention

[0007] According to the present invention, there is provided a gaming machine that makes it easier to recognize a game effect when a game effect with a changed execution frequency is executed.

Brief Description of the Drawings

[0008]

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DETAILED DESCRIPTION OF THE INVENTION

[0009] 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 thereof will be omitted as appropriate. Further, in the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the states of the gaming machine 10 as viewed 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) excluding the production aspects such as so-called premium images.

[0010] <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. In explaining the features, the configurations in parentheses are examples of the configurations of the present embodiment corresponding to the immediately preceding configurations, and the configurations may be described in parentheses for the same purpose in the description of the gaming machine 10 after the explanation.

[0011] The present invention is a first notification (vibration effect) whose execution frequency changes by a customization operation, a second notification (cut-in effect), and is configured to be executable, the first notification is a notification that can be executed by a predetermined trigger (reach occurrence, start of symbol variation), the second notification is capable of being executed by the predetermined trigger, a notification that can be executed using both the first device (speaker 33) and the second device (main display unit 81), in a specific state (the state where the vibration effect UP item is ON) where the execution frequency of the first notification changes by the customization operation, when the first notification is executed by the predetermined trigger and the second notification is executed by the predetermined trigger, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without being restricted. A gaming machine characterized by the following.

[0012] According to the present invention, when the first notification and the second notification are executed overlappingly, while making the second notification recognizable, it is possible to make it difficult for the second notification to inhibit the recognizability of the first notification.

[0013] Regarding the above first notification, in the present embodiment described later, the execution frequency of the vibration effect increases when the item of vibration effect UP is ON, but it is not limited to this. That is, the execution frequency of the first notification may change in the above specific state, and the execution frequency of the first notification may decrease in the above specific state. Furthermore, regarding the above second notification, in the present embodiment described later, the execution frequency of the cut-in effect changes depending on the customization (the setting status of batch customization), but it is not limited to this. That is, the second notification may not be a target of customization.

[0014] Also, the "restriction of execution" in "the execution of the part related to the first device among the second notifications is restricted" includes, in addition to not being executed itself as in the present embodiment described later, being executed in a mode where the notification to be executed is difficult to recognize. In particular, the mode in which the notification to be executed is difficult to recognize means that if the notification to be executed is voice, the volume decreases, etc., and if the notification to be executed is a lamp, the brightness decreases, etc., and if the notification to be executed is an image, the image itself is displayed small or a part of the image is made unrecognizable, etc. Furthermore, the "restriction of execution" includes not only the case where the execution of the notification related to the execution target is restricted throughout the execution period of the notification related to the execution target, but also the case where the execution of the notification related to the execution target is restricted in a part of the execution period.

[0015] Also, the gaming machine according to the present embodiment described later is a pachinko machine that pays out actual game balls as prize balls, but the gaming machine according to the present invention may be a pachinko machine that gives prize balls as electronic data (so-called smart pachinko). Furthermore, the gaming machine according to the present invention may be a conventional slot machine that rotates a plurality of reels by using a predetermined number of medals to execute a symbol variation and pays out medals based on the result of the symbol variation (the stopping state of the plurality of reels), or may be a slot machine that pays out all medals as electronic data (so-called smart slot).

[0016] The gaming machine 10 having the above characteristics will be specifically described based on the following embodiments.

[0017] <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 region II shown in FIG. 1, FIG. 3 is a bird's-eye view showing the operation button group disposed in the region 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. Note that 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 here may be added to the gaming machine 10. Further, the gaming machine 10 does not necessarily have to include all of the configurations illustrated here, and some configurations or functions may be omitted as long as the effects of the present invention are not impaired.

[0018] The gaming machine 10 of the present embodiment is a so-called pachinko machine that fires a game ball into the front region of the game board 50 (hereinafter referred to as the "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 hole (for example, the large winning hole 55, etc.). In the following description, the entry of the game ball into the winning hole may be simply expressed as "winning (in the winning hole)".

[0019] The gaming machine 10 includes a rectangular frame-shaped outer frame 15 that is open 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 that is configured to cover the front side of the game board 50.

[0020] The middle frame 17 is rotatably supported about the left end side by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed in front of the outer frame 15. Note that 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 a direction opposite to the unlocking direction of the front frame 20 (to the right in this embodiment)).

[0021] The front frame 20 is rotatably supported about the left end side by a hinge mechanism 21, and can be opened and closed with respect to the middle frame 17. Note that 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 a direction opposite to the unlocking direction of the middle frame 17 (to the left in this embodiment)). 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 integrally provided with the front frame 20. Note that in this embodiment, a full detection sensor (not shown) for detecting that the lower ball receiving tray 29 is full with the game balls discharged is provided upstream of the lower discharge port 30 for discharging the game balls to the lower ball receiving tray 29. 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.

[0022] Although not shown in FIGS. 1 to 5, the middle frame 17 is provided with a middle frame door opening 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 door opening 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 door opening sensors are ON in the open state and OFF in the closed state. However, these door opening sensors may be configured to be OFF in the open state and 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.

[0023] Also, as shown in FIG. 3, an operation button group operated by the player is arranged on the upper surface of the upper ball tray 27. In this operation button group, as a main operation unit 39 electrically connected to a main control board 100 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 described later, an effect button 37 for receiving an operation of the player for switching an effect generated during the game or obtaining various information related to the gaming machine 10, and cursor buttons 38 (upper cursor button 38a, lower cursor button 38b, left cursor button 38c, right cursor button 38d, middle cursor button 38e) for instructing operations in the up, down, left, and right directions, etc. 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. Furthermore, a movable decorative body 22 that operates (vibrates) by an actuator such as a motor (not shown) is provided on the side of the upper ball tray 27, and a full-color LED is provided inside thereof. Note that the movable decorative body 22 is a dedicated device used for a vibration effect described later.

[0024] 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 not shown in the drawings, the upper ball receiving tray 27 is provided with a mechanism that operates in the same manner as the ball discharging mechanism 36 to move the stored balls to the lower ball receiving tray 29. By operating both this mechanism and the ball discharging mechanism 36, it is possible to discharge the stored balls.

[0025] As shown in FIG. 1, a pair of speakers 33 (33a, 33b) are respectively disposed 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 disposed inside thereof. The speakers 33 and the frame lamps 35 can emit sound, light up, or turn off in conjunction with effects and error notifications generated during the game.

[0026] The effect display device 80 is composed of a main display portion 81 disposed substantially at the center of the game board 50 and a sub-display portion 82 disposed around the main display portion 81. The sub-display portion 82 further includes an upper sub-display portion 82a disposed above the main display portion 81, a left sub-display portion 82b disposed on the left side of the main display portion 81, and a right sub-display portion 82c disposed 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).

[0027] The main display portion 81 can display the variation display of the symbol sequence that is performed in conjunction with the variation 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 variable display direction 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 the player recognize that 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", "8 symbol" may be collectively referred to as "even symbols".

[0028] Each of the sub - display units 82 is provided not only mainly for displaying effect images related to effects but also 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. However, even in the initial positions shown in FIG. 4, for the sub - display unit 82 (especially the left sub - display unit 82b and the right sub - display unit 82c), approximately the upper half of the display area (the left display area 821 and the right display area 822 described later) is visible to the player.

[0029] In addition, the effect display device 80 (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) in the present embodiment has a lenticular lens disposed on its surface and is configured to enable naked-eye stereoscopic viewing by the lenticular method. As a result, a part of the image displayed on the effect display device 80 can be displayed as a 3D image or a 2D image.

[0030] 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 less visible to the player 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 only an example, and the arrangement and number of the LEDs related to the symbol display device 90 are not limited to this example.

[0031] The special symbol is a symbol that is stopped and displayed as a result of a 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 drawing", the first special symbol may be abbreviated as "special drawing 1", and the second special symbol may be abbreviated as "special drawing 2".

[0032] The normal symbol is a symbol that is stopped and displayed as a result of a symbol variation that determines whether or not to operate a normal electric 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 "Nor. Sym.", and the normal electric accessory may be referred to as "Elec. Chute".

[0033] In addition to the above-described display device, the symbol display device 90 is provided with a first special symbol holding lamp 94, a second special symbol holding lamp 95, and a normal symbol holding lamp 96. The first special symbol holding lamp 94 can identify the number of symbol variations of the held special symbol 1, the second special symbol holding lamp 95 can identify the number of symbol variations of the held special symbol 2, and the normal symbol holding lamp 96 can identify the number of symbol variations of the held normal symbol. All of them can identify the number of corresponding symbol variations by the lighting modes of two LEDs (in this embodiment, only the right LED always on = 1, both the left and right LEDs always on = 2, the right LED blinking + the left LED always on = 3, both the left and right LEDs blinking = 4).

[0034] 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". Note that in the following description, when simply referred to as "symbol variation", it means the symbol variation of the special symbol unless otherwise specified.

[0035] On the front surface of the game board 50, as shown in FIG. 4, a game area 50a is defined so that the launched game balls can roll due to the arrangement of a number of game pins (not shown), a windmill 52, and obstacles such as decorative members. On the left side and upper side of the game area 50a, there are arranged a curved outer rail 51 and an inner rail 53 provided for guiding the game balls launched by the rotational operation of the operation handle 31 to the upper part of the game area 50a. Note that 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 balls, and refers to a nail-shaped one.

[0036] The gaming machine 10 can adjust the strength of launching the game balls according to the magnitude of the rotational operation amount (for example, rotational angle) of the operation handle 31. Various obstacles are arranged in the game area 50a so that the game balls can roll along either the first flow path X (so-called left shot) along which the game balls launched more weakly roll or the second flow path Y (so-called right shot) along which the game balls launched more strongly roll.

[0037] FIG. 4 shows, as main winning openings, a large winning opening 55, a first start opening 57, a second start opening 59, a gate 63, and a general winning opening 67. However, the shown winning openings are just examples, and the number and arrangement thereof can be appropriately changed.

[0038] The large winning opening 55 is arranged at the lower right part of the game area 50a. A large winning opening sensor 72 is attached to the large winning opening 55. The winning of the large winning opening 55 is determined based on the detection result of the large winning opening sensor 72, and a number (15 in this embodiment) of prize balls associated with the large winning opening 55 are awarded. In this embodiment, the obstacles are arranged such that more game balls roll toward the large winning opening 55 when rolling from the second flow path Y compared to when rolling from the first flow path X.

[0039] Above the large winning opening 55, a special electric accessory 65 is arranged. The special electric accessory 65 is a member that can be alternately transitioned to an open state in which it is easy to win the large winning opening 55 or a closed state in which it is difficult for the 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 part of the jackpot game started due to a jackpot being derived by the special figure win / loss determination described later, or in part of the minor win game started due to a minor win being derived by the special figure win / loss determination, and accordingly, winning at the big winning opening 55 is permitted. Thus, when the special electric accessory 65 is in the open state, since winning at the big winning opening 55 becomes easier, it can be said that the jackpot game and the minor win game, in which the chance of obtaining prize balls is significantly increased, are in an advantageous game state. Further, although details will be described later, the minor win game in the present embodiment can result in a jackpot game. In the jackpot game, the open state and the closed state of the special electric accessory 65 are alternately set, and one open state (which may be referred to as a "round game" and the total number of round games occurring in one jackpot may be referred to as the "number of rounds") ends based on a predetermined number (in this embodiment, 10) of game balls winning at the big winning opening 55, and the special electric accessory 65 becomes in the closed state. Further, one open state in the jackpot game also ends based on the elapse of a predetermined amount of time (in this embodiment, 30 s (seconds)) sufficient for a predetermined number of game balls to win at the big winning opening 55. On the other hand, in the minor win game, the open state of the special electric accessory 65 ends when 1.8 s has elapsed or when 10 game balls have won at the big winning opening 55. Therefore, in the minor win game, it is less likely for game balls to win at the big winning opening 55 compared to the jackpot game.

[0040] The first start opening 57 is disposed at the lower center of the game area 50a. A first start opening sensor 70 is attached to the first start opening 57, and winning at the first start opening 57 is determined based on the detection result of the first start opening sensor 70, and a corresponding number (in this embodiment, 4) of prize balls are awarded. In at least part of the case where winning at the first start opening 57 is determined, the symbol variation of FIG. 1 of the special figure is performed. Note that it is assumed that obstacles such as game nails are arranged in the game area 50a according to the present embodiment such that more game balls roll toward the first start opening 57 when rolling from the first flow path X than when rolling from the second flow path Y.

[0041] The second starting port 59 is arranged at the lower right part of the game area 50a. A second starting port sensor 71 is attached to the second starting port 59, and the winning of the second starting port 59 is determined based on the detection result of the second starting port sensor 71, and a prize ball of a number (1 in this embodiment) associated with the second starting port 59 is awarded. In at least a part of the case where the winning of the second starting port 59 is determined, the symbol variation of FIG. 2 in the special drawing will be performed. It should be noted that the game area 50a according to this 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.

[0042] An ordinary electric accessory 61 is arranged 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 where it is easy for a game ball to enter the second starting port 59 and a closed state where 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 in the open state when the result of the general drawing win / loss determination described later is a general drawing win (hereinafter, may be simply expressed as "general drawing win"), and accordingly, winning of the second starting port 59 is permitted. In this way, when the ordinary electric accessory 61 is in the open state, winning of the second starting port 59 becomes possible, so that while suppressing the decrease of game balls by prize balls, the opportunity to execute the symbol variation of FIG. 2 in the special drawing can be significantly increased.

[0043] The gate 63 is arranged at the right central part of the game area 50a. A gate sensor 74 is attached to the gate 63, and the winning of the gate 63 is determined based on the detection result of the gate sensor 74. In at least a part of the case where the winning of the gate 63 is determined, the symbol variation of the general drawing will be performed. Also, in the present embodiment, the gate 63 can be a trigger for starting a big win game in the big win game standby state described later. Specifically, when a winning (passing) of a game ball into the gate 63 is detected in the big win game state, the standby big win game is started. Note that, separately from the gate 63, a passing area of the game ball that is a trigger for starting the big win game may be provided. However, similar to the gate 63, it is preferable that the passing area is provided on the second flow path Y.

[0044] The general winning opening 67 is arranged at the lower left part of the game area 50a. A general winning opening sensor 73 is attached to the general winning opening 67. Whether a game ball has won a prize at the general winning opening 67 is determined based on the detection result of the general winning opening sensor 73, and a number (4 in this embodiment) of prize balls associated with the general winning opening 67 are awarded. In the present embodiment, compared with the case of rolling from the second flow path Y, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X. However, the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.

[0045] The out port 69 is arranged at the lowermost part of the game area 50a. Game balls that are launched into the game area 50a and do not enter the above-mentioned winning openings fall into the out port 69 and are processed as out balls. 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 openings and the out port 69, is provided.

[0046] In addition to the above-mentioned sensors, a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) are provided on the game board 50 to prevent illegal acts of receiving prize balls illegally.

[0047] On the back of the game board 50, as shown in FIG. 5, there are 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. In addition to the backs 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 of the main control board case 109 is detachably attached. Note that the main control board 100 is provided with a RAM clear switch 43. Also, the board cases and covers that cover each board are composed of transparent members, and the corresponding boards are visible through each case and cover.

[0048] 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 (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 power is supplied to the electronic components and electrical components including the above-mentioned control boards (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). Also, when a power failure is detected by the power failure detection circuit 503 of the power control board 500, 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 game machine 10 is supplied with power from the power supply equipment of the game island. Incidentally, the backup power supply circuit 502 may be provided on the payout control board 400. Instead of providing the power-off detection circuit 503 on the power control board 500, it may be provided on each of the main control board 100, the first sub-control board 200, and the payout control board 400.

[0049] Also, on the back surface of the game board 50, above the opening / closing cover 45, there is arranged a game ball tank 46 for storing game balls supplied from the ball supply facility of the game island. 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. The balls paid out by the payout unit 48 are paid out to the upper ball receiving tray 27 through the payout passage 49.

[0050] So far, the structure of the gaming machine 10 in this embodiment has been described. However, these are just specific examples, and the present invention can also be implemented with other configurations.

[0051] <Regarding the control configuration of the gaming machine 10> Next, with reference to FIG. 6, the control configuration of the gaming machine 10 according to this embodiment will be described. FIG. 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in FIG. 6 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may have a control configuration not shown in FIG. 6.

[0052] 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 buffer memory serving as a temporary storage area, an I / O port 104 that inputs and outputs signals between peripheral boards and each device, and a random number circuit 105 that operates independently of the program processing by the CPU 101 to generate random numbers (hardware random numbers). These are interconnected via an internal bus.

[0053] 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 by the backup power supply circuit 502. Specifically, among the information stored in the RAM 103, various information that allows the gaming machine 10 to return to the state immediately before the power failure using that data at the time of power restoration (when the power is turned on) after a 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 a 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) and the current normal drawing lottery state is targeted for backup. Note that these pieces of information are cleared (initialized) by the RAM clear process. Therefore, after the RAM is cleared, the special drawing variation pattern derivation state PA (normal drawing low probability described later) will be newly set as described later. Furthermore, when the RAM clear process is executed, the symbol sequence related to the decorative symbols will be in a state where the initial symbol combination is stopped and displayed, and it will also be in a state where 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 will not be stopped and displayed by the execution of symbol variation.

[0054] In the present embodiment, at least in addition to the area where such information related to the game is stored (which may be referred to as the area related to the game of the RAM 103), the area where the complement of the checksum and the backup flag related to the area related to the game of the RAM 103 are stored (which may be referred to as the backup information area related to the game 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 area related to the game of the RAM 103 and the backup information area related to the game of the RAM 103. Note that there is no limitation on the specific method of backup in this embodiment. For example, the area to be backed up in the RAM 103 may be realized by a configuration capable of retaining data non-volatilely even in the power-off state. As another example, among the RAM 103, different hardware may be provided for a first memory configured 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 back up the information to be backed up from the second memory to the first memory at power-off, and recover the backed-up information from the first memory to the second memory at power-on.

[0055] Also, the main control board 100 is electrically connected to the first start port sensor 70, the second start port sensor 71, the big winning port sensor 72, the general winning port sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame opening sensor 76, the 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. Although not shown in the figure, in addition to these sensors, the main control board 100 is also electrically connected to a full detection sensor, a magnetic detection sensor, and a radio wave detection sensor, and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104.

[0056] Also, the main control board 100 is electrically connected to the first special symbol display device 91, the second special symbol display device 92, the normal symbol display device 93, the first special symbol hold lamp 94, the second special symbol hold lamp 95, the normal symbol hold lamp 96, the normal electric accessory solenoid 62, and the 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.

[0057] 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. 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 this 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 also be adopted.

[0058] The first sub-control board 200 includes a CPU 201 that performs various arithmetic processes related to game effects based on the 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 as a temporary storage area, and an I / O port 204 that inputs and outputs signals between the 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.

[0059] 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, an audio control command for instructing audio to be output to the audio control board 310, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, movable control data for controlling the movement of the movable decoration 22, and the sub-display unit 82, etc. in the effect control process based on the effect control commands 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. While each control command (image control command, audio control command) is transmitted from the first sub-control board 200 to the second sub-control board 300 or the audio control board 310, as a response thereto, 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.

[0060] Also, 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. And 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 decoration 22 and the sub-display unit 82 and transmits movable control data via the I / O port 204. And the movable decoration 22 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.

[0061] Although not shown in the drawings, the second sub-control board 300 includes a CPU that performs various arithmetic processes related to image rendering based on the image control command from the first sub-control board 200, a ROM that stores an image control program, various data, etc., a RAM that functions as a work area and a buffer memory serving as a temporary storage area, and an I / O port that inputs and outputs signals between the peripheral board and each device. The CPU is configured to execute main control related to image rendering according to the control program stored in the ROM 302. Furthermore, 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 the effect content determination means 225 described later based on the 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 the image data stored in the 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. Also, a high-speed VRAM used for the expansion and processing of the image data read from the image ROM is connected to this VDP.

[0062] The voice control board 310 includes a CPU 311 that performs various arithmetic processes related to voice effects based on the 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 the 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 emit sound.

[0063] The payout control board 400 is mainly composed of a CPU, a ROM, and a RAM (all not shown in the figure). Also, 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 controls the launch of game balls by synchronously driving the ball feeder mechanism and the launch mechanism based on the operation amount of the operation handle 31.

[0064] <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.

[0065] 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 symbol lottery means 130, a general symbol 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.

[0066] 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 by calculations in the means, etc. in corresponding storage areas. In particular, the data (production 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.

[0067] The ball entry determination means 110 determines a winning at each winning port based on the detection results of sensors provided at each winning port. Also, when the ball entry determination means 110 determines a winning of a game ball by a sensor provided at a winning port such as the big winning port sensor 72, it generates a production control command (winning command) including information capable of specifying the type of the sensor related to the winning, and stores the command in the transmission command storage area of the main information storage means 160.

[0068] 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 a plurality of random numbers corresponding to the winning opening from the random number circuit 105 at the timing when the winning of the winning opening is determined. More specifically, when the winning of the first start opening 57 or the second start opening 59 is determined, the main random number generation means 115 acquires the random numbers for special figure win / loss determination, the random numbers for special figure stop symbol lottery, and the random numbers for special figure variation pattern lottery, which will be described later. When the winning of the gate 63 is determined, the random numbers for general figure win / loss determination, the random numbers for general figure stop symbol lottery, and the random numbers for general figure 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 of the random number circuit 105 has occurred.

[0069] The main hold control means 120 performs control regarding the hold of the symbol variation of the special figure and the hold of the symbol variation of the general figure. Regarding the special figure 1, the random numbers for special figure win / loss determination, the random numbers for special figure stop symbol lottery, and the random numbers for special figure variation pattern lottery, which are acquired triggered by the winning of the first start opening 57, are held (stored) as the operation hold information of the special figure 1. More specifically, each time the operation hold information in FIG. 1 is held, the main hold control means 120 increments a hold counter (hereinafter referred to as the "FIG. 1 hold counter") by 1, and each time the operation hold information in FIG. 1 is used (used in the lottery by the FIG. 1 lottery means 130), it decrements by 1. Until the value of the FIG. 1 hold counter reaches the upper limit value (4 in this embodiment), the operation hold information is stored in the storage area corresponding to the current FIG. 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 FIG. 1 hold counter to the storage area corresponding to the FIG. 1 hold counter that is 1 less than the current FIG. 1 hold counter from the current storage area. Also, with respect to FIG. 2 and the general drawing, the main hold control means 120 performs the same control as described above separately from FIG. 1. The hold counter for FIG. 2 is referred to as the FIG. 2 hold counter, and the upper limit value of the value of the FIG. 2 hold counter in this embodiment is 4. In the following description, "holding of operation hold information" may be expressed as "holding of symbol variation" or simply "holding". Also, when the main hold control means 120 updates (increments or decrements) the operation hold information (hold counter) of FIG. 1 or FIG. 2, it generates an effect control command (hold command) including the FIG. 1 hold counter and the FIG. 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, when both the operation hold information corresponding to FIG. 1 and the operation hold information corresponding to FIG. 2 are held, a priority variation is performed in which the operation hold information corresponding to FIG. 2 is preferentially used. However, instead of this priority variation, a winning order variation in which the operation hold information is used in the order in which it is held regardless of whether it corresponds to FIG. 1 or FIG. 2, or a simultaneous variation in which the operation hold information corresponding to FIG. 1 and the operation hold information corresponding to FIG. 2 are used simultaneously when both are held may be adopted.

[0070] The pre-determination means 125 executes a pre-determination for a look-ahead effect for at least a part of the operation hold information of the special drawing when the operation hold information of the special drawing is held at a predetermined pre-determination timing. More specifically, the pre-determination means 125 reads out each random number of the operation hold information held this time, and executes a pre-determination for each of the special drawing validity determination, the special drawing stop symbol lottery, and the special drawing variation pattern lottery described later. In each pre-determination, a lottery table (not shown) that is the same as or equivalent to the lottery table used for the lottery corresponding to each pre-determination is used. Therefore, the results of these pre-determinations will be the same as the results of the lottery executed later. In addition, the pre-determination means 125 generates an effect control command (pre-determination command) including the derived pre-determination result, and stores the command in the transmission command storage area of the main information storage means 160. Since the pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least in part at a predetermined pre-determination timing, it will be transmitted following the above-described hold command. Here, the predetermined pre-determination timing is, for example, the timing when the operation hold information of the special drawing is held. In this embodiment, when the operation hold information of special drawing 1 is held during the high probability of the general drawing described later, the pre-determination is restricted, so the transmission of the pre-determination command corresponding to the pre-determination is also restricted. On the other hand, regarding the case where the operation hold information of special drawing 2 is held during the low probability of the general drawing described later, the pre-determination may or may not be restricted.

[0071] The special drawing lottery means 130 includes a special drawing validity determination means 131, a special drawing stop symbol lottery means 132, and a special drawing variation pattern derivation means 133, and executes the processing by each means in the order of the special drawing validity determination means 131, the special drawing stop symbol lottery means 132, and the special drawing variation pattern derivation means 133. When the variation start condition of the special drawing is satisfied, the special drawing 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 of the special figures 1 and 2 is in the process of executing a symbol variation (including during the stop display of the symbol variation related to special figure 1 or special figure 2), and that all conditions that there is operation hold information in at least one of special figure 1 and special figure 2 are satisfied.

[0072] Here, FIGS. 8 and 9 are diagrams schematically showing lottery tables used in the main control board 100, and will be referred to as necessary in the following description. Note that in lottery using a lottery table, including those other than these lottery tables, for the read random number, the lottery values stored in the lottery table are sequentially added in a predetermined order (when there is only one target lottery value, the number of additions is one time), 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 convenience of explanation, the lottery table is named, but it is only necessary that data such as lottery values included in the lottery table corresponding to the name be 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, if there are items described for convenience of explanation or if "-" or "0" is described as a lottery value, these do not necessarily indicate the data stored in each ROM. And winning the result with "-" or "0" described as a lottery value does not occur. Further, when 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, when the total value of the lottery values used in one lottery matches the random number range used in the lottery, a carry will always occur 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.

[0073] The special figure validity determination means 131 reads a random number for special figure validity determination for each symbol variation, and uses the read random number and the lottery table for special figure validity determination to execute a special figure validity determination that determines whether to win a big win, a small win, or a loss by lottery. Figure 8(a) is a diagram schematically showing the lottery table for special figure validity determination. The lottery table is different between special figure 1 and special figure 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in the special figure validity determination for special figure 1, a big win is derived with a probability of 205 / 65536 (about 1 / 320), and otherwise it is a loss, and a small win is not derived. On the other hand, in the special figure validity determination for special figure 2, a big win is derived with a probability of 205 / 65536 (about 1 / 320), a small win is derived with a probability of 1820 / 65536 (about 1 / 36.0), and otherwise it is a loss. In addition, in this embodiment, as will be described later, since a big win game can occur via a small win, the probability of deriving a big win in the special figure validity determination is set as the above-mentioned one probability.

[0074] The special figure stop symbol lottery means 132 determines the stop symbol of the special figure by lottery using a random number for special figure stop symbol lottery (in this embodiment, in the range of 0 to 999) and a lottery table for special figure stop symbol lottery when the result of the special figure validity determination is a big win or a small win. Specifically, as shown in Figure 8(b), which is a diagram schematically showing the lottery table for stop symbol lottery used when a big win is derived in the special figure validity determination related to special figure 1, when a big win is derived in the special figure validity determination related to special figure 1, symbol A is determined as the stop symbol with a probability of 100 / 1000 (1 / 10), and symbol B is determined as the stop symbol with a probability of 900 / 1000 (about 1 / 1.11). Here, regardless of whether Symbol A or Symbol B is determined, after the end of the jackpot game corresponding to these stop symbols, the general winning probability described later will occur. The number of symbol variations during which the general winning probability continues (hereinafter referred to as the "specified number of times related to the general winning probability") is 80 times after the end of the jackpot game when Symbol A is determined, and 40 times after the end of the jackpot game when Symbol B is determined. Also, the number of rounds of the jackpot game corresponding to Symbol A is 10, while the number of rounds of the jackpot game corresponding to Symbol B is 4. Therefore, it can be said that Symbol A is more advantageous than Symbol B from the viewpoints of both the number of rounds and the specified number of times related to the general winning probability.

[0075] As shown in FIG. 8(c), which is a diagram schematically showing the lottery table for stop symbol lottery used when a minor win is derived in the special figure win / loss determination according to Special Figure 2, when a minor win is derived in the special figure win / loss determination according to Special Figure 2, Symbol a is determined as the stop symbol with a probability of 700 / 1000 (about 1 / 1.43), and Symbol b is determined as the stop symbol with a probability of 300 / 1000 (about 1 / 3.33). Here, Symbol a is a stop symbol for which the number of rounds of the jackpot game occurring in the minor win game related to the symbol is 10, and for which the general winning probability occurs after the end of the jackpot game. The specified number of times related to the general winning probability is 80 times. On the other hand, Symbol b is a stop symbol for which the number of rounds of the jackpot game occurring in the minor win game related to the stop symbol is 4, and for which the general winning probability occurs after the end of the jackpot game. The specified number of times related to the general winning probability is 80 times. Therefore, it can be said that Symbol a is more advantageous than Symbol b from the viewpoint of the number of rounds. Also, the number of rounds in the jackpot game when a jackpot game occurs in a minor win game is the number calculated with the minor win game as one round. Furthermore, in the following description, the jackpot game occurring in the minor win game related to Symbol a may be expressed as the "jackpot game related to Symbol a", and the jackpot game occurring in the minor win game related to Symbol b may be expressed as the "jackpot game related to Symbol b".

[0076] As shown in FIG. 8(d), which schematically shows the lottery table for stopping symbol lottery used when a jackpot is derived in the special figure win / loss determination according to special figure 2, when a jackpot is derived in the special figure win / loss determination according to special figure 2, symbol c is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, symbol c is the stopping symbol that corresponds to the jackpot game with 10 rounds, and after the end of the jackpot game, it becomes a high-probability common figure stopping symbol, and the specified number of times related to the high-probability common figure is 80 times.

[0077] Also, when the result of the special figure win / loss determination according to special figure 1 is a loss, the special figure stop symbol lottery means 132 determines symbol C as the stopping symbol, and when the result of the special figure win / loss determination according to special figure 2 is a loss, it determines symbol d as the stopping symbol.

[0078] Thus, in the above-described present embodiment, the jackpot game generated in the symbol variation according to special figure 2 tends to be more advantageous than the jackpot game generated in the symbol variation according to special figure 1. Therefore, the game interest can be further enhanced by the transition from the special figure variation pattern derivation state PA described later to another special figure variation pattern derivation state.

[0079] The special figure variation pattern derivation means 133 has a plurality of types of special figure variation pattern lottery tables to be referred to when determining the special figure variation pattern, and based on the current special figure variation pattern derivation state and the result of this special figure win / loss determination, selects one special figure variation pattern lottery table for determining the special figure variation pattern of this time, determines one special figure variation pattern using the selected special figure variation pattern lottery table and the random number for special figure variation pattern lottery, and determines the variation time based on the determined special figure variation pattern. Here, the variation time refers to the time from when the symbol variation related to the special figure (special figure 1 or special figure 2) starts until the symbol variation ends. Details of the transition conditions and the like will be described later. In the special drawing variation pattern derivation state in the present 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 in the symbol variation of special drawing 1 in the special drawing variation pattern derivation state PA, and in the special drawing variation pattern derivation state PB and the special drawing variation pattern derivation state PC, it is adopted in the symbol variation of special drawing 2. Note that in 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 validity determination is determined.

[0080] 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 the random number 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, when the result of the special drawing validity determination is a failure in the symbol variation related to special drawing 1 in the special drawing variation pattern derivation state PA, 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), the special drawing variation pattern HSP1-A is determined with a probability of 13 / 1000 (about 1 / 76.9), the special drawing variation pattern HSP1-B is determined with a probability of 11 / 1000 (about 1 / 90.9), the special drawing variation pattern HSP2-A is determined with a probability of 9 / 1000 (about 1 / 111), the special drawing variation pattern HSP2-B is determined with a probability of 7 / 1000 (about 1 / 143), the special drawing variation pattern HSP3-A is determined with a probability of 5 / 1000 (1 / 200), and the special drawing variation pattern HSP3-B is determined with a probability of 3 / 1000 (about 1 / 333). In this case, the special drawing variation pattern ASP1-A to the special drawing variation pattern ASP-C are not determined. Note that 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, when the result of the special drawing win / loss determination is a big win in the symbol variation related to Special Drawing 1 in the special drawing variation pattern derivation state PA, 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 win / loss determination is a loss 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 win / loss 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 pattern 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 previously described special drawing variation pattern and the subsequently described special drawing variation pattern 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 pattern 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 means that the different special drawing variation patterns are different.

[0081] FIG. 9(b) is a diagram schematically showing a special drawing variation pattern lottery table used when the special drawing variation pattern HNP is determined in the symbol variation related to the special drawing 1 in the special drawing variation pattern derivation state PA. 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), among the special drawing variation patterns HNP that can be determined in the symbol variation related to the special drawing 1 in the special drawing variation pattern derivation state PA, there are a special drawing variation pattern HNP-A with a variation time of 3200 ms (milliseconds), a special drawing variation pattern HNP-B with a variation time of 5600 ms, a special drawing variation pattern HNP-C with a variation time of 8000 ms, and a special drawing variation pattern HNP-D with a variation time of 11200 ms, and in this order, the variation time becomes longer. 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 reference special drawing hold counter 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 figure variation pattern HNP is determined in the special figure variation pattern derivation state PA, the special figure variation pattern (variation time) that is likely to be determined by the value of the special figure 1 hold counter at the start of the current symbol variation is different. More specifically, the smaller the value of the special figure 1 hold counter at the start of the current symbol variation, the more likely it is that a longer symbol variation will be determined (the larger the value of the special figure 1 hold counter at the start of the current symbol variation, the more likely it is that a shorter variation time will be determined). Also, such a special figure variation pattern HNP (hereinafter, may be referred to as the "basic special figure variation pattern") also exists in the special figure variation pattern derivation state PB and the special figure variation pattern derivation state PC. In these special figure variation pattern derivation states, the hold counter to be referred to is different from that in the special figure variation pattern derivation state PA, and in each case, the value of the special figure 2 hold counter is referred to.

[0082] Also, the special figure variation pattern derivation means 133 generates an effect control command (variation start command) including the stop symbol of the determined special figure, and the determined special figure variation pattern as a result of the special figure validity determination at the start of the symbol variation, and stores the command in the transmission command storage area of the main information storage means 160.

[0083] Similar to the special figure lottery means 130, when the general figure is not in the process of symbol variation, the general figure 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 figure validity determination for determining the validity of the general figure. At the same time, based on the result of the general figure validity determination and information such as the current special figure variation pattern derivation state, various parameters related to the general figure (general figure variation time, general figure stop display time, etc.) are determined. In the general drawing success / failure determination, there are a state where the general drawing lottery state has a high probability (which may be abbreviated as "general drawing high probability") and a state where the general drawing lottery state has a low probability (which may be abbreviated as "general drawing low probability"). Although the illustration of the lottery table is omitted, in this embodiment, in the case of general drawing high probability, it is a win for each general drawing with a probability of 65,535 / 65,536, and a loss with a probability of the remaining 1 / 65,536. On the other hand, in the case of general drawing low probability, it is a win for each general drawing with a probability of 1 / 65,536, and a loss with a probability of the remaining 65,535 / 65,536. Note that in the case of general drawing low probability, it may be made not to be a win for each general drawing (a loss with a probability of 65,536 / 65,536).

[0084] At the start of the big win game, the big win game control means 140 generates an effect control command (big win start command) including information related to the big win game (number of rounds, subsequent special drawing variation pattern derivation state), stores it in the transmission command storage area of the main information storage means 160, and at the end of the big win game, generates an effect control command (big win end command) including the demo time related to the end demo of the big win game, and stores it in the transmission command storage area of the main information storage means 160. This is the same even in the big win game caused by the small win game.

[0085] Also, when the result of the special drawing success / failure determination is a small win, the big win game control means 140 starts the small win game, and when the game ball passes through the V winning area (not shown) provided in the big winning opening 55 in the small win game, after the end of the small win game, the big win game corresponding to the small win can be started. Therefore, in this embodiment, the small win game functions as a game that causes a big win game. Note that when the game ball does not pass through the V winning area in the small win game, the big win game is not started after the end of the small win game.

[0086] The symbol display control means 145 causes the special symbol 1 to be variably displayed on the first special symbol display device 91 in accordance with the variation time corresponding to the determined special symbol variation pattern of the special symbol 1, and causes the special symbol 1 to be stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery after the elapse of the variation time. Similarly, in accordance with the variation time corresponding to the determined special symbol variation pattern of the special symbol 2, the special symbol 2 is variably displayed on the second special symbol display device 92, and after the elapse of the variation time, the special symbol 2 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Here, the stop display time (interval) of the symbol variation related to the special symbol refers to the time from when the special symbol is stopped and displayed until the symbol variation of the next special symbol can be started (when the result of the special symbol win / loss determination is a loss), or the time from when the symbol variation of the special symbol ends until the big win game or small win game is started (when the result of the general symbol win / loss determination is a general symbol win). The stop display time of the symbol variation related to the special symbol in the present embodiment is uniformly 300 ms regardless of the type of the special symbol and the result of the special symbol win / loss determination. Further, the symbol display control means 145 has a special symbol game timer for managing the time (variation time, stop display time) related to the display of the special symbol 1 and the special symbol 2, and when stopping and displaying the special symbol (at the timing when the value of the special symbol game timer becomes "0"), generates an effect control command (variation stop command) for requesting the definite 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 definite stop display of the decorative symbol refers to the final stop display of the decorative symbol in 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. In the temporary stop display of the decorative symbol, for example, the stopped decorative symbol has an operation of shaking slightly up and down (so-called shake variation), while in the definite stop display of the decorative symbol, even when the same decorative symbol is stopped and displayed, such as the stopped decorative symbol not having a shake variation, the stop display mode of the definitely stopped decorative symbol and the stop display mode of the temporarily stopped decorative symbol are different. Therefore, the player can recognize whether the stop display of the decorative symbol is a definite stop display or a temporary stop display.

[0087] Furthermore, the symbol display control means 145 causes the general symbol to be variably displayed on the normal symbol display device 93 in accordance with the variation time corresponding to the general symbol variation pattern of the determined general symbol, and causes the general symbol to be stopped and displayed with the determined stop symbol after the elapse of the variation time. Note that the symbol display control means 145 has a general symbol game timer for managing the time related to the general symbol (such as the general symbol variation time and the general symbol stop display time).

[0088] The electric accessory control means 150 outputs a control signal to the special electric accessory solenoid 66 in the above-described big win game or small win game, and causes the special electric accessory 65 to be released in accordance with the release pattern corresponding to the stop symbol of the special symbol.

[0089] The game state control means 155 controls the general symbol lottery state. Specifically, the game state control means 155 sets the general symbol to a low probability regardless of the stop symbol of the special symbol related to the big win game at the start of the big win game, and when a specified condition such as the end of the big win game is satisfied, sets the general symbol to a high probability until a specified number of symbol variations related to the high probability of the general symbol are performed, and sets the general symbol to a low probability when the specified number of symbol variations related to the high probability of the general symbol is completed. In particular, in the present embodiment, during the small win game, the general symbol lottery state in the symbol variation in which the small win game occurs is maintained.

[0090] Such a general symbol lottery state changes in link with the above-described special symbol variation pattern derivation state, and the transition of the special symbol variation pattern derivation state is managed by the game state control means 155. Hereinafter, the transition of the special symbol variation 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 symbol variation pattern derivation state, and FIG. 10(b) is a diagram showing the relationship of the average variation time for each special symbol variation pattern derivation state. As shown in FIG. 10(a), in the special drawing variation pattern derivation state, there is a special drawing variation pattern derivation state PA as a special drawing variation pattern derivation state corresponding to a low probability in the general drawing, and there are a special drawing variation pattern derivation state PB and a special drawing variation pattern derivation state PC as special drawing variation pattern derivation states corresponding to a high probability in the general drawing. Except during a big win game, one of these special drawing variation pattern derivation states is set. And there are transition conditions (i) to (v) for the transition conditions between the special drawing variation pattern derivation state PA to the special drawing variation pattern derivation state PC.

[0091] Specifically, the transition condition (i) is the end of the big win game related to symbol B, the transition condition (ii) is the end of the big win game related to symbol A, the transition condition (iii) is the end of the big win game related to symbol a, symbol b, or symbol c, the transition condition (iv) is the end of the symbol variation related to special drawing 2 executed without sandwiching a big win game at a high probability in the general drawing when the number of symbol variations reaches 40 times (the specified number of times related to the high probability in the general drawing of the special drawing variation pattern derivation state PB), and the transition condition (v) is the end of the symbol variation related to special drawing 2 executed without sandwiching a big win game at a high probability in the general drawing when the number of symbol variations reaches 80 times (the specified number of times related to the high probability in the general drawing of the special drawing variation pattern derivation state PC). In addition, when a big win game occurs in the special drawing variation pattern derivation state PC, after the end of the big win game, it transitions back to the special drawing variation pattern derivation state PC again, and the number of symbol variations related to special drawing 2 that can be executed until the specified number of times related to the high probability in the general drawing of the special drawing variation pattern derivation state PC is reset. Also, although not shown in the figure, when a big win game does not occur in the small win game that occurred in the special drawing variation pattern derivation state PC, and when a big win game does not occur in the small win game related to the transition condition (iii), at the end of the small win game, the current special drawing variation pattern derivation state ends and transitions to the special drawing variation pattern derivation state PA.

[0092] As shown in FIG. 10(b), the average variation time of each of the special figure variation pattern derivation state PA, the special figure variation pattern derivation state PB, and the special figure variation pattern derivation state PC becomes shorter in the order of the special figure variation pattern derivation state PA, the special figure variation pattern derivation state PB, and the special figure variation pattern derivation state PC. This is due to the length of the variation time related to the basic special figure variation pattern that is most easily determined in each special figure variation pattern derivation state. Here, the average variation time refers to the sum of the variation times obtained by multiplying each of the variation times related to the special figure variation patterns that can be selected in a certain special figure variation pattern derivation state by the appearance rate (derived by multiplying the winning probability of the special figure variation pattern by the probability of obtaining the result of the special figure validity determination, which is the probability that can occur in any symbol variation). However, in this embodiment, when there is only one special figure variation pattern that can be selected in the certain special figure variation pattern derivation state, the variation time related to the special figure variation pattern is treated as the average variation time.

[0093] Further, when a transition occurs in the normal drawing lottery state or the special figure variation pattern derivation state, the game state control means 155 generates an effect control command (game state designation command) including the state after the transition, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, in each special figure variation pattern derivation state, the game state control means 155 counts the number of executions of the symbol variation related to the transition to another special figure variation pattern derivation state, and each time the symbol variation is started, generates an effect 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 effect control command may be included in the above-described variation start command.

[0094] As described above, the main information storage means 160 is a means for temporarily storing the data read by each means and the data derived by operations by each means, etc. in the corresponding storage areas.

[0095] 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, an effect 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.

[0096] When an effect 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 effect control command to the first sub-control board 200. In principle, each effect control command is transmitted in the order stored in the transmission command storage area of the main information storage means 160.

[0097] The power restoration process execution means 175 includes a return state setting means 176 and a playable state transition means 179.

[0098] 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-off 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 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 a RAM clear process). Specifically, when there is an abnormality in the RAM 103 at the time of power restoration, a game stop state is set regardless of the state of the RAM clear switch 43 and the middle frame opening sensor 76 at the time of power restoration. Also, when 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), a RAM clear process is executed on the condition that the middle frame opening sensor 76 at the time of power restoration is ON and a playable state is set (when the middle frame opening sensor 76 at the time of power restoration is OFF, a playable state is set without executing the RAM clear process), and when 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), a 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 processing according to the detection results of sensors provided at each winning port (it is not necessary to consider the detection results of the sensors themselves). On the other hand, the playable state is a return state in which the progress of the game becomes possible by executing processing according to the detection results of sensors provided at each winning port. In particular, when the RAM clear process is not executed at the time of power restoration, the game returns to the playable state at the time of the previous power cut. For example, if the previous power cut occurred during the execution of a big win game or a small win game, the game returns to the big win game or the small win game that was being executed, and if the previous power cut occurred during the execution of a symbol variation, the game returns to the symbol variation that was being executed.

[0099] Also, whether there is an abnormality in the RAM 103 is determined by executing a RAM abnormality check (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 the 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) for the area related to the game in the RAM 103.

[0100] The playable state transition means 179 executes a playable state transition process for transitioning to the playable state when the playable state is set. Specifically, in the playable state transition process, when the output of the security signal is ON, the output of the security signal is turned OFF, and the initial setting of the device is executed. Also, in the initial setting of the device, processes such as transmitting a launch permission command for permitting the launch of game balls to the payout control board 400, setting a state in which ball entry into each winning port is enabled, and setting data for starting the random number circuit 105 are executed.

[0101] The power-off processing execution means 180 executes power-off processing based on receiving a power-off signal from the power control board 500. Specifically, for the area related to the game in the RAM 103, a checksum of the area is derived, a process of 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 power-off processing 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.

[0102] 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, a sub-information storage means 260, a customization control means 265, 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.

[0103] 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.

[0104] Generally, the presentation control means 220 includes a presentation mode control means 221, a presentation route determination means 222, a sub-hold control means 223, a pre-reading presentation control means 224, a presentation content determination means 225, a decorative symbol control means 226, and a jackpot presentation control means 227.

[0105] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner that takes into account the consistency with the special figure variation pattern derivation state managed on the main control board 100 side. In this embodiment, the presentation modes are generally classified into challenge, RUSH, and normal. The special figure variation pattern derivation state PA generally corresponds to normal, the special figure variation pattern derivation state PB corresponds to challenge, and the special figure variation pattern derivation state PC corresponds to RUSH.

[0106] When the presentation route determination means 222 receives a pre-determination command, it determines (sets) the presentation route corresponding to the symbol variation held this time based on the result of the pre-determination included in the command (in this embodiment, the special figure variation pattern). 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-determination command is transmitted, and at the start of the symbol variation, the presentation route is determined based on 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 patterns HNP-A to HNP-D). Here, the presentation route is the presentation from the start to the end of the symbol variation, which defines the process of the presentation that notifies the result of the special figure success / failure 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.

[0107] The production route in this embodiment is roughly classified into a losing production 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 neither a big win nor a small win), and a big win production route that notifies that the result of the special drawing validity determination in the current symbol variation is a big win or a small win. Further, the losing production route includes a non-developing losing production route in which the developing production is not executed, and a developing losing production route in which the developing production is executed. As will be described later, when the big win production route is determined, the developing production is executed unless otherwise specified. Here, the developing production is a production executed after the decorative symbols are in 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 production that notifies whether the result of the special drawing validity determination in the current symbol variation is a big win or a small win at the end of the production. Therefore, in the developing production corresponding to the developing losing production route, a series of productions corresponding to the developing production are executed, and it is notified at the end of the production that the result of the special drawing validity determination in the current symbol variation is neither a big win nor a small win. On the other hand, in the developing production corresponding to the big win production route, a series of productions corresponding to the developing production are executed, and it is notified at the end of the production that the result of the special drawing validity determination in the current symbol variation is a big win or a small win. Also, as will be described later, in this embodiment, in one production mode, for each of the determined special drawing variation patterns, a different production route corresponds. Therefore, in the following description, the production route for the special drawing variation pattern may sometimes be simply expressed by the special drawing variation pattern. However, a plurality of production routes may be associated with one special drawing variation pattern. In this case, one production route may be determined from the plurality of production routes corresponding to the determined special drawing variation pattern.

[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 drawing 1 hold counter and the special drawing 2 hold counter included in the command, it sets production data for causing the hold display area (not shown) of the main display unit 81 to display the number of hold images corresponding to the special drawing 1 hold counter and the number of hold images corresponding to the special drawing 2 hold counter. Note that the hold image is an image that is the target of a hold prediction effect (an example of the prediction effect described later) that changes in various forms suggesting the degree of advantage such as the expectation of a big win game occurring.

[0109] When the prediction effect control means 224 receives a pre-determination command, it determines the content of the so-called prediction effect based on the result of the pre-determination included in the command.

[0110] When the production content determination means 225 receives a variation start command, in addition to the production route already determined by the production route determination means 222, it determines the content of the production to be executed in the current symbol variation according to the setting status of the batch customization and individual customization described later. More specifically, for the content (production pattern) of the production at each production execution timing in the symbol variation, the production content determination means 225 determines the production pattern extraction table to be referred to based on the production route determined by the production route determination means 222, the setting status of the batch customization, and the setting status of the individual customization, and determines the content of the production by lottery using the determined production pattern extraction table. In particular, by doing so, it is possible to change the content of the production according to the determined production route (executed according to it), and to make the production in one symbol variation have a connection. Also, even when the same production route is determined, the executed production can be made diverse according to the setting status of the batch customization, the setting status of the individual customization, etc. Also, in the present embodiment, the production content determination means 225 can determine the execution of the cut-in effect and the symbol action described later, and these effects can be executed by the speaker 33 and the main display unit 81.

[0111] When the decorative pattern control means 226 receives a variation start command, it determines the final (determined stopped) combination of decorative patterns (left pattern, center pattern, right pattern) based on the stopped pattern of the determined special pattern. Specifically, in the pattern variation related to the special chart 1, one of the pattern alignments related to the decorative patterns other than the 7 pattern is determined for the pattern A and the pattern B, and the pattern alignment related to the 7 pattern is determined for the pattern C. Therefore, in this embodiment, even if the pattern alignment related to the decorative patterns other than the 7 pattern is stopped and displayed, the subsequent performance mode, that is, the performance mode set at the opportunity of the end of the big win game related to the pattern alignment, cannot be accurately determined from the pattern alignment that is stopped and displayed. On the other hand, when the pattern alignment related to the 7 pattern is stopped and displayed, the player can determine that the RUSH mode will be set afterwards. In addition, in the pattern variation related to the special chart 2, any of the pattern alignments related to the decorative patterns except for the 7 pattern is determined for the patterns a and c, and any of the pattern alignments related to the decorative patterns including the 7 pattern is determined for the patterns b and d. Therefore, in this embodiment, when a pattern alignment related to the decorative patterns except for the 7 pattern is stopped and displayed, it is not possible to accurately determine the number of rounds of the jackpot game related to the pattern alignment. On the other hand, when a pattern alignment related to the 7 pattern is stopped and displayed, the player can determine that the number of rounds of the jackpot game related to the pattern alignment is 10.

[0112] When the jackpot start command is received, the jackpot effect control means 227 determines the content of the effects during the jackpot game based on the information included in the command, etc. The effects during the jackpot game include a round effect that notifies the player that a round game is in progress and an end demo effect that notifies the player that the jackpot game has ended. In addition, in this embodiment, the jackpot presentation control means 227 is configured to be capable of determining the content of a presentation mode announcement presentation that announces the presentation mode after the end of a jackpot game (capable of identifying the presentation mode after the end of a jackpot game), and the details of the presentation including the start conditions will be described later.

[0113] Normally, the 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. Also, when the return state at the time of power restoration becomes the playable state with the execution of the RAM clear process, the normal performance control means 220 reads out performance data for notifying that the playable state has been reached with the execution of the RAM clear process. When the return state at the time of power restoration becomes the playable state without the execution of the RAM clear process, the normal performance control means 220 reads out performance data for notifying that the playable state has been reached without the execution of the RAM clear process. Further, when the return state at the time of power restoration becomes the game stop state, the normal performance control means 220 reads out performance data for notifying that, in addition to the game stop state, the execution of the RAM clear process has become necessary. Although the details of these notifications are omitted, it is preferable that they be continuously executed for a certain period of time (for example, 30 s) after the execution is started, and the performance device that executes the notification is not limited.

[0114] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern and reads out performance data for executing error notification according to the error notification pattern. Note that error notification is executed with priority over the variable effect related to symbol variation. Here, the fact that error notification is executed with priority means that, when the device related to the execution of error notification and the device related to the execution of variable effect are the same device, not only when only error notification is executed in the device (the execution of variable effect is restricted by the execution of error notification), but also when error notification is executed in a manner that is more easily recognized than variable effect in the device. Further, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not the gaming machine 10 is in an error state, and read out effect data for executing error notification 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. For example, when there is lamp-corresponding effect data 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 movable accessory-corresponding effect data 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 and the sub-display unit 82 from the ROM 202 based on the effect data, transmits the read movable control data to the movable decoration 22 and the sub-display unit 82, and controls the movement of the movable decoration 22 and the sub-display unit 82.

[0117] As described above, the sub-information storage means 260 is means for temporarily storing data read by means provided in the first sub-control board 200, data derived by arithmetic operations in the means, etc. in corresponding storage areas.

[0118] The customization control means 265 executes batch customization and individual customization that affect the production content by the production content determination means 225. Although details will be described later, these customizations are executed based on operations on the cursor button 38.

[0119] The sub-command management means 270 receives the production control command transmitted from the main control board 100, stores the received production command in the received command storage area of the sub-information storage means 260. Also, 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. Further, 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.

[0120] As described above, the gaming machine 10 according to the present embodiment is configured to be able to execute batch customization and individual customization that affect the execution frequency of an effect (game effect) including a variable effect executed during symbol variation based on a game operation (operation on the cursor button 38). Executing these customizations can realize the production content according to the player's preference, which contributes to improving the gaming interest. However, if only the execution frequency of the effect is changed by these customizations, when the effect with the changed execution frequency is executed overlappingly (in parallel) with other effects, there is a possibility that the effect with the changed execution frequency becomes difficult to be recognized. On the other hand, in the present embodiment, it has a function of making it easier to recognize the effect (in the present embodiment, the vibration effect) when the effect with the changed execution frequency is executed. Hereinafter, details of the function and the invention related to the function will be described.

[0121] <Regarding the content of batch customization and individual customization> First, the details of batch customization and individual customization will be described with reference to FIG. 11. FIG. 11(a) is a table that organizes the items that can be set in batch customization and their details, and FIG. 11(b) is a table that organizes the items that can be set in individual customization and their details.

[0122] As shown in FIG. 11(a), the items that can be set in batch customization include the normal mode, the active mode, and the simple mode. In this embodiment, any one of these modes is set. And depending on which mode is set, the execution frequency of the effects in the symbol variation changes. More specifically, taking the case where the normal mode is set as a reference, when the active mode is set, the execution frequency of the effects (game effects) including the cut-in effect to be described later becomes higher, and when the simple mode is set, the execution frequency of the effects becomes lower. Therefore, taking the case where the normal mode is set as a reference, when the active mode is set, the reliability of the effects in the symbol variation becomes lower, and when the simple mode is set, the reliability of the effects in the symbol variation becomes higher. Here, the reliability of the effect refers to the expectation of a big win game occurring in the symbol variation corresponding to the effect (when the effect is not a prediction effect, it is the symbol variation in which the effect is executed, and when the effect is a prediction effect, it is the symbol variation targeted by the prediction effect), that is, the expectation of deriving a big win in the symbol variation corresponding to the effect. Note that some effects including the symbol action to be described later are not affected by the setting status of batch customization.

[0123] As shown in FIG. 11(b), the items that can be set by individual customization include no preview, vibration effect UP, auto button, and 3D display, and each item is configured to be set to either ON or OFF. And depending on the setting status of these items, the execution or non-execution of the corresponding effects, the execution frequency, etc. will change. More specifically, when the no-preview item is ON, the preview effect will not occur, and when the item is OFF, the execution of the preview effect is allowed. When the vibration effect UP item is ON, the execution frequency of the vibration effect becomes higher compared to when the vibration effect UP item is OFF. Note that, although details will be described later, the vibration effect in this embodiment is an effect in which the probability of a big win game occurring due to the symbol variation at the time of execution of the effect is significantly increased. When the auto button item is ON, the auto button mode is set, and in this mode, when an effect that requires an operation on the effect button 37 in the effect during symbol variation is executed, the effect corresponding to the operation is executed without an operation on the operation unit. When the 3D display item is ON, the target image for 3D display is displayed as a 3D image, and when the item is OFF, the target image is displayed as a 2D image. Note that in this embodiment, both batch customization and individual customization can be executed during both non-game and game states. Non-game state refers to a state in which symbol variation is not being executed and neither a big win game nor a small win game is being executed, and the game state refers to a state other than the non-game state. In the following description, the details of customization during the game state will be described.

[0124] <Regarding batch customization and individual customization during the game> Next, with reference to FIGS. 12 to 14, the details of batch customization and individual customization during the game will be described. Note that FIG. 12 is a diagram showing the display related to customization displayed on the main display unit 81, the left sub-display unit 82b, and the right sub-display unit 82c during the game. FIG. 13 is a diagram showing the flow of batch customization during the game. FIG. 14 is a diagram showing the flow of individual customization during the game.

[0125] As shown in FIG. 12, during the game, an operation recommendation image ssg that can identify that batch customization can be executed by operating the left cursor button 38c or the right cursor button 38d and that individual customization can be executed by operating the up cursor button 38a or the down cursor button 38b is displayed in the display area related to the main display unit 81. Furthermore, during the game, an image for batch customization is displayed in the upper half display area (left display area 821) of the display area related to the left sub-display unit 82b, and an image for individual customization is displayed in the upper half display area (right display area 822) of the display area related to the right sub-display unit 82c.

[0126] As shown in FIG. 13, during the game, batch customization is realized by operating the left cursor button 38c or the right cursor button 38d. Specifically, as shown by the flow from the scene at the upper left end to the scene in the middle of the upper row in FIG. 13, when the right cursor button 38d is operated during the game, a batch customization image icg that can identify the mode of batch customization being set (in this embodiment, the same as the one set immediately before this operation, and in this example, the normal mode) is displayed in the left display area 821. Although not shown in the figure, even if the left cursor button 38c is operated in this state, the same batch customization image icg is displayed in the left display area 821. Also, in this embodiment, when an operation (operation on the left cursor button 38c or the right cursor button 38d) is performed to start the display of the batch customization image icg by operating the right cursor button 38d, a batch customization image icg that specifies the mode set immediately before the operation is displayed. However, a batch customization image icg that can specify the mode next to the mode set immediately before the operation at that time may be displayed. That is, the mode related to batch customization may be switched by the operation.

[0127] When an operation is performed on the right cursor button 38d in the state shown in the scene in the upper middle, as shown in the scene at the upper right end, the batch customization image icg switches to a display mode that can specify the next mode (in this example, the active mode). Note that in this embodiment, for batch customization, when switching to the next mode by a game operation (without a new game operation), the mode of the batch customization being set becomes the next mode. However, the mode of batch customization may be updated at the timing when a certain period of time has elapsed since the game operation (for example, the timing when the batch customization image icg becomes non-displayed).

[0128] When an operation is performed on the right cursor button 38d in the state shown in the scene at the upper right end, as shown in the scene at the lower left end, the batch customization image icg switches to a display mode that can specify the next mode (in this example, the simple mode). When an operation is performed on the right cursor button 38d in the state shown in the scene at the lower left end, as shown in the scene in the lower middle, the batch customization image icg switches to a display mode that can specify the next mode (in this example, the normal mode). When an operation is performed on the left cursor button 38c in the state shown in the scene in the lower middle, as shown in the scene at the lower right end, the batch customization image icg switches to a display mode that can specify the previous mode (in this example, the simple mode).

[0129] As described above, in this embodiment, during the game, batch customization is realized by operating the left cursor button 38c or the right cursor button 38d. When such an operation is performed, a batch customization image icg that can identify the mode related to the batch customization being set is displayed in the left display area 821. As a result, during the game, the player can execute batch customization and recognize the customization status (mode related to the batch customization being set) of the batch customization. In this embodiment, the batch customization image icg becomes non-displayed when 10 seconds have elapsed since the operation related to the most recent batch customization (operation on the left cursor button 38c or the right cursor button 38d).

[0130] As shown in FIG. 14, during the game, individual customization is realized by operating the upper cursor button 38a or the lower cursor button 38b, in addition to operating the middle cursor button 38e and the effect button 37. Specifically, as shown by the flow from the scene at the left end of the upper row in FIG. 14 to the scene in the middle of the upper row, when an operation on the lower cursor button 38b is performed during the game, the ON / OFF setting status for each item related to individual customization (the same as that set immediately before this operation in this embodiment, and in this example, all items are OFF), and an individual customization image kcg that can identify a predetermined first selection item (the item shown with shading, and in this example, no preview) are displayed in the right display area 822. Although not shown in the figure, even if an operation on the upper cursor button 38a is performed in this state, the same individual customization image kcg is displayed in the right display area 822. In addition, the individual customization image kcg includes the character "※Switch with the middle button" indicating that the ON / OFF of the selected item can be switched by operating the middle cursor button 38e.

[0131] When an operation is performed on the lower cursor button 38b in the state shown in the scene in the middle of the upper row, as shown in the scene at the upper right end, the individual customization image kcg switches to the state of selecting the next item (in this example, vibration effect UP). When an operation is performed on the lower cursor button 38b in the state shown in the scene at the upper right end, as shown in the scene at the lower left end, the individual customization image kcg switches to the state of selecting the next item (in this example, the auto button). Although illustration is omitted, when an operation is performed on the upper cursor button 38a in the state shown in the scene at the upper right end, the individual customization image kcg switches to the state of selecting the previous item (in this example, no pre-reading).

[0132] When an operation is performed on the middle cursor button 38e in the state shown in the scene at the lower left end, as shown in the scene in the middle of the lower row, for the individual customization image kcg, the ON / OFF of the selected item is switched (in this example, the item of the auto button switches from OFF to ON), and the character "※Switch with the middle button" included in the individual customization image kcg switches to the character "※Determine with the PUSH button". Note that the character "※Determine with the PUSH button" indicates that the ON / OFF selection status of each current item is reflected as the result of this individual customization by the operation of the effect button 37.

[0133] When an operation is performed on the effect button 37 in the state shown in the scene in the middle of the lower row, as shown in the scene at the lower right end, the individual customization image kcg becomes invisible, and the ON / OFF selection status of each item at the time of the operation (in this example, as shown in the scene in the middle of the lower row, the item of the auto button is ON and the other items are OFF) is reflected (set) as the result of this individual customization.

[0134] Thus, in this embodiment, during the game, in addition to operations on the upper cursor button 38a or the lower cursor button 38b, operations on the middle cursor button 38e and the effect button 37 are performed, so that individual customization is realized. When an operation is performed on the upper cursor button 38a or the lower cursor button 38b, an individual customization image kcg capable of specifying the situation of individual customization being set or selected is displayed in the right display area 822. Thereby, the player can execute individual customization during the game and recognize the custom situation of individual customization (ON / OFF of items related to individual customization being set or selected). In this embodiment, the individual customization image kcg becomes non-displayed when 30 seconds have elapsed since the operation related to the most recent individual customization (operation on the upper cursor button 38a, the lower cursor button 38b, or the middle cursor button 38e), even if the effect button 37 is not operated. At this time, the ON / OFF setting status for each item related to individual customization does not change.

[0135] <Regarding vibration effects> Next, the details of the vibration effect will be described with reference to FIGS. 15 and 16. FIG. 15 is a flowchart of vibration effect control processing, and this processing is executed triggered by the reception of a variation start command in the variation pattern derivation state PA (general figure low probability). FIG. 16(a) schematically shows a lottery table used for the execution lottery of the vibration effect when the item of the vibration effect UP is OFF, FIG. 16(b) schematically shows a lottery table used for the execution lottery of the vibration effect when the item of the vibration effect UP is ON, and FIG. 16(c) schematically shows a lottery table used for the execution timing lottery of the vibration effect. The range of random numbers used in these lotteries is 0 to 999.

[0136] First, the vibration effect is an effect in which the actuator provided on the movable decoration body 22 vibrates, and the full-color LED provided on the movable decoration body 22 lights up red in parallel with the vibration. In particular, the vibration effect ends after a certain period of time (10,000 ms in this embodiment), and this time is constant regardless of the execution timing of the vibration effect.

[0137] As shown in FIG. 15, in step S202, which is the first step of the vibration effect control process for controlling the vibration effect, an execution lottery for determining whether to execute the vibration effect is performed. Specifically, as shown in FIGS. 16(a) and 16(b), in the execution lottery for the vibration effect, the customization state of the vibration effect UP item and the result of the special figure pass / fail determination in the current symbol variation are referred to. Here, the current symbol variation refers to the symbol variation corresponding to the variation start command that triggered the execution of the process involving the execution of the target lottery (in the case of the execution lottery for vibration, it is the vibration effect control process), and the same applies to each effect control process described later. As shown in FIG. 16(a), when the vibration effect UP item is OFF and the result of the special figure pass / fail determination in the current symbol variation is a big win, the probability of winning the execution lottery for the vibration effect is 150 / 1000 (about 1 / 6.67), and the probability of not winning the execution lottery is 850 / 1000 (about 1 / 1.18). Also, when the vibration effect UP item is OFF and the result of the special figure pass / fail determination in the current symbol variation is a loss, the probability of winning the execution lottery for the vibration effect is 50 / 1000 (1 / 20), and the probability of not winning the execution lottery is 950 / 1000 (about 1 / 1.05). On the one hand, as shown in FIG. 16(b), when the item of vibration effect UP is ON and the result of the special symbol win / loss determination in the current symbol variation is a big win, the execution lottery of the vibration effect is won with a probability of 900 / 1000 (about 1 / 1.11) and not won in the execution lottery with a probability of 100 / 1000 (1 / 10). Also, when the item of vibration effect UP is ON and the result of the special symbol win / loss determination in the current symbol variation is a loss, the execution lottery of the vibration effect is won with a probability of 20 / 1000 (1 / 50) and not won in the execution lottery with a probability of 980 / 1000 (about 1 / 1.02).

[0138] In step S204, it is determined whether the execution lottery of the vibration effect is won. If this condition is satisfied, the process proceeds to step S206. If this condition is not satisfied, the vibration effect control process ends.

[0139] In step S206, an execution timing lottery for determining the execution timing of the vibration effect is performed. Specifically, as shown in FIG. 16(c), in the execution timing lottery of the vibration effect, the start of variation is determined with a probability of 700 / 1000 (about 1 / 1.43), and the occurrence of reach is determined with a probability of 300 / 1000 (about 1 / 3.33). Here, the occurrence of reach according to this embodiment refers to the timing at which the above-described reach state occurs.

[0140] In step S208, the effect data related to the vibration effect is set, and then the vibration effect control process ends. As a result, the vibration effect is executed at the determined execution timing.

[0141] In this way, the vibration effect in this embodiment is an effect whose execution frequency changes according to the customization status of individual customization (particularly, the item of vibration effect UP). And the execution timing of the vibration effect includes the start of variation and the occurrence of reach. In particular, in this embodiment, the vibration effect has a higher expectation of causing a big win game when executed than the cut-in effect and the symbol action described later.

[0142] <Cut-in effect> Next, the details of the cut-in effect will be described with reference to FIGS. 17 to 19. FIGS. 17(a) to 17(c) are diagrams showing specific examples of the cut-in effect. FIG. 18 is a flowchart of the cut-in effect control process, and this process is executed triggered by the reception of a variation start command in the special drawing variation pattern derivation state PA (general drawing low probability). FIG. 19(a) is a lottery table used for the execution lottery of the cut-in effect in the normal mode, FIG. 19(b) is a lottery table used for the execution lottery of the cut-in effect in the active mode, FIG. 19(c) is a lottery table used for the lottery of the effect pattern related to the cut-in effect, and FIG. 19(d) is a lottery table used for the control lottery of the cut-in effect, which schematically shows these, and the range of the random numbers used in these lotteries is 0 to 999.

[0143] As shown in FIGS. 17(a) to 17(c), in the cut-in effect in this embodiment, it is an effect in which an operation on the effect button 37 is required by displaying an effect button image bg imitating the effect button 37, and when the effect button 37 is operated while the effect button image is being displayed, a cut-in image kg is displayed on the main display unit 81, and at the same time, a voice corresponding to the cut-in image is output from the speaker 33. In addition, in the cut-in effect, a voice is also output from the speaker 33 when the effect button image bg is displayed, and the voice is the same regardless of the effect pattern described later.

[0144] More specifically, in the cut-in effect related to the effect pattern P1 shown in FIG. 17(a), a cut-in image kg1 including the characters "Chance" is displayed as the cut-in image kg, and at the same time, a voice of "Chance" is output. In the cut-in effect related to the effect pattern P2 shown in FIG. 17(b), a cut-in image kg2 including the characters "Big Chance" is displayed as the cut-in image kg, and at the same time, a voice of "Big Chance" is output. In the cut-in effect according to the effect pattern P3 shown in FIG. 17(c), a cut-in image kg3 containing the characters "super hot" is displayed as the cut-in image kg, and the sound "super hot" is output. The cut-in effect ends after a certain period of time (8000 ms in this embodiment) has elapsed, and this period is constant regardless of the cut-in effect pattern. In particular, the display period (valid period) of the effect button image bg in the cut-in effect is 3000 ms, and if the effect button 37 is operated within this display period, the cut-in image kg starts to be displayed at that time, and if the effect button 37 is not operated within this display period, at the end of this display period.

[0145] As shown in FIG. 18, in step S402, which is the first step of the cut-in performance control process that controls the cut-in performance, it is determined whether or not a reach state occurs, and if the condition is satisfied, the process proceeds to step S404, and if the condition is not satisfied, the cut-in performance control process is terminated. In step S404, it is determined whether the collective customization being set is the simple mode, and if the condition is satisfied, the cut-in effect control process is terminated, and if the condition is not satisfied, the process proceeds to step S406. That is, in this embodiment, if the collective customization being set is the simple mode, the cut-in effect is not executed.

[0146] In step S406, an execution lottery is conducted to determine whether or not a cut-in effect will be executed. Specifically, as shown in Figures 19(a) and 19(b), the execution lottery for the cut-in effect refers to the customization status of the bulk customization being set and the result of the special symbol hit / miss determination for the current pattern change. As shown in FIG. 19(a), when the batch customization being set is in the normal mode and the result of the current special figure validity determination is a big win, there is a 700 / 1000 (about 1 / 1.43) probability of winning the execution lottery for the cut-in effect, and a 300 / 1000 (about 1 / 3.33) probability of losing the execution lottery. Also, when the batch customization being set is in the normal mode and the result of the current special figure validity determination is a loss, there is a 300 / 1000 (about 1 / 3.33) probability of winning the execution lottery for the cut-in effect, and a 700 / 1000 (about 1 / 1.43) probability of losing the execution lottery. On the other hand, as shown in FIG. 19(b), when the batch customization being set is in the active mode and the result of the current special figure validity determination is a big win, there is an 800 / 1000 (1 / 1.25) probability of winning the execution lottery for the cut-in effect, and a 200 / 1000 (1 / 5) probability of losing the execution lottery. Also, when the batch customization being set is in the active mode and the result of the current special figure validity determination is a loss, there is a 600 / 1000 (about 1 / 1.67) probability of winning the execution lottery for the cut-in effect, and a 400 / 1000 (1 / 2.5) probability of losing the execution lottery.

[0147] In step S408, it is determined whether the execution lottery for the cut-in effect has been won. If this condition is satisfied, the process proceeds to step S410. If this condition is not satisfied, the cut-in effect control process ends.

[0148] In step S410, a lottery for determining the effect pattern of the cut-in effect is performed to determine the effect pattern of the cut-in effect. As shown in FIG. 19(c), in the lottery for determining the effect pattern of the cut-in effect, the result of the current special figure validity determination in the current symbol variation is referred to. However, in this lottery for determining the effect pattern, the customization status of each customization (individual customization or batch customization) is not referred to. Specifically, when the result of the special drawing validity determination in the current symbol variation is a big win, the production pattern P1 is determined with a probability of 200 / 1000 (1 / 5), the production pattern P2 is determined with a probability of 400 / 1000 (1 / 2.5), and the production pattern P3 is determined with a probability of 400 / 1000 (1 / 2.5). On the other hand, when the result of the special drawing validity determination in the current symbol variation is a loss, the production pattern P1 is determined with a probability of 600 / 1000 (about 1 / 1.67), the production pattern P2 is determined with a probability of 300 / 1000 (about 1 / 3.33), and the production pattern P3 is determined with a probability of 100 / 1000 (1 / 10).

[0149] In step S412, a restrictive lottery is performed to determine whether to restrict the execution of the cut-in effect. As shown in FIG. 19(d), in the restrictive lottery for the cut-in effect, the result of the special drawing validity determination in the current symbol variation is referred to. However, in this restrictive lottery, the customization status of each customization is not referred to, and the result of the production pattern lottery is not referred to either. Specifically, when the result of the special drawing validity determination in the current symbol variation is a big win, the restrictive lottery for the cut-in effect is won with a probability of 200 / 1000 (1 / 5), and not won with a probability of 800 / 1000 (1 / 1.25). On the other hand, when the result of the special drawing validity determination in the current symbol variation is a loss, the restrictive lottery for the cut-in effect is won with a probability of 100 / 1000 (1 / 10), and not won with a probability of 900 / 1000 (about 1 / 1.11). Details regarding the restriction of the cut-in effect will be described later.

[0150] In step S414, production data related to the cut-in effect is set, and then the cut-in effect control process is terminated. As a result, the cut-in effect is executed according to the determined production pattern and whether there is a restriction.

[0151] As described above, the cut-in effect in this embodiment is an effect whose execution frequency does not change depending on the customization status of individual customization (particularly, the item of vibration effect UP), but changes depending on the customization status of batch customization, and the degree of expectation that a big win game will occur is suggested by the effect mode. In particular, the cut-in effect is composed of a part executed by the main display unit 81 and a part executed by the speaker 33. In addition, since the cut-in effect can be executed when a reach occurs, the execution period of the cut-in effect and the execution period of the vibration effect may overlap (the cut-in effect and the vibration effect may be executed in parallel). Here, the fact that the execution periods of the two effects overlap (the two effects are executed in parallel) does not mean that the start timing and the end timing of the two effects coincide with each other, but includes the fact that the execution periods of these effects partially overlap, the fact that either the start timing or the end timing does not coincide, and the fact that both of these timings do not coincide. This is the same in the relationship between the vibration effect and the symbol action.

[0152] <Regarding the symbol action> Next, the details of the symbol action will be described with reference to FIG. 20. FIG. 20(a) is a flow of symbol action control processing, and the processing is executed upon receipt of a variation start command in the special drawing variation pattern derivation state PA (ordinary drawing low probability). FIG. 20(b) is a diagram schematically showing a lottery table used for the execution lottery of the symbol action, and the range of the random number used in the lottery is 0 to 999.

[0153] First, although not shown, in the symbol action in this embodiment, a symbol sequence (symbol combination stopped and displayed in the previous symbol variation) related to three decorative symbols stopped and displayed on the main display unit 81 starts to be variably displayed in order from the right side toward the display area related to the main display unit 81, and a sound effect is emitted from the speaker 33 in accordance with the start of the variable display. In particular, the symbol action ends after a certain period of time (3000 ms in this embodiment). Also, when the symbol action is not executed, all of the symbol sequences related to the decorative symbols start the variable display simultaneously.

[0154] As shown in FIG. 20(a), in step S602 which is the first step of the symbol action control process for controlling the symbol action, an execution lottery for determining whether or not to execute the symbol action is performed. Specifically, as shown in FIG. 20(b), in the execution lottery of the symbol action, the result of the special symbol hit or miss determination in the current symbol variation is referred to. When the result of the special symbol hit or miss determination is a big win, the probability of winning this execution lottery is 300 / 1000 (about 1 / 3.33), and the probability of losing this execution lottery is 700 / 1000 (about 1 / 1.43). On the other hand, when the result of the special symbol hit or miss determination in the current symbol variation is a miss, the probability of winning the execution lottery of the symbol action is 200 / 1000 (1 / 5), and the probability of losing this execution lottery is 800 / 1000 (1 / 1.25). Note that in the execution lottery of the symbol action, the customization status of each customization is not referred to.

[0155] In step S604, it is determined whether or not the execution lottery of the symbol action has been won. If this condition is satisfied, the process proceeds to step S606. If this condition is not satisfied, the symbol action control process ends. In step S606, the effect data related to the symbol action is set, and then the symbol action control process ends. As a result, the symbol action is executed.

[0156] In this way, the symbol action in the present embodiment is an effect in which the execution frequency does not change depending on the customization status of each customization, and the degree of expectation that a big win game will occur is suggested depending on whether or not it is executed. In particular, like the cut-in effect, the symbol action is composed of a part executed by the main display unit 81 and a part executed by the speaker 33. Also, since the symbol action can be executed at the start of the variation, the execution period of the symbol action and the execution period of the vibration effect may overlap.

[0157] <Making vibration effects easier to recognize> Next, with reference to Figs. 21 and 22, a function for making a vibration effect easily recognizable when the execution period of the vibration effect and the execution period of the cut-in effect overlap will be described in detail. FIG. 21(a) is a timing chart showing the flow of a cut-in effect that is executed without overlapping with a vibration effect, and FIG. 21(b) is a timing chart showing the flow of a cut-in effect that is executed overlapping with a vibration effect. FIG. 22(a) is a timing chart showing the flow of pattern actions executed without overlapping with vibration effects, and FIG. 22(b) is a timing chart showing the flow of pattern actions executed overlapping with vibration effects.

[0158] As shown in Figure 21(a), when a cut-in effect is executed without overlapping with a vibration effect, the occurrence of a reach triggers both the part of the cut-in effect relating to the speaker 33 and the part of the cut-in effect relating to the main display unit 81 to be started, and the execution of each part of the cut-in effect is completed over time. On the other hand, as shown in Figure 21 (b), when a cut-in effect is executed overlapping with a vibration effect, when a reach occurs, the part of the cut-in effect related to the speaker 33 is not started (executed), and the part of the cut-in effect related to the main display unit 81 is started, and as time passes, the execution of the part of the cut-in effect related to the main display unit 81 ends.

[0159] Thus, in this embodiment, when a cut-in effect is executed in overlap with a vibration effect, the frequency of which changes depending on the customization status of individual customization (particularly the vibration effect UP item), the part of the cut-in effect related to the speaker 33 is not executed (the execution of that part is restricted). According to this, when the vibration effect and the cut-in effect are executed in an overlapping manner, it is possible to make the cut-in effect recognizable while making it difficult for the cut-in effect to inhibit the recognizability of the vibration effect.

[0160] In addition, in order to achieve the above effect, when the cut-in effect is executed overlapping with the vibration effect, the volume of the part of the cut-in effect related to the speaker 33 among the cut-in effects is made lower than the volume of the part of the cut-in effect related to the speaker 33 among the cut-in effects when the cut-in effect is executed without overlapping with the vibration effect, so that it may be in a mode that is more difficult to recognize than the part of the cut-in effect related to the speaker 33 among the cut-in effects when the cut-in effect is executed without overlapping with the vibration effect. That is, when the cut-in effect is executed overlapping with the vibration effect, the execution of the part of the cut-in effect related to the speaker 33 may be restricted. Further, the period during which the execution of the part of the cut-in effect related to the speaker 33 is restricted may be the entire execution period of the cut-in effect or a part of the execution period. Furthermore, regardless of the types of the plurality of devices for executing the cut-in effect, the type of the device whose execution is restricted among the plurality of devices is also not limited. In addition, the device related to the execution of the vibration effect (in this embodiment, only the movable decorative body 22) may be executed by a plurality of types of devices. Furthermore, the device related to the execution of the vibration effect may overlap with a part or all of the devices related to the execution of the cut-in effect. However, as in this embodiment, it is preferable that the vibration effect is executed using at least a device different from the devices used for the execution of other effects (cut-in effect and pattern action) (particularly, a device dedicated to the vibration effect). In addition, the trigger for executing the vibration effect and the trigger for executing the cut-in effect are not limited to the trigger (reach occurrence) according to this embodiment. As long as the execution periods of these effects (notifications) overlap, the triggers for executing these effects are not limited. However, it is preferable that the triggers for executing these effects are the same. The trigger for executing the effect in this embodiment refers to the opportunity when the effect can be executed. In addition, in the present embodiment, the execution of the part related to the speaker 33 in the cut-in effect can be restricted regardless of the setting status of the items in the vibration effect UP, but it is not limited to this. Specifically, when the item in the vibration effect UP is in the OFF state, the execution of the part related to the speaker 33 in the cut-in effect is not restricted at all, and when the item in the vibration effect UP is in the ON state, the execution of the part related to the speaker 33 in the cut-in effect may be configured to be restricted. These modifications can also be adopted in each of the inventions described later.

[0161] Therefore, in the gaming machine 10, the first notification (vibration effect) is a notification that can be executed by a predetermined trigger (reach occurrence, start of symbol variation), and the second notification (cut-in effect) can be executed by a predetermined trigger and can be executed using both the first device (speaker 33) and the second device (main display unit 81). In a specific state where the execution frequency of the first notification changes due to a customization operation (the item in the vibration effect UP is in the ON state), when the first notification is executed by a predetermined trigger and the second notification is executed by the same predetermined trigger, the execution of the part related to the first device in the second notification is restricted, and the part related to the second device in the second notification is executed without being restricted. In other words.

[0162] In particular, in the present embodiment, there are multiple types of presentation modes in the cut-in effect. In any presentation mode, when the cut-in effect is executed overlapping with the vibration effect, the execution of the part related to the speaker 33 in the cut-in effect is restricted. According to this, while the cut-in effect has multiple types of presentation modes, when the vibration effect and the cut-in effect are executed overlappingly, it is possible to make it difficult for the cut-in effect to hinder the ease of recognition of the vibration effect.

[0163] Therefore, in the gaming machine 10, the first notification (vibration effect) is a notification that can be executed by a predetermined trigger (reach occurrence, start of symbol variation), and the second notification (cut-in effect) can be executed by a predetermined trigger, and can be in the first notification mode (the effect mode related to the effect pattern P1) or the second notification mode different from the first notification mode (the effect mode related to the effect pattern P2 or the effect pattern P3), and is a notification that can be executed using both the first device (speaker 33) and the second device (main display unit 81). In a specific state where the execution frequency of the first notification changes due to a customization operation (the state where the vibration effect UP item is ON), when the first notification is executed by a predetermined trigger and the second notification in the first notification mode is executed at the predetermined trigger, and when the first notification is executed by a predetermined trigger and the second notification in the second notification mode is executed at the predetermined trigger in the specific state, in either case, the execution of the part related to the first device in the second notification is restricted, and the execution of the part related to the second device in the second notification is executed without being restricted.

[0164] Further, in the present embodiment, when the cut-in effect is not executed overlapping with the vibration effect, when the cut-in effect is in the effect mode related to the effect pattern P2 or the effect pattern P3, the expectation of a winning game occurring is higher than when the cut-in effect is in the effect mode related to the effect pattern P1. Furthermore, when the execution period of the vibration effect and the execution period of the cut-in effect overlap, when the cut-in effect is in the effect mode related to the effect pattern P2 or the effect pattern P3, the expectation of a winning game occurring is higher than when the cut-in effect is in the effect mode related to the effect pattern P1, but it is not limited to this. Specifically, by referring to the execution presence or absence of the vibration effect in the effect pattern lottery related to the cut-in effect, etc., when the execution period of the vibration effect and the execution period of the cut-in effect overlap, the expectation of a winning game occurring when the cut-in effect is in the effect mode related to the effect pattern P2 or the effect pattern P3 may be made lower than the expectation of a winning game occurring when the cut-in effect is in the effect mode related to the effect pattern P1. According to this, while boosting the symbol variation in which the cut-in effect is executed without executing the vibration effect, when the execution period of the vibration effect and the execution period of the cut-in effect overlap, the player's attention can be directed to the vibration effect. In achieving the said effect, when the execution period of the vibration effect and the execution period of the cut-in effect overlap, the expectancy of the occurrence of a big win game when the cut-in effect is in the effect mode related to effect pattern P2 or effect pattern P3, and the expectancy of the occurrence of a big win game when the cut-in effect is in the effect mode related to effect pattern P1, may be the same. Also, in the cut-in effect in this embodiment (particularly, while the cut-in image kg is being displayed), each of the part related to the main display unit 81 and the part related to the speaker 33 becomes an effect mode corresponding to the determined effect pattern, but the part related to the speaker 33 may be made to have a constant effect mode regardless of the determined effect pattern, instead of becoming an effect mode corresponding to the determined effect pattern.

[0165] Therefore, in the gaming machine 10, the second notification (cut-in effect) is a notification that can be in the first notification mode (the effect mode related to effect pattern P1) or the second notification mode (the effect mode related to effect pattern P2 or effect pattern P3) depending on at least the difference in the notification mode in the second device (main display unit 81). In a specific state (the state where the item of vibration effect UP is ON), when the second notification is executed without executing the first notification at a predetermined trigger (reach occurrence, start of symbol variation), and when the second notification is in the second notification mode, the degree of advantage related to a privilege (big win game) is higher than when the second notification is in the first notification mode in the specific state. When both the first notification and the second notification are executed at a predetermined trigger in the specific state, and when the second notification is in the second notification mode, the degree of advantage related to the privilege is lower than when both the first notification and the second notification are executed at a predetermined trigger in the specific state and the second notification is in the first notification mode, or the degrees of advantage related to both privileges are the same. In other words. Note that the "degree of advantage related to the privilege" includes not only the degree of expectation that a big win game will occur, but also the degree of advantage of the big win game itself (the number of rounds and the game state after the big win game ends) that occurs. The same applies in the following explanations, and the degree of expectation that a big win game will occur in the explanation of this embodiment may all be replaced with the degree of advantage related to the privilege.

[0166] Subsequently, although illustration is omitted, in this embodiment, when winning the restricted lottery related to the cut-in effect, even if the cut-in effect is not executed overlapping with the vibration effect, it is executed in the flow shown in FIG. 21(b). According to this, by making the player get used to the cut-in effect whose execution is restricted, when the execution period of the vibration effect and the execution period of the cut-in effect overlap, it is possible to make it easier to recognize the cut-in effect that has become difficult to recognize by making it easier to recognize the vibration effect.

[0167] Therefore, in the gaming machine 10, in a specific state (a state where the item of vibration effect UP is ON), when a second notification (cut-in effect) is executed at a predetermined timing (reach occurrence, start of symbol variation) and the first notification (vibration effect) is not executed at the predetermined timing, in a part of the predetermined time, the execution of the part related to the first device (speaker 33) among the second notifications is restricted, and the part related to the second device (main display unit 81) among the second notifications is executed without being restricted.

[0168] In particular, as shown in FIG. 19(d), in the restricted lottery of the cut-in effect according to this embodiment, when winning the restricted lottery, the degree of expectation that the result of the special figure win / loss determination in this symbol variation is a big win is higher than when not winning the restricted lottery. According to this, when not executed overlapping with the vibration effect, the degree of attention to the cut-in effect in which the execution of the part related to the speaker 33 is restricted does not become lower than the degree of attention to the cut-in effect in which the execution of the part related to the speaker 33 is not restricted, and the effect of making the player get used to the cut-in effect whose execution is restricted as described above can be enhanced. In achieving the above effect, on the premise that it is not executed in overlap with the vibration effect, when a cut-in effect that restricts the execution of the part related to the speaker 33 is executed, the expectancy of a big win game occurring may be the same as the expectancy of a big win game occurring when a cut-in effect that does not restrict the execution of the part related to the speaker 33 is executed.

[0169] Therefore, at the above-mentioned predetermined time, when the execution of the part related to the first device (speaker 33) among the second notifications (cut-in effects) is restricted and the part related to the second device (main display unit 81) among the second notifications is executed without being restricted, it can be paraphrased that the degree of advantage related to the privilege is higher, or the degrees of advantage related to both privileges are the same, compared to when both the part related to the first device and the part related to the second device among the second notifications are executed without being restricted.

[0170] Also, as shown in FIG. 22(a), when the symbol action is executed without overlapping with the vibration effect, upon the start of symbol variation, both the part related to the speaker 33 and the part related to the main display unit 81 among the symbol action are started, and the execution of each part of the symbol action ends over time. Similarly, as shown in FIG. 22(b), when the symbol action is executed overlapping with the vibration effect, upon the start of symbol variation, both the part related to the speaker 33 and the part related to the main display unit 81 among the symbol action are started, and the execution of each part of the symbol action ends over time.

[0171] Thus, in this embodiment, by configuring to be able to execute a symbol action whose execution period can overlap with the vibration effect and whose execution of the part related to the speaker 33 is not restricted, it is possible to make it easier to recognize the vibration effect when the vibration effect and the cut-in effect are executed in overlap. In order to achieve such an effect, it is preferable that, as in the present embodiment, the probability of a big win game occurring when the symbol action is executed is lower than the probability of a big win game occurring when the cut-in effect is executed. However, it is acceptable for the levels of these probabilities to be reversed. Also, the trigger for executing the symbol action is not limited to the trigger (start of symbol variation) according to the present embodiment, and any trigger is acceptable as long as it overlaps with the execution period of the vibration effect. However, it is preferable that the triggers for executing these effects are the same. Further, in the present embodiment, regardless of the setting status of the items of the vibration effect UP, the execution of the part of the symbol action related to the speaker 33 is not restricted, but it is not limited to this. Specifically, when the item of the vibration effect UP is in the OFF state, the execution of the part of the symbol action related to the speaker 33 may be restricted when it is executed overlapping with the vibration effect.

[0172] Therefore, in the gaming machine 10, it is configured to be able to execute a third notification (symbol action) that can be executed using both the first device (speaker 33) and the second device (main display unit 81). When the execution period of the first notification (vibration effect) overlaps with the execution period of the third notification in a specific state (the item of the vibration effect UP is in the ON state), it can be said that both the part of the third notification related to the first device and the part of the third notification related to the second device are executed without being restricted.

[0173] In particular, in the present embodiment, as described above, the probability of a big win game occurring is different between the case where the cut-in effect is executed without the symbol action being executed and the case where the symbol action is executed without the cut-in effect being executed. And this leads to the fact that the probability of a big win game occurring is different between the case where the execution period of the vibration effect overlaps with the execution period of the cut-in effect without the symbol action being executed and the case where the execution period of the vibration effect overlaps with the execution period of the symbol action without the cut-in effect being executed. According to this, it is possible to increase the degree of attention for each of the case where the ease of recognizing the vibration effect is inhibited and the case where the ease of recognition is hardly inhibited.

[0174] Therefore, in the gaming machine 10, when the execution period of the first notification (vibration effect) and the execution period of the second notification (cut-in effect) overlap without the third notification (symbol action) being executed in a specific state (the item of vibration effect UP is ON), and when the execution period of the first notification and the execution period of the third notification overlap without the second notification being executed in the specific state, it can be said that the degree of advantage related to the privilege (big win game) is different.

[0175] In particular, in the present embodiment, the expectation of the occurrence of the big win game when the execution period of the vibration effect and the execution period of the cut-in effect overlap without the symbol action being executed is higher than the expectation of the occurrence of the big win game when the execution period of the vibration effect and the execution period of the symbol action overlap without the cut-in effect being executed. According to this, it is possible to further increase the attention for the case where the ease of recognizing the vibration effect is hardly inhibited.

[0176] <Regarding other modification examples> Regarding modification examples not described in the above description, they are listed below.

[0177] First, in the present embodiment, both the batch customization and the individual customization are effective (referenced when determining the content of the effect) in all gaming states (special figure variation pattern derivation states). However, for example, at least one of these customizations may be made effective only for the special figure variation pattern derivation state PA, and the effective gaming states may be narrowed down.

[0178] Also, each effect control process (vibration effect control process, cut-in effect control process, symbol action control process) in this embodiment was executed in the special figure variation pattern derivation state PA, but it is not limited to this. That is, each effect control process may be executed in the special figure variation pattern derivation state PB or the special figure variation pattern derivation state PC in addition to or instead of the special figure variation pattern derivation state PA.

[0179] In addition, the gaming machine 10 according to this embodiment employs a so-called one-kind two-kind hybrid machine that can derive both a big win and a small win that can cause a big win game in the special figure win / loss determination, but it is not limited to this, and a machine that can derive only a so-called two-kind win may be employed.

[0180] Also, in this embodiment, the high or low probability, ratio, frequency, and the number of times, 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 or low of each ratio described above, as long as the appearance aspect is ensured, the control for realizing the high or low of each ratio is not limited. Also, each lottery value in the lottery table illustrated in this embodiment 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.

[0181] Also, in the above description, the return state at power-on is determined by referring to the state of the RAM clear switch 43 at power-on, but it may be referred to whether the ON state time of the RAM clear switch 43 from power-on exceeds a specified time (for example, 3 s). In this way, the occurrence of incorrect RAM clear processing can be further suppressed.

[0182] Also, in the above description, when determining the return state at power-on, the state of the middle frame opening / closing sensor 76 (the opening / closing state of the middle frame 17) was referred to, but the return state may be set without referring to the state. In this case, uniformly, the return state at power-on may be set according to the case where the middle frame opening / closing sensor 76 is ON (the middle frame 17 is in the open state).

[0183] The present invention described above is not limited to the above description, and includes various modifications, improvements, etc. as long as the object of the present invention is achieved.

[0184] <Supplementary Note> This embodiment includes the following technical ideas. (1) A first notification whose execution frequency changes by a customization operation, a second notification, are configured to be executable, the first notification is a notification that can be executed by a predetermined trigger, the second notification is capable of being executed by the predetermined trigger, a notification that can be executed using both a first device and a second device, in a specific state where the execution frequency of the first notification changes by the customization operation, when the first notification is executed by the predetermined trigger and the second notification is executed by the predetermined trigger, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without being restricted. A gaming machine characterized by this. (2) The gaming machine according to (1) above, in a part of a predetermined time when the second notification is executed by the predetermined trigger and the first notification is not executed by the predetermined trigger in the specific state, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without being restricted. A gaming machine characterized by this. (3) The gaming machine according to (2) above, When in the specified time, when the execution of the part of the second notification related to the first device is restricted and the part of the second notification related to the second device is executed without being restricted, compared with the case where both the part of the second notification related to the first device and the part of the second notification related to the second device are executed without being restricted, the degree of advantage related to the privilege is high, or the degrees of advantage related to both privileges are the same. The gaming machine characterized by the above. (4) The gaming machine according to any one of the above (1) to (3), is configured to be able to execute a third notification that can be executed using both the first device and the second device, When the execution period of the first notification and the execution period of the third notification overlap in the specific state, both the part of the third notification related to the first device and the part of the third notification related to the second device are executed without being restricted. The gaming machine characterized by the above. (5) The gaming machine according to the above (4), when the execution period of the first notification and the execution period of the second notification overlap without the third notification being executed in the specific state, and when the execution period of the first notification and the execution period of the third notification overlap without the second notification being executed in the specific state, the degrees of advantage related to the privilege are different. The gaming machine characterized by the above.

Explanation of Signs

[0185] 10 Gaming machine 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable decoration 23 Cylinder lock 25 Transparent member 27 Upper ball receiving tray 29 Lower ball receiving tray 31 Operation handle 32 Upper frame part 33 (33a, 33b) Speaker 34a, 34b Left and right side frames 35 (35a, 35b, 35c) Frame lamp 36 Ball ejection mechanism 37 Effect button 38 Cursor button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Center cursor button 39 Main operation part 39a Ball lending button 39b Return button 40 Power switch 43 RAM clear switch 45 Opening / closing cover 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 hole 57 First start hole 59 Second start hole 61 Normal electric device 62 Normal electric device solenoid 63 Gate 65 Special electric device 66 Special electric device solenoid 67 General winning hole 69 Out hole 70 First start hole sensor 71 Second start hole sensor 72 Big winning hole sensor 73 General winning hole sensor 74 Gate sensor 75 Out ball sensor 76 Middle frame opening sensor 77 Front frame opening door 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 Ball entry determination means 115 Main random number generation means 120 Main hold control means 125 Pre-determination means 130 Special symbol lottery means 131 Special symbol hit determination means 132 Special symbol stop symbol lottery means 133 Special symbol variation pattern derivation means 135 Normal symbol 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 restoration process execution means 176 Return state setting means 179 Game playable 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 Pre-Reading 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 Object Control Means 260 Sub-Information Storage Means 265 Customization Control Means 270 Sub-Command Management Means 300 Second Sub-Control Board 301 CPU 302 ROM 303 RAM 304 I / O Port 309 Second Sub-Control Board Case 310 Audio 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 Circuit 502 Backup Power Circuit 503 Power Failure Detection Circuit 509 Power Control Board Case 811 Display Area 812 Display Area 813 Display Area X First Flow Path Y Second Flow Path ssg Recommended Operation Image icg Batch Customization Image kcg Individual Customization Image bg Production Button Image kg Cut-in Image kg1 Cut-in Image kg2 Cut-in Image kg3 Cut-in Image

Claims

1. a first notification whose execution frequency changes by a customization operation, a second notification, are configured to be executable, the first notification is a notification that can be executed by a predetermined trigger, the second notification, can be executed by the predetermined trigger, is a notification that can be executed using both a first device and a second device, in a specific state where the execution frequency of the first notification has changed by the customization operation, when the first notification is executed by the predetermined trigger and the second notification is executed by the predetermined trigger, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without being restricted, A gaming machine characterized by this.

2. The gaming machine according to claim 1, in a part of a predetermined time when the second notification is executed by the predetermined trigger and the first notification is not executed by the predetermined trigger in the specific state, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without being restricted, A gaming machine characterized by this.

3. The gaming machine according to claim 2, when, at the predetermined time, the execution of the part of the second notification related to the first device is restricted and the part of the second notification related to the second device is executed without being restricted, compared with when both the part of the second notification related to the first device and the part of the second notification related to the second device are executed without being restricted, the degree of advantage related to the privilege is high, or the degrees of advantage related to both privileges are the same, A gaming machine characterized by this.

4. The gaming machine according to any one of claims 1 to 3, is configured to be able to execute a third notification that can be executed using both the first device and the second device, when the execution period of the first notification and the execution period of the third notification overlap in the specific state, both the part of the third notification related to the first device and the part of the third notification related to the second device are executed without being restricted, A gaming machine characterized by this.

5. The gaming machine according to claim 4, When the execution periods of the first notification and the second notification overlap without the third notification being executed in the specific state, and when the execution periods of the first notification and the third notification overlap without the second notification being executed in the specific state, the degrees of advantage related to the privilege are different. The gaming machine is characterized by this.

Citation Information

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