Gaming machine
The gaming machine optimizes warning displays by varying performances and warnings during winning games, addressing addiction through strategic timing and form changes.
Patent Information
- Application Number
- JP2024124353
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-31
- Publication Date
- 2026-02-13
AI Technical Summary
The timing of warning displays in gaming machines, such as pachinko and slot machines, is crucial for effectively addressing addiction, but existing systems lack effective strategies to optimize this timing for maximum impact.
A gaming machine that executes pattern changes accompanied by win/loss determinations, allowing for varying warning displays during or after winning games, with different forms of performances and warnings at different times to enhance player awareness.
The system effectively displays warnings to prevent addiction by varying the timing and form of warnings during winning games, enhancing the machine's ability to deter excessive play.
Smart Images

Figure 2026022808000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] Some gaming machines, such as pachinko machines and slot machines, are equipped with warning displays to prevent addiction. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-113945 Summary of the Invention [Problem to be solved by the invention]
[0004] From the viewpoint of effectively drawing attention to a game, the timing at which the gaming machine displays a warning message is very important.
[0005] Therefore, the present invention has been made in consideration of the above problems, and provides a gaming machine that effectively warns players about preventing addiction, etc. [Means for solving the problem]
[0006] According to the present invention, there is provided a gaming machine that is capable of executing a pattern change accompanied by the execution of a win / loss determination, and when a specific result is derived by the win / loss determination, is capable of generating a winning game after the completion of the pattern change in which the win / loss determination was executed, and is capable of displaying a warning display to the player during the execution period of the winning game or after the winning game, and there are a first time when a second performance is executed after a first performance and the warning display is displayed after the second performance, and a second time when a second performance is executed after the first performance and the warning display is not displayed after the second performance, and the first performance can be in a common form in both the first and second times, and the second performance can be in a different form in the first and second times.
[0007] Furthermore, according to the present invention, there is provided a gaming machine that is capable of executing a pattern change accompanied by the execution of a win / loss determination, and when a specific result is derived by the win / loss determination, is capable of generating a winning game after the completion of the pattern change for which the win / loss determination was executed, and is capable of displaying a warning display to the player during the execution period of the winning game or after the winning game, and there are a first time when a second performance is executed after a first performance and the warning display is displayed after the second performance, and a second time when a second performance is executed after the first performance and the warning display is not displayed after the second performance, and the first performance can be in a different form in the first time and the second time, and the second performance can be in a common form in both the first time and the second time. [Effects of the Invention]
[0008] According to the present invention, a gaming machine is provided that effectively displays warnings to prevent addiction, etc. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of the gaming machine. [Figure 2] FIG. 2 is a diagram showing a pattern display device disposed in the area II shown in FIG. [Figure 3]FIG. 3 is a bird's-eye view showing the operation buttons and their surroundings arranged in the area III shown in FIG. [Figure 4] FIG. 4 is a diagram showing a gaming board installed in the gaming machine. [Figure 5] FIG. 5 is a rear view of the gaming machine. [Figure 6] FIG. 6 is a block diagram showing a control configuration of the gaming machine. [Figure 7] FIG. 7 is a block diagram showing the functional configuration of the gaming machine. [Figure 8] Figure 8(a) is a schematic diagram showing a lottery table for determining whether the special chart is a winner, Figure 8(b) is a schematic diagram showing a lottery table for drawing the special chart 1 stopping pattern, and Figure 8(c) is a schematic diagram showing a lottery table for drawing the special chart 2 stopping pattern. [Figure 9] Figure 9(a) is a diagram schematically showing a special chart variation pattern lottery table used in the pattern variation related to special chart 1 when in the special chart variation pattern derivation state PA, and Figure 9(b) is a diagram schematically showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 1 when in the special chart variation pattern derivation state PA. [Figure 10] FIG. 10(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 10(b) is a diagram showing the relationship between the average variation time for each special chart variation pattern derivation state. [Figure 11] FIG. 11 is a time chart showing the flow of the performance route in which the development performance HEA is executed, by pattern. [Figure 12] FIG. 12 is a diagram showing the display state of the main display unit 81 in the performance route shown in FIG. [Figure 13] FIG. 13 is a diagram showing the display state of the main display unit 81 in the performance route shown in FIG. [Figure 14] FIG. 14 is a diagram showing the display state of the main display unit 81 in the performance route shown in FIG. [Figure 15] FIG. 15 is a diagram showing the display state of the main display unit 81 in the performance route shown in FIG. [Figure 16] FIG. 16 is a flowchart relating to the cut-in effect control process. [Figure 17] 17A and 17B are lottery tables relating to cut-in effects, FIG. 17A is an execution lottery table, and FIG. 17B is a mode lottery table. [Figure 18] FIG. 18 is a time chart showing the flow of the performance route in which the development performance HEB is executed, by pattern. [Figure 19] FIG. 19 is a diagram showing the display state of the main display unit 81 in the performance route shown in FIG. [Figure 20] FIG. 20 is a diagram showing the display state of the main display unit 81 in the performance route shown in FIG. [Figure 21] FIG. 21 is a flowchart relating to the lamp effect control process. [Figure 22] 22A and 22B are lottery tables relating to lamp effects, FIG. 22A is an execution lottery table, and FIG. 22B is an aspect lottery table. [Figure 23] FIG. 23 is a diagram showing a case in which an error notification relating to a magnetic sensor abnormality is executed. [Figure 24] FIG. 24 is a diagram showing a case where an error notification is executed when an abnormal winning occurs in the big winning slot 55 during the pattern change. [Figure 25] FIG. 25 is a diagram showing a case where an error notification is executed when an excess win occurs in the big win slot 55 during a big win game. [Figure 26] FIG. 26 is a diagram showing the presentation mode of the presentation related to the hidden command. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all drawings, similar components are designated by the same reference numerals, and their description will be omitted where appropriate. In the following description, unless otherwise specified, the terms "front," "rear," "left," "right," "upper," and "lower" refer to the gaming machine 10 as viewed from the front side (player side) as shown in FIG. 1. In the following explanation, "advantage (degree of advantage)" refers to an advantage for the player, and further, unless otherwise specified, refers to an advantage in terms of the amount of prize balls (gaming media) obtained (including not only the payout of gaming balls but also the payout of medals), excluding aspects of presentation such as so-called premium images.
[0011] <Features of the present invention> Before describing the details of the gaming machine 10 in this embodiment, the features of the invention (present invention) described in this embodiment will be described. In addition, when explaining the features, the configuration in parentheses is an example of the configuration of this embodiment corresponding to the immediately preceding configuration, and the configuration may be described in parentheses for the same purpose in the explanation of the gaming machine 10 that follows this explanation.
[0012] The present invention is a gaming machine 10 that can perform pattern changes accompanied by the execution of a win / loss judgment, and when a specific result is derived by the win / loss judgment, can generate a winning game after the pattern change in which the win / loss judgment was executed has ended. The gaming machine 10 according to this embodiment, which will be described later, is a pachinko machine that pays out actual gaming balls as prize balls, but the gaming machine according to the present invention may also be a pachinko machine that provides prize balls as electronic data (so-called smart pachinko). Alternatively, the gaming machine 10 according to the present invention may be a conventional slot machine that uses a predetermined number of medals to perform a pattern change that causes multiple reels to spin, and pays out medals based on the result of the pattern change (the stopping pattern of the multiple reels), or it may be a slot machine (so-called smart slot) that pays out all medals as electronic data. The winning game in these cases is not limited to the so-called real bonus (continuous operation device of the device), but also includes AT game (assist time) such as a pseudo bonus. In particular, when the winning game in the present invention is an AT game, the termination condition may be set arbitrarily.
[0013] The gaming machine 10 of the present invention is capable of displaying a warning display to the player during or after a winning game, and is characterized in that a first performance (the part where the decorative pattern changes as shown in Figure 11) is followed by a second performance (the development performance HEA in Figure 11), and there are first times (patterns A3 and A4 in Figure 11) when a warning display is displayed after the second performance, and second times (pattern A2 in Figure 11) when a second performance is executed after the first performance and no warning display is displayed after the second performance, and the first performance can have a common form in both the first and second times, and the second performance can have a different form in the first and second times. Alternatively, the gaming machine 10 according to the present invention is capable of displaying a warning display to the player during or after a winning game, and executes a second display (an advanced display HEB shown in FIG. 18) after a first display (a cut-in display that can be executed during the changing part of the decorative pattern shown in FIG. 18), and there are a first time (pattern B3 or pattern B4 in FIG. 18) when a warning display is displayed after the second display, and a second time (pattern B2 in FIG. 18) when a second display is executed after the first display and no warning display is displayed after the second display, and the first display can be in a different form between the first and second times, and the second display can be in a common form in both the first and second times. Here, a "common aspect" means that at least a part of the effects are the same when comparing them, and they do not necessarily have to match completely. For example, when comparing variable effects and reach effects using decorative symbols, if at least the identification display (type of symbol) matches, they can be treated as a "common aspect," and the characters and effect displays accompanying the effects may be different. The gaming machine 10 according to the present invention has the above-mentioned features, and thus can effectively display warnings to prevent addiction, etc.
[0014] In the embodiment described below, a first effect and a second effect are executed during the pattern change that results in a winning game, and a warning display may be displayed during the winning game (however, the warning display is only displayed at the "first time"), but the implementation of the present invention is not necessarily limited to this form. For example, the first effect, the second effect, and the warning display may all be executed during a winning game. Alternatively, at least one of the first effect and the second effect may start during a symbol change and then be executed across the start of the winning game. Alternatively, the first effect and the second effect may be executed during a symbol change or a winning game, and the warning display may be displayed after the winning game.
[0015] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0016] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. Figure 1 is a front view of the gaming machine 10, Figure 2 is a diagram showing a pattern display device 90 arranged in area II shown in Figure 1, Figure 3 is a bird's-eye view showing a group of operation buttons arranged in area III shown in Figure 1 and their surroundings, Figure 4 is a diagram showing a gaming board 50 installed within the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and configurations and functions not shown here may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown here, and some configurations or functions may be omitted as long as the effects of the present invention are not impaired.
[0017] The gaming machine 10 of this embodiment is a so-called pachinko machine, in which gaming balls are shot into a front area (hereinafter referred to as "gaming area 50a") of a gaming board 50 on which a large number of gaming nails (not shown) are erected, and a prize ball is obtained when the gaming ball enters a prize opening (for example, a big prize opening 55, etc.). In the following description, the entry of a gaming ball into a prize opening may be simply expressed as "entering (a prize opening)."
[0018] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, a middle frame 17 that detachably holds a gaming board 50 on the front side of the opening of the outer frame 15, and a front frame 20 that is configured to cover the front side of the gaming board 50.
[0019] The middle frame 17 is supported so as to be rotatable about its left end by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed in front of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the direction opposite to the unlocking direction of the front frame 20 (to the right in this embodiment)).
[0020] The front frame 20 is supported by a hinge mechanism 21 so as to be rotatable around its left end, and can be opened and closed relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the direction opposite to the unlocking direction of the middle frame 17 (left in this embodiment)). The front frame 20 also includes a transparent member 25 arranged to cover the play area 50a, and the transparent member 25 protects the play area 50a and the play board 50 from view. The front frame 20 also includes an upper ball tray 27 and a lower ball tray 29 for storing game balls, and the upper ball tray 27 and the lower ball tray 29 are spaced apart vertically and are integral with the front frame 20. In this embodiment, a full-tank detection sensor (not shown) for detecting when the lower ball tray 29 is full with discharged game balls is provided upstream of the lower discharge port 30 that discharges game balls into the lower ball tray 29. In addition, the front frame 20 is provided with an operating handle 31 on the right side of the lower ball tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball tray 27 are launched toward the game area 50a.
[0021] 1 to 5, the middle frame 17 has a middle frame open door sensor 76 that detects whether the middle frame 17 is in an open state or a closed state relative to the outer frame 15, and a front frame open door sensor 77 that detects whether the front frame 20 is in an open state or a closed state relative to the middle frame 17. In this embodiment, both of these door open sensors are ON in the open state and OFF in the closed state. However, these door open sensors may also be configured to be OFF in the open state and ON in the closed state. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15 and the open / closed state of the front frame 20 relative to the middle frame 17.
[0022] 3, a group of operation buttons operated by the player is disposed on the upper surface of the upper ball tray 27. This group of operation buttons includes a main operation unit 39 electrically connected to the main control board 100 (described later), which includes a ball loan button 39a and a return button 39b for accepting a prepaid card return operation. The operation unit electrically connected to the first sub-control board 200 (described later) includes an effect button 37 for accepting a player's operation to switch effects occurring during play or to obtain various information related to the gaming machine 10, and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, and center cursor button 38e) for instructing operations up, down, left, and right. Each operation unit is provided with a sensor for detecting the operation, and the connected control board detects the operation of each operation unit by a change in the detection state of the sensor.
[0023] In addition, a movable decorative body 22 that operates (vibrates) due to an actuator such as a motor (not shown) is provided on the side of the upper ball tray 27. Furthermore, a lamp made up of a full-color LED is provided inside the movable decorative body 22, and the lamp lights up in accordance with the operation of the actuator, lighting up the movable decorative body 22 and making it easy to recognize that the movable decorative body 22 is operating.
[0024] A ball ejection mechanism 36 is provided below the lower ball tray 29 to eject the game balls stored in the lower ball tray 29 downward. By operating this ball ejection mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball tray 29 opens, and the game balls fall naturally through the bottom opening and are ejected. Although not shown in the figure, the upper ball tray 27 is provided with a mechanism that, similar to the ball removal mechanism 36, can be operated to move the stored balls to the lower ball tray 29, and by operating both this mechanism and the ball removal mechanism 36, it is possible to discharge the stored balls.
[0025] As shown in Fig. 1, a pair of speakers 33 (33a, 33b) are disposed on the left and right sides of the upper frame portion 32 of the front frame 20. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed with light-transmitting covers, inside which are disposed frame lamps 35 (35a, 35b, 35c). The speaker 33 and the frame lamp 35 can emit sounds or turn on or off in conjunction with effects that occur during play, error notifications, and the like.
[0026] The effect display device 80 is composed of a main display unit 81 disposed approximately in the center of the game board 50, and a sub-display unit 82 disposed around the main display unit 81. The sub-display unit 82 further includes an upper sub-display unit 82a disposed above the main display unit 81, a left sub-display unit 82b disposed on the left side of the main display unit 81, and a right sub-display unit 82c disposed on the right side of the main display unit 81. Here, the main display unit 81 is a fixed liquid crystal display device, and the upper sub-display unit 82a, the left sub-display unit 82b, and the right sub-display unit 82c are movable liquid crystal display devices operated by actuators such as motors (not shown).
[0027] The main display unit 81 can display a changing display of a pattern row that is performed in conjunction with the changing display in the first special pattern display device 91 or the second special pattern display device 92 described below, and can also display various other effects. In the variable display of the symbol rows (decorative symbols) displayed on the main display unit 81, the displayed decorative symbols form three symbol rows. In this embodiment, the variable display direction of each symbol row is downward, but the direction is not particularly limited. For example, it may be upward, left / right, depthwise, or a combination of these (diagonal direction). Here, the depth direction refers to the virtual direction perceived by the player in a display mode that uses a method (for example, perspective) that makes the player perceive the pattern row as if it is changing from the back of the main display unit 81 to the front or vice versa, even though it is actually a flat changing display on the display screen of the main display unit 81. In addition, the decorative symbols in this 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," and these symbols are provided in each symbol row. In the following description, the "1 symbol," "3 symbol," "5 symbol," "7 symbol," and "9 symbol" may be collectively referred to as "odd number symbols," and the "2 symbol," "4 symbol," "6 symbol," and "8 symbol" may be collectively referred to as "even number symbols."
[0028] Each of the sub-display units 82 is not only provided to mainly display effect images related to the effects, but is also configured to be movable. The initial positions of the upper sub-display unit 82a are on the upper side relative to the main display unit 81, the left sub-display unit 82b are on the left side relative to the main display unit 81, and the right sub-display unit 82c are on the right side relative 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 when the sub-display units 82 (particularly the left sub-display unit 82b and right sub-display unit 82c) are in the initial position shown in FIG. 4, approximately the upper half of the display area (a left display area 821 and a right display area 822, which will be described later) is visible to the player.
[0029] A plurality of light emitting diodes (hereinafter referred to as "LEDs") are arranged on the lower right side of the main display unit 81, and these LEDs form the display area of the pattern display device 90, which displays special patterns and normal patterns. In addition, the symbol display device 90 is disposed in a position that is more difficult for the player to see than the main display unit 81, and the display area of the symbol display device 90 is smaller than the display area of the main display unit 81. In addition, the arrangement and number of LEDs for the pattern display device 90 in this embodiment are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs for the pattern display device 90 are not limited to this example.
[0030] The special symbols are symbols that are stopped and displayed as a result of a symbol change that determines whether or not to activate a special electric device (for example, special electric device 65). The special symbols in this embodiment include a first special symbol displayed on first special symbol display device 91 and a second special symbol displayed on second special symbol display device 92. The special design may be abbreviated as "Special Design", the first special design as "Special Design 1", and the second special design as "Special Design 2".
[0031] The normal symbol is a symbol that is stopped and displayed as a result of a symbol change that determines whether or not to activate a normal electric device (for example, normal electric device 61). The normal symbol in this embodiment is displayed on the normal symbol display device 93. In addition, normal patterns are sometimes abbreviated as "Fuzu", and normal electric devices are sometimes called "Denchu".
[0032] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations relating to reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations relating to reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and in all cases the number of corresponding pattern variations can be identified by the lighting state of the two LEDs (in this embodiment, right always lit only = 1, left and right always lit = 2, right flashing + left always lit = 3, left and right flashing = 4).
[0033] In the following explanation, the pattern change in which the special pattern is displayed in a variable manner on the first special pattern display device 91 or the second special pattern display device 92 and then the special pattern is displayed in a stationary manner will be referred to as the "pattern change of the special pattern," and in the following explanation, the pattern change in which the normal pattern is displayed in a stationary manner on the normal pattern display device 93 and then the normal pattern is displayed in a variable manner will be referred to as the "pattern change of the normal pattern." In addition, in the following explanation, the display of the change in the pattern row (decorative pattern) displayed on the main display unit 81 described above may be referred to as "pattern change of decorative pattern" to distinguish it from "pattern change of special pattern" and "pattern change of normal pattern." In the following explanation, when simply referring to "pattern change," it means the pattern change of the special design unless otherwise specified.
[0034] As shown in Figure 4, obstacles such as numerous game pegs (not shown), windmills 52, and decorative elements are placed on the front of the game board 50, thereby defining a game area 50a in which the game balls that are shot out roll. Additionally, curved outer rail 51 and inner rail 53 are arranged on the left and upper sides of play area 50a to guide game balls launched by rotating operating handle 31 to the top of play area 50a. Outer rail 51 is located outside inner rail 53 with respect to the center of play area 50a. Here, windmill 52 is a nail-shaped mechanism for changing the direction in which game balls fall.
[0035] The gaming machine 10 is capable of varying the strength of the game ball's launch depending on the amount of rotation (e.g., rotation angle) of the operating handle 31, and various obstacles are arranged in the gaming area 50a to make the game ball roll along either the first flow path X (so-called left-hand hit), in which a game ball that is launched more weakly rolls, or the second flow path Y (so-called right-hand hit), in which a game ball that is launched more strongly rolls.
[0036] Figure 4 shows the main prize winning openings as the large prize winning opening 55, the first starting opening 57, the second starting opening 59, the gate 63, and the general prize winning opening 67, but the prize winning openings shown are examples, and their number and arrangement may be changed as appropriate.
[0037] The large prize opening 55 is located in the lower right corner of the game area 50a. A large prize opening sensor 72 is attached to the large prize opening 55, and a prize ball is determined to have been won in the large prize opening 55 based on the detection result of the large prize opening sensor 72, and the number of prize balls associated with the large prize opening 55 (15 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the big prize opening 55 when rolling from the second flow path Y compared to when rolling from the first flow path X.
[0038] A special electric device 65 is disposed above the large prize opening 55. The special electric device 65 is a member that can be switched between an open state, which makes it easy to win a prize in the large prize opening 55, and a closed state, which makes it difficult to win a prize, and is switched to either the open state or the closed state by a special electric device solenoid 66. More specifically, the special electric device 65 is in an open state during a part of the jackpot game that starts when a jackpot is determined by the special winning / loop determination described below, and this allows entry into the large prize winning hole 55. In this way, when the special electric device 65 is in an open state, it becomes easier to win a prize in the large prize winning hole 55, so the jackpot game, in which the chances of winning prize balls are significantly increased, can be said to be an advantageous game state. In a jackpot game, the special electric device 65 is alternately set to an open state and a closed state, and one open state (sometimes referred to as a "round game," and the total number of round games that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number (10 in this embodiment) of game balls have entered the large prize opening 55, and the special electric device 65 enters a closed state. Furthermore, one open state in a jackpot game also ends when a sufficient time (30 seconds in this embodiment) has elapsed for the predetermined number of game balls to enter the large prize opening 55.
[0039] The first starting hole 57 is located at the bottom center of the game area 50a. A first starting hole sensor 70 is attached to the first starting hole 57, and the detection result of the first starting hole sensor 70 determines whether a ball has entered the first starting hole 57, and the number of prize balls associated with the first starting hole 57 (4 in this embodiment) is awarded. In at least some cases where a ball has entered the first starting hole 57, a pattern change related to special image 1 is performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when rolling from the first flow path X than when rolling from the second flow path Y.
[0040] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the detection result of the second starting hole sensor 71 determines whether a ball has entered the second starting hole 59, and the number of prize balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning entry into the second starting port 59 is determined, a pattern change related to special chart 2 will be performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.
[0041] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state, which makes it easy for a game ball to enter the second starting port 59, and a closed state, which makes it difficult for the ball to enter, and is switched to either the open state or the closed state by a normal electric device solenoid 62. More specifically, the normal electric device 61 opens when the result of the normal winning / losing judgment described later is a normal winning (hereinafter, sometimes simply referred to as a "normal winning"), and thus entry into the second starting hole 59 is permitted. In this way, when the normal electric device 61 is in the open state, entry into the second starting hole 59 is possible, so that the chances of the pattern variation relating to the special drawing 2 being executed can be greatly increased while suppressing the decrease in game balls due to the prize balls.
[0042] Gate 63 is located in the center right of game area 50a. Gate 63 is equipped with a gate sensor 74, and the detection result of gate sensor 74 determines whether or not a win has been made at gate 63. In at least some cases where a win has been made at gate 63, the normal symbol pattern will change.
[0043] The general prize opening 67 is located at the lower left of the game area 50a. A general prize opening sensor 73 is attached to the general prize opening 67, and a prize at the general prize opening 67 is determined based on the detection result of the general prize opening sensor 73, and the number of prize balls associated with the general prize opening 67 (3 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X compared to when rolling from the second flow path Y, but the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.
[0044] The outlet 69 is located at the bottom of the game area 50a. A game ball that is shot into the game area 50a and does not enter any of the winning holes falls into the outlet 69 and is treated as an out ball. In this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that enter the winning hole and the out hole 69, is provided.
[0045] In addition to the sensors mentioned above, the game board 50 is also provided with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) to prevent fraudulent acts such as receiving prize balls illegally.
[0046] As shown in Figure 5, the back of the game board 50 is equipped with a main control board case 109 housing the main control board 100, a first sub-control board case 209 housing the first sub-control board 200, a second sub-control board case 309 housing the second sub-control board 300, a power supply control board case 509 housing the power supply control board 500, and a payout control board case 409 housing the payout control board 400, and in addition to the back of the first sub-control board case 209 and the second sub-control board case 309, an open / close cover 45 covering part of the back of the main control board case 109 is attached in a removable manner. The main control board 100 is provided with a RAM clear switch 43. The substrate cases and covers that encase each substrate are made of transparent materials, and the corresponding substrates can be seen through each case and cover.
[0047] Additionally, on the back of the gaming board 50, above the opening / closing cover 45, there is disposed a gaming ball tank 46 for storing gaming balls supplied from the ball supply equipment of the gaming island. The gaming ball tank 46 is further connected to a payout passage 49 leading to the upper ball tray 27 via a tank rail 47 and a payout unit 48, and the balls paid out by the payout unit 48 are paid out through the payout passage 49 to the upper ball tray 27.
[0048] So far, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with other configurations.
[0049] <Regarding the control configuration of the gaming machine 10> Next, a control configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 6. 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 according to this embodiment, and the gaming machine 10 may also have a control configuration not shown in Fig. 6.
[0050] The main control board 100 is equipped with a CPU 101 that performs various calculations 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 that serves 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 in a system separate from the program processing by the CPU 101 and generates random numbers (hard random numbers), and these are connected to each other via an internal bus.
[0051] The CPU 101 reads out various control programs stored in the ROM 102 and performs arithmetic processing to execute various processes related to the main control of the game. The RAM 103 is backed up by a backup power source generated by a backup power circuit (described later). Specifically, the RAM 103 is configured to back up various information that, when power is restored (powered on) after a power outage, allows the gaming machine 10 to return to the state it was in immediately before the power outage. For example, in addition to data such as a stack pointer and various registers held at the time of the power outage, game-related information such as the state of the gaming machine 10 at the time (game stopped or playable) and the current normal symbol lottery status are backed up. This information is cleared (initialized) by a RAM clearing process (described later). Therefore, after the RAM is cleared, a new special symbol variation pattern derivation state PA (described later) is set. Furthermore, when the RAM clearing process is executed, the symbol string associated with the decorative symbol is in a state in which the initial symbol combination is frozen. This state is also maintained if the RAM clearing process was not executed when the power was turned on and the symbol variation was not in progress at the time of the previous power outage. Furthermore, this initial symbol combination is displayed statically only when the power is turned on, and is not displayed statically when the symbol variation is performed.
[0052] In this embodiment, at least an area in which such information related to the game is stored (sometimes referred to as the game-related area of RAM 103) is backed up, as well as an area in which the complement of a checksum and a backup flag related to the game-related area of RAM 103 are stored (sometimes referred to as the game-related backup information area of RAM 103). Then, when power is restored, the gaming machine 10 recovers using the various pieces of information stored in the backed-up game-related area of RAM 103 and the game-related backup information area of RAM 103. Note that the specific method of backup in this embodiment is not limited in any way. For example, the area of RAM 103 to be backed up may be configured to be able to retain data in a non-volatile manner even in a power outage. As another example, within RAM 103, different hardware may be provided for a first memory configured to retain data in a non-volatile manner even in a power outage and a second memory referenced during operation of the gaming machine 10. In this case, the gaming machine 10 may save the information to be backed up from the second memory to the first memory when power is lost, and then recover the saved information from the first memory to the second memory when power is restored.
[0053] Furthermore, the main control board 100 is electrically connected to the first start gate sensor 70, the second start gate sensor 71, the special prize gate sensor 72, the general prize gate sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame open door sensor 76, the front frame open door sensor 77, etc., and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104. Although not shown in the figure, in addition to these sensors, the main control board 100 is also electrically connected to a full tank detection sensor, a magnetic detection sensor, and a radio wave detection sensor, and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104.
[0054] In addition, the main control board 100 is electrically connected to the first special pattern display device 91, the second special pattern display device 92, the normal pattern display device 93, the first special pattern hold lamp 94, the second special pattern hold lamp 95, the normal pattern hold lamp 96, the normal electric role solenoid 62 and the special electric role solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, the main control board 100 is electrically connected to the main operation unit 39 and the RAM clear switch 43, and is configured to be able to detect the operation of the main operation unit 39.
[0055] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected so that communication is possible in only one direction, from the main control board 100 to the first sub-control board 200, and various performance control commands are sent from the main control board 100 to the first sub-control board 200. Furthermore, the first sub-control board 200 is configured so 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 so that it cannot request the main control board 100 to transmit data. Furthermore, in this embodiment, a parallel transmission method is used for transmitting data from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.
[0056] The first sub-control board 200 comprises a CPU 201 that performs various arithmetic processing related to game presentation based on presentation control commands from the main control board 100, a ROM 202 that stores data such as presentation control programs and various lottery tables, a RAM 203 that functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 204 that inputs and outputs signals between peripheral boards and each device, and these are connected to each other via an internal bus, and the CPU 201 is configured to execute main control related to game presentation in accordance with the control program stored in ROM 202. 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 the operation of these operation units.
[0057] In addition, the first sub-control board 200 generates, through performance control processing based on performance control commands from the main control board 100, image control commands that instruct the image to be displayed on the second sub-control board 300, audio control commands that instruct the audio to be output to the audio control board 310, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the sub-display unit 82, etc. Here, the first sub-control board 200 is connected to the second sub-control board 300 and the audio control board 310 to enable two-way communication, and each control command (image control command, audio control command) is sent from the first sub-control board 200 to the second sub-control board 300 or the audio control board 310, while in response, a response command (ACK command) indicating that the control command was successfully received is sent from each control board (second sub-control board 300, audio control board 310) to the first sub-control board 200.
[0058] The first sub-control board 200 is also electrically connected to the frame lamp 35 and the movable decorative body 22, and transmits lamp control data via the I / O port 204. The frame lamp 35 and the movable decorative body 22 are configured so that their lighting is controlled by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0059] The second sub-control board 300, although not shown in the figure, is equipped with a CPU that performs various arithmetic processing related to image presentation based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, a RAM that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port that inputs and outputs signals between peripheral boards and each device, and is configured so that the CPU executes main control related to image presentation in accordance with the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the effect determined by the effect content determination means 225 (described later) based on a control signal received from the CPU, and a sound source IC that generates sound data according to the content of the effect based on a control signal received from the CPU. The VDP is a so-called image processor that reads image data stored in an image ROM in response to instructions from the CPU, processes the image data, and sends the generated image data to the main display unit 81 and the sub-display unit 82. Also connected to this VDP is a high-speed VRAM that is used to expand and process the image data read from the image ROM.
[0060] The audio control board 310 is equipped with a CPU 311 that performs various arithmetic processing related to audio performance based on audio control commands from the first sub-control board 200, a ROM 312 that stores audio control programs, audio data, etc., a RAM 313 that functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 314 that inputs and outputs signals to and from peripheral boards and each device, and is configured so that the CPU 311 executes main control related to audio performance in accordance with the control program stored in ROM 312. Therefore, the audio control board 310 reads audio data stored in ROM 312 in accordance with audio control commands received from the first sub-control board 200, synthesizes the read audio data, and transmits the final synthesized audio data to the speaker 33 via an amplifier, causing the speaker 33 to output audio.
[0061] The dispensing control board 400 is mainly composed of a CPU, a ROM, and a RAM (all not shown). In addition, the payout control board 400 is connected to the main control board 100 so as to be able to communicate in both directions, and performs control to drive the payout unit 48 to pay out game balls based on a payout control command from the main control board 100, and also controls the launch of game balls by synchronously driving the ball feeding mechanism and the launching mechanism based on the amount of operation of the operating handle 31.
[0062] The power supply control board 500 is composed of a normal power supply circuit 501 that generates normal power to be supplied to electronic and electrical components such as the control board mentioned above based on the primary power supply supplied from the power supply equipment of the game island, a backup power supply circuit 502 that generates backup power, and a power interruption detection circuit 503 that detects power interruption (when the voltage supplied by the normal power supply drops to a specified voltage). In addition, a power switch 40 is connected to the power supply control board 500, and assuming that primary power is supplied from the amusement island's power supply equipment, when the power switch 40 is turned ON, normal power is generated in the normal power supply circuit 501 of the power supply control board 500, and power is supplied to electronic and electrical components including the above-mentioned control boards (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). In addition, when a power interruption detection circuit 503 detects a power interruption, the power supply control board 500 transmits a power interruption signal (NMI signal) to each of the main control board 100, the first sub-control board 200, and the dispensing control board 400. In addition, the backup power supply circuit 502 is configured to be charged when power is supplied to the gaming machine 10 from the power supply equipment of the gaming island. In addition, the backup power supply circuit 502 may be provided on the dispensing control board 400, and the power interruption detection circuit 503 may not be provided on the power supply control board 500, but may be provided on each of the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0063] <Functional Configuration of Gaming Machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 7. Fig. 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Fig. 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations that are not shown in Fig. 7. Furthermore, when explaining the functional configuration, Figs. 8 to 11 will be referred to as necessary.
[0064] As shown in Figure 7, the main control board 100 is equipped with a ball entry determination means 110, a main random number generation means 115, a main hold control means 120, a pre-determination means 125, a special symbol lottery means 130, a normal symbol lottery means 135, a jackpot game control means 140, a pattern display control means 145, an electric device control means 150, a game status control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, a power cut processing execution means 180, and a complete function control means 190. These means are functional representations of what is realized by each control configuration on the main control board 100 described using Figure 6.
[0065] First, the main information storage means 160 is a means for temporarily storing data read by the means provided in the main control board 100, data derived by calculations in the means, etc. in the corresponding storage areas. In particular, the data (performance control commands) stored in the transmission command storage area of the main information storage means 160 is transmitted by the command transmission means to the sub-command management means 270 of the first sub-control board 200, which will be described later, after being stored.
[0066] The ball entry determination means 110 determines whether a ball has entered each winning hole based on the detection results of the sensors provided at each winning hole. In addition, when the ball entry determination means 110 determines that a game ball has entered a prize hole using a sensor installed in the prize hole, such as the large prize hole sensor 72, it generates a presentation control command (prize entry command) that includes information that can identify the type of sensor related to the prize, and stores the command in the transmission command storage area of the main information storage means 160.
[0067] The main random number generating means 115 can generate multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win is determined to have been made at a winning slot, it acquires (latches) one or more random numbers corresponding to that winning slot from the random number circuit 105. More specifically, when it is determined that a prize has been won at the first start gate 57 or the second start gate 59, the main random number generating means 115 acquires a random number for determining whether a special symbol has been won, a random number for drawing a special symbol stop symbol pattern, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that a prize has been won at gate 63, the main random number generating means 115 stores the random number for determining whether a normal symbol has been won, a random number for drawing a normal symbol stop symbol pattern, and a random number for drawing a normal symbol change pattern, which will be described later, in the corresponding storage areas of the main information storage means 160. The random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated normally, and if an update abnormality occurs in which the random numbers are not updated normally, information indicating the occurrence of the abnormality is written to a specific storage area of the random number circuit 105. Therefore, the CPU 101 can recognize that an update abnormality has occurred in the random number circuit 105.
[0068] The main reserve control means 120 controls the reservation of the pattern variation related to the special chart and the reservation of the pattern variation related to the normal chart. Regarding the special chart 1, the random number for determining whether the special chart is a hit or not, the random number for drawing the special chart stop pattern, and the random number for drawing the special chart variation pattern, which are acquired as a result of winning the first starting gate 57, are reserved (stored) as operation reservation information for the special chart 1. More specifically, the main hold control means 120 is provided with a hold counter (hereinafter referred to as the "special chart 1 hold counter") that is incremented by 1 each time the activation hold information of special chart 1 is held and decremented by 1 each time the activation hold information of special chart 1 is used (used in the lottery by the special chart lottery means 130), and stores the activation hold information in a storage area corresponding to the current special chart 1 hold counter of the main information storage means 160 until the value of the special chart 1 hold counter reaches an upper limit value (4 in this embodiment), and clears the used activation hold information each time the activation hold information is used, and controls the remaining activation hold information to be moved (shifted) from the current storage area to a storage area corresponding to a special chart 1 hold counter that is 1 less than the current special chart 1 hold counter, in order from the smallest special chart 1 hold counter. In addition, the main hold control means 120 performs the same control as described above for special drawing 2 and regular drawing separately from special drawing 1, and the hold counter for special drawing 2 is called the special drawing 2 hold counter, and the upper limit value of the special drawing 2 hold counter in this embodiment is 4. In addition, in the following explanation, "holding of operation hold information" may be expressed as "holding of pattern change" or simply as "holding." In addition, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of special chart 1 or special chart 2, it generates a performance control command (hold command) including the special chart 1 hold counter and the special chart 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, when both the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are reserved, a priority variation is performed in which the activation pending information corresponding to special chart 2 is used preferentially. However, instead of this priority variation, a winning order variation in which the activation pending information is used in the order in which it is reserved, regardless of whether it corresponds to special chart 1 or special chart 2, or a simultaneous variation in which the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are simultaneously used when both the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are reserved may be adopted.
[0069] The advance judgment means 125 executes advance judgment for a pre-reading performance targeting the pending activation information in at least some cases where the pending activation information of a special chart is pending at a predetermined advance judgment timing. More specifically, the preliminary judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and performs preliminary judgment for each of the special symbol hit / miss judgment, special symbol stop symbol lottery, and special symbol change pattern lottery, which will be described later. In each preliminary judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each preliminary judgment is used. Therefore, the results of these preliminary judgments will be the same as the results of the lottery that will be executed later. In addition, the preliminary determination means 125 generates a performance control command (preliminary determination command) including the result of the derived preliminary determination, and stores the command in a transmission command storage area of the main information storage means 160. In particular, the preliminary determination command includes a random number used to determine whether or not the special symbol is correct, and the random number is referenced in the special symbol variation pattern derivation state PB decoration body pre-reading performance control process described later. The pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the timing of the predetermined pre-determination, and therefore is transmitted following the above-mentioned hold command. Here, the predetermined timing of the pre-determination is, for example, the timing when the activation hold information of the special pattern is held. In this embodiment, if the activation hold information of special pattern 1 is held during the high probability of the normal pattern described below, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the activation hold information of special pattern 2 is held during the low probability of the normal pattern described below, the pre-determination may or may not be restricted.
[0070] The special chart lottery means 130 includes a special chart win / loss determination means 131, a special chart stop pattern lottery means 132, and a special chart change pattern derivation means 133, and executes processing by each means in the order of the special chart win / loss determination means 131, the special chart stop pattern lottery means 132, and the special chart change pattern derivation means 133. When the special chart change start condition is satisfied, the special chart lottery means 130 reads out the earliest activation pending information among the activation pending information reserved in the main information storage means 160. In addition, "the conditions for starting the change of the special chart are satisfied" means, for example, that all of the following conditions are satisfied: the player is not in the middle of a jackpot game, neither Special Chart 1 nor Special Chart 2 is currently changing the pattern (including when the pattern change related to Special Chart 1 or Special Chart 2 is stopped and displayed), and there is pending activation information on at least one of Special Chart 1 and Special Chart 2.
[0071] Here, FIGS. 8 and 9 are diagrams that schematically show the lottery table used in the main control board 100, and will be referred to as necessary in the following description. In a lottery using a lottery table, including other lottery tables, the lottery values stored in the lottery table are sequentially added to the read random number in a predetermined order (if there is only one target lottery value, the addition is performed once), and the result corresponding to the lottery value that has generated a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of the lottery tables, names are given to the lottery tables for convenience of explanation. However, as long as the data, such as the lottery values, contained in the lottery table corresponding to the names are identifiable and stored in each ROM, these names do not specify the area in which the data is stored. In the illustrated lottery tables, items listed for convenience of explanation or lottery values such as "-" or "0" are listed, but these do not necessarily indicate the data stored in each ROM. Furthermore, results with lottery values of "-" or "0" will not result in a win. Furthermore, if the lottery table contains a lottery value identical to the random number range used in the lottery (the number of random numbers that can be obtained within that range), the result will be derived 100%, so a lottery is not necessarily required. Furthermore, if the total value of the lottery values used in one lottery matches the random number range used in the lottery, a carry will always occur when adding the last lottery value, so the addition does not need to be performed, and in that case the lottery values used in the addition themselves become unnecessary.
[0072] The special symbol hit / miss judgment means 131 reads out a random number for the special symbol hit / miss judgment for each symbol change, and executes the special symbol hit / miss judgment to judge by lottery whether the winning will be a jackpot or a miss by using the read out random number and a lottery table for the special symbol hit / miss judgment. Figure 8(a) is a diagram that shows a schematic drawing of a lottery table for determining whether a special drawing is a hit or a miss, and this lottery table is used in common for special drawing 1 and special drawing 2. The range of random numbers used in this determination is 0 to 65535, so when the special drawing state is in a low probability state (hereinafter sometimes abbreviated as "special drawing low probability"), a jackpot is derived with a probability of 366 / 65536 (approximately 1 / 170), and when a jackpot is not derived, it is a miss. Similarly, when the special drawing state is in a high probability state (hereinafter sometimes abbreviated as "special drawing high probability"), a jackpot is derived with a probability of 1100 / 65536 (approximately 1 / 59.6), and if a jackpot is not derived, it is a miss.
[0073] When the result of the special chart hit / miss judgment is a big hit, the special chart stop pattern lottery means 132 reads out a random number for the special chart stop pattern lottery and determines the stop pattern of the special chart by lottery using the read random number and a lottery table for the special chart stop pattern lottery. Figure 8(b) is a diagram showing a schematic drawing of a lottery table for drawing the stop symbol of special symbol 1, and the range of random numbers used in the drawing is 0 to 99. Therefore, when a jackpot is derived from special symbol 1, symbol A is determined as the stop symbol with a probability of 50 / 100 (1 / 2), symbol B with a probability of 10 / 100 (1 / 10), and symbol C with a probability of 40 / 100 (1 / 2.5). Here, symbol A is a symbol with two rounds, which results in a low probability of a special symbol and a low probability of a normal symbol after the jackpot play ends (hereinafter, a jackpot related to this symbol may be referred to as a "charge hit"). On the other hand, symbol B is a symbol with ten rounds, which results in a low probability of a special symbol and a high probability of a normal symbol after the jackpot play ends (hereinafter, a jackpot related to this symbol may be referred to as a "normal hit"). Furthermore, symbol C is a symbol with ten rounds, which results in a high probability of a special symbol and a high probability of a normal symbol after the jackpot play ends (hereinafter, a jackpot related to this symbol may be referred to as a "probable hit"). Therefore, symbol C is a symbol with a higher probability than symbol B in terms of the number of rounds, and symbols B and C are symbols with a higher probability than symbol A in terms of both the number of rounds and the subsequent special symbol lottery state. Figure 8(c) is a diagram showing a schematic drawing of a lottery table for drawing the stop symbol for special symbol 2, and the range of random numbers used in this drawing is 0 to 99, just like the lottery for drawing the stop symbol for special symbol 1. Therefore, if a jackpot is derived in special symbol 2, symbol a will be determined as the stop symbol with a probability of 65 / 100 (approximately 1 / 1.53), and symbol b will be determined as the stop symbol with a probability of 35 / 100 (approximately 1 / 2.85). Here, pattern a is a probability variable pattern with 10 rounds and a high probability of a special pattern and a high probability of a normal pattern after the end of the jackpot game, and pattern b is a normal pattern with 10 rounds and a low probability of a special pattern and a high probability of a normal pattern after the end of the jackpot game. Therefore, it can be said that pattern a is a more advantageous pattern than pattern b in the subsequent special pattern lottery state. In addition, if the result of the special chart hit / miss judgment is not a jackpot, the special chart stop pattern lottery means 132 uniformly determines pattern D as the stop pattern when special chart 1 is a miss, and pattern c when special chart 2 is a miss. In addition, in this embodiment, the rate at which the special chart becomes highly probable after the end of a jackpot game using special chart 1 (40 / 100) is different from the rate at which the special chart becomes highly probable after the end of a jackpot game using special chart 2 (65 / 100) (the pattern variation of special chart 2 is more advantageous than the pattern variation of special chart 1).
[0074] The special pattern variation pattern derivation means 133 has a plurality of types of special pattern variation pattern lottery tables to be referenced when determining the special pattern variation pattern, and selects one special pattern variation pattern lottery table for determining the current special pattern variation pattern based on the current special pattern variation pattern derivation state and the result of the current special pattern success / failure judgment, determines one special pattern variation pattern using the selected special pattern variation pattern lottery table and a random number for special pattern variation pattern lottery, and determines the variation time based on the determined special pattern variation pattern. Here, the variation time refers to the time from when the pattern variation related to the special pattern (special pattern 1 or special pattern 2) starts to when the pattern variation ends. Details of the transition conditions will be described later, but in this embodiment, there are three special pattern variation pattern derivation states: special pattern variation pattern derivation state PA, special pattern variation pattern derivation state PB, and special pattern variation pattern derivation state PC. The above-mentioned method of determining the special pattern variation pattern is adopted in the pattern variation related to special pattern 1 in the special pattern variation pattern derivation state PA, and in the special pattern variation pattern derivation state PB and the special pattern variation pattern derivation state PC, it is adopted in the pattern variation related to special pattern 2. On the other hand, in the pattern change related to the other special chart in each special chart change pattern derivation state (the special chart for which the above-mentioned method for determining the special chart change pattern is adopted), a predetermined special chart change pattern is determined according to the result of the special chart hit / miss judgment. In particular, in this embodiment, in the pattern change related to the special chart 2 in the special chart change pattern derivation state PA, if the result of the special chart hit / miss judgment related to the pattern change is a miss, and if the result of the special chart hit / miss judgment related to the pattern change is a jackpot, a change pattern with a change time of 1000 ms is determined, and in the pattern change related to the special chart 1 in the special chart change pattern derivation state PB or the special chart change pattern derivation state PC, if the result of the special chart hit / miss judgment related to the pattern change is a miss, and if the result of the special chart hit / miss judgment related to the pattern change is a jackpot, a change pattern with a change time of 2000 ms is determined, and if the result of the special chart hit / miss judgment of the pattern change is a miss, a change pattern with a change time of 2000 ms is determined.
[0075] Figure 9(a) is a diagram showing a schematic diagram of a special chart variation pattern lottery table used for the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 9(a), in the pattern variation related to the special chart 1 in the special chart variation pattern derivation state PA, special chart variation pattern HNP to special chart variation pattern ASP-C can be determined.
[0076] Specifically, if the result of the special chart hit / miss judgment in the pattern change related to special chart 1 during the special chart change pattern derivation state PA is a miss, the special chart change pattern HNP occurs with a probability of 900 / 1000 (approximately 1 / 1.11), the special chart change pattern HRP occurs with a probability of 52 / 1000 (approximately 1 / 19.2), the special chart change pattern HSP1-A occurs with a probability of 13 / 1000 (approximately 1 / 76.9), and the special chart change pattern HS occurs with a probability of 11 / 1000 (approximately 1 / 90.9). P1-B, special chart fluctuation pattern HSP2-A with a probability of 9 / 1000 (approximately 1 / 111), special chart fluctuation pattern HSP2-B with a probability of 7 / 1000 (approximately 1 / 143), special chart fluctuation pattern HSP3-A with a probability of 5 / 1000 (1 / 200), special chart fluctuation pattern HSP3-B with a probability of 3 / 1000 (approximately 1 / 333) are determined, and in this case, special chart fluctuation pattern ASP1-A to special chart fluctuation pattern ASP-C are not determined. Details will be described later using Figure 9 (b), but when special chart fluctuation pattern HNP is determined, the special chart fluctuation pattern is further specified using the value of the special chart 1 pending counter at the start of this pattern fluctuation. Furthermore, if the result of the special chart hit / miss judgment in the pattern change related to special chart 1 during the special chart change pattern derivation state PA is pattern A (i.e., if a charge hit is determined), special chart change pattern ASP1-A will be determined with a probability of 400 / 1000 (1 / 2.5), and special chart change pattern ASP1-B will be determined with a probability of 600 / 1000 (approximately 1 / 9.09), and in such cases, special chart change pattern HNP to special chart change pattern HSP3-B and special chart change pattern ASP2-A to special chart change pattern ASP-C will not be determined. Furthermore, when the result of the special chart hit / miss judgment in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA is pattern B (that is, when a normal hit is determined), the special chart change pattern ASP1-A occurs with a probability of 120 / 1000 (approximately 1 / 8.33), the special chart change pattern ASP1-B occurs with a probability of 140 / 1000 (approximately 1 / 7.14), and the special chart change pattern AS occurs with a probability of 160 / 1000 (1 / 6.25). P2-A, special chart fluctuation pattern ASP2-B is determined with a probability of 180 / 1000 (approximately 1 / 5.56), special chart fluctuation pattern ASP3-A with a probability of 180 / 1000 (approximately 1 / 5.56), and special chart fluctuation pattern ASP3-B with a probability of 220 / 1000 (approximately 1 / 4.56). In such cases, special chart fluctuation pattern HNP to special chart fluctuation pattern HSP3-B and special chart fluctuation pattern ASP-C will not be determined. Furthermore, when the result of the special chart judgment in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA is pattern C, there is a probability of 90 / 1000 (approximately 1 / 11.1) for the special chart change pattern ASP1-A, a probability of 110 / 1000 (approximately 1 / 9.09) for the special chart change pattern ASP1-B, a probability of 135 / 1000 (approximately 1 / 7.41) for the special chart change pattern ASP2-A, and a probability of 165 / 1000 (approximately 1 / 10.41) for the special chart change pattern ASP2-B. Special chart fluctuation pattern ASP2-B is determined with a probability of 6.06), special chart fluctuation pattern ASP3-A with a probability of 180 / 1000 (approximately 1 / 5.56), special chart fluctuation pattern ASP3-B with a probability of 220 / 1000 (approximately 1 / 4.56), and special chart fluctuation pattern ASP-C with a probability of 100 / 1000 (1 / 10), and in such cases, special chart fluctuation pattern HNP to special chart fluctuation pattern HSP3-B will not be determined.
[0077] In this embodiment, if the result of the special chart hit / miss judgment for the pattern change related to special chart 1 during the special chart change pattern derivation state PA is a miss, one of the special chart change patterns HRP to HSP3-B will be determined at a rate of 100 / 1000 (1 / 10), and the special chart change pattern HNP will be determined at a rate of 900 / 1000 (approximately 1 / 1.11). In addition, if the result of the special chart hit / miss judgment in the pattern change related to special chart 1 during the special chart change pattern derivation state PA is a charge hit, either special chart change pattern ASP1-A or special chart change pattern ASP1-B will be determined at a rate of 1000 / 1000 (1 / 1). Furthermore, if the result of the special chart hit / miss judgment in the pattern change related to special chart 1 during the special chart change pattern derivation state PA is a normal hit, one of the special chart change patterns ASP1-A to ASP3-B will be determined at a rate of 1000 / 1000 (1 / 1). Furthermore, if the result of the special chart hit / miss judgment in the pattern change related to special chart 1 during the special chart change pattern derivation state PA is a sure hit, one of the special chart change patterns ASP1-A to ASP-C will be determined at a rate of 1000 / 1000 (1 / 1). Here, in the explanation of the special chart fluctuation pattern of this embodiment, when two special chart fluctuation patterns are described with "~" in between, the description of the special chart fluctuation pattern that exists between the special chart fluctuation pattern described earlier and the special chart fluctuation pattern described later is omitted in accordance with the order described in the drawing related to the special chart fluctuation pattern lottery table for each special chart fluctuation pattern derivation state. Also, in the explanation of the special chart fluctuation pattern of this embodiment, regardless of whether the corresponding fluctuation time is described, if the names of the special chart fluctuation patterns are different, it means that the different special chart fluctuation patterns are different.
[0078] Figure 9(b) is a diagram schematically showing a special chart variation pattern lottery table used when a special chart variation pattern HNP is determined in the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of the random numbers used in this lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9(b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 1 during the special chart fluctuation pattern derivation state PA include special chart fluctuation pattern HNP-A with a fluctuation time of 3200 ms (milliseconds), special chart fluctuation pattern HNP-B with a fluctuation time of 5600 ms, special chart fluctuation pattern HNP-C with a fluctuation time of 8000 ms, and special chart fluctuation pattern HNP-D with a fluctuation time of 11200 ms, in that order of increasing fluctuation time. Specifically, if the special chart 1 reserved counter is 3 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the special chart 1 reserved counter is 2 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 150 / 1000 (approximately 1 / 6.67), and the special chart change pattern HNP-B will be determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the special chart 1 reserved counter is 1 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 50 / 1000 (1 / 20), and the special chart change pattern HNP-B will be determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special pattern variation pattern HNP-B is determined with a probability of 800 / 1000 (1 / 1.25), and the special pattern variation pattern HNP-C is determined with a probability of 800 / 1000 (1 / 1.25). If the special pattern 1 reserved counter = 0 at the start of this pattern variation, the special pattern variation pattern HNP-B is determined with a probability of 50 / 1000 (1 / 20), the special pattern variation pattern HNP-C is determined with a probability of 100 / 1000 (1 / 10), and the special pattern variation pattern HNP-D is determined with a probability of 850 / 1000 (approximately 1 / 1.18). In the following explanation, if the value of the referenced special pattern reserved counter is 3, it will be referred to as "protected 3", if the value of the special pattern reserved counter is 2, it will be referred to as "protected 2", if the value of the special pattern reserved counter is 1, it will be referred to as "protected 1", and if the value of the special pattern reserved counter is 0, it will be referred to as "protected 0". In this way, when the special pattern variation pattern HNP is determined in the special pattern variation pattern derivation state PA, the special pattern variation pattern (variation time) that is likely to be determined depends on the value of the special pattern 1 reserved counter at the start of the current pattern variation. More specifically, the smaller the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a special pattern variation pattern with a longer variation time will be determined (the larger the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a shorter variation time will be determined). In addition, such special chart variation pattern HNP (hereinafter sometimes referred to as "basic special chart variation pattern") also exists in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, and in these special chart variation pattern derivation states, the reserved counter referenced is different from that in the special chart variation pattern derivation state PA, and in both cases the value of the special chart 2 reserved counter is referenced.
[0079] In addition, at the start of the pattern change, the special chart change pattern derivation means 133 generates a performance control command (change start command) including the result of the special chart hit / miss judgment, the determined special chart stop pattern, and the determined special chart change pattern, and stores the command in the transmission command storage area of the main information storage means 160.
[0080] As described above, it can be said that the gaming machine 10 is provided with a variation pattern deriving means (special symbol variation pattern deriving means 133) that derives a variation pattern related to symbol variation.
[0081] The regular map lottery means 135, like the special map lottery means 130, reads out the earliest pending activation information from the pending activation information stored in the main information storage means 160 when the regular map pattern is not changing, and uses the read random number to perform a regular map validity judgment to determine whether the regular map is valid or invalid, and determines various parameters related to the regular map (regular map change time, regular map stop display time, etc.) based on the result of the regular map validity judgment and information such as the current special map change pattern derivation state. In determining whether a regular drawing is a hit or miss, there are two states where the regular drawing lottery state is a high probability state (sometimes abbreviated as "regular drawing high probability") and a low probability state (sometimes abbreviated as "regular drawing low probability"). An illustration of the lottery table is omitted, but in this embodiment, in a regular drawing high probability state, the probability of a regular drawing being a hit is 65535 / 65536, and the remaining probability of a miss is 1 / 65536, while in a regular drawing low probability state, the probability of a regular drawing being a hit is 1 / 65536, and the remaining probability of a miss is 65535 / 65536. Note that in a regular drawing low probability state, it may be configured so that the regular drawing does not win (65536 / 65536 is a miss).
[0082] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (start demo command) including information related to the jackpot game (the required time for the start demo, the number of rounds, and the subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a presentation control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of the round game, a presentation control command (end demo command) including the required time for the end demo of the jackpot game is generated and stored in the transmission command storage area of the main information storage means 160.
[0083] The pattern display control means 145 causes the first special pattern display device 91 to variably display the special pattern 1 in accordance with the variation time corresponding to the determined special pattern variation pattern of the special pattern 1, and causes the special pattern 1 to be stopped and displayed with the stop pattern determined by the special pattern stop pattern lottery after the variation time has elapsed. Similarly, the second special pattern display device 92 causes the special pattern 2 to variably display in accordance with the variation time corresponding to the determined special pattern variation pattern of the special pattern 2, and causes the special pattern 2 to be stopped and displayed with the stop pattern determined by the special pattern stop pattern lottery after the variation time has elapsed. Here, the stop display time (interval) of the pattern change related to the special chart refers to the time from when the special chart is stopped and displayed until the pattern change of the next special chart can start (if the result of the special chart hit / miss judgment is a miss), or the time from when the pattern change of the special chart ends until the jackpot game starts (if the result of the normal chart hit / miss judgment is a normal hit), and in this embodiment the stop display time of the pattern change related to the special chart is a uniform 300 ms regardless of the type of special chart or the result of the special chart hit / miss judgment. In addition, the pattern display control means 145 has a special pattern game timer for managing the time (variation time, stop display time) related to the display of special pattern 1 and special pattern 2, and when the special pattern is stopped for display (at the timing when the value of the special pattern game timer becomes "0"), it generates a presentation control command (variation stop command) for requesting the fixed stop display of the decorative pattern, and stores the command in the transmission command storage area of the main information storage means 160. Here, the "confirmed stop display of a decorative pattern" refers to the final stop display of a decorative pattern in the pattern change, and is different from the provisional stop display of a decorative pattern that may occur during the pattern change. In the provisional stop display of a decorative pattern, the decorative pattern displayed as stopped is accompanied by a small up and down movement (so-called "swinging fluctuation"), while in the confirmed stop display of a decorative pattern, the decorative pattern displayed as stopped is not accompanied by a swinging fluctuation. Therefore, the player can recognize whether the decorative pattern display is a confirmed stop display or a provisional stop display.
[0084] Furthermore, the pattern display control means 145 causes the normal map to be displayed on the normal pattern display device 93 in a variable manner according to a variable time corresponding to the determined normal map variable pattern, and after the variable time has elapsed, causes the normal map to be displayed in a stopped state with the determined stopping pattern. In addition, the symbol display control means 145 has a regular symbol game timer for managing the time related to the regular symbol (regular symbol fluctuation time, regular symbol stop display time, etc.).
[0085] In the above-mentioned big win game, the electric device control means 150 outputs a control signal to the special electric device solenoid 66, and opens the special electric device 65 according to an opening pattern corresponding to the stopping pattern of the special chart.
[0086] The game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol to low probability at the start of a jackpot game regardless of the stopped symbol of the special symbol related to the jackpot game, and when a specified condition such as the end of the jackpot game is satisfied, sets the normal symbol to high probability until the symbol changes a specified number of times related to the normal symbol high probability, and sets the normal symbol to low probability when the symbol changes a specified number of times related to the normal symbol high probability have ended.
[0087] Such a regular drawing state changes in conjunction with the above-mentioned special drawing variation pattern derivation state, and the transition of the special drawing variation pattern derivation state is managed by the game state control means 155. The transition of the special drawing variation pattern derivation state will be explained below with reference to Figures 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transition of the special drawing variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship between the average variation time for each special drawing variation pattern derivation state. As shown in Figure 10(a), in the special chart variation pattern derivation state, there is a special chart variation pattern derivation state PA as a special chart variation pattern derivation state corresponding to special chart low probability and normal chart low probability, there is a special chart variation pattern derivation state PB as a special chart variation pattern derivation state corresponding to special chart high probability and normal chart high probability, and there is a special chart variation pattern derivation state PC as a special chart variation pattern derivation state corresponding to special chart low probability and normal chart high probability, and one of these special chart variation pattern derivation states is set except during jackpot play. And, the transition conditions between the special chart variation pattern derivation state PA and the special chart variation pattern derivation state PC include transition condition (i) to transition condition (iii).
[0088] Specifically, transition condition (i) is the end of the jackpot game related to the special jackpot, transition condition (ii) is the end of the jackpot game related to the normal jackpot, and transition condition (iii) is the end of the 100th pattern change. In addition, if a jackpot game related to a charge hit is started in the special symbol variation pattern derivation state PA, the special symbol variation pattern derivation state PA is set again after the jackpot game ends. Also, if a jackpot game related to a probability hit is started in the special symbol variation pattern derivation state PB, the special symbol variation pattern derivation state PB is set again after the jackpot game ends. Furthermore, if a jackpot game related to a normal hit is started in the special symbol variation pattern derivation state PC, the special symbol variation pattern derivation state PC is set again after the jackpot game ends (the count of the symbol variation in transition condition (iii) starts from 0).
[0089] As shown in Figure 10(b), the average fluctuation time for the special pattern fluctuation pattern derivation state PA, the special pattern fluctuation pattern derivation state PB, and the special pattern fluctuation pattern derivation state PC decreases in the following order: special pattern fluctuation pattern derivation state PA, special pattern fluctuation pattern derivation state PC, special pattern fluctuation pattern derivation state PB. This is due to the length of the fluctuation time for the basic special pattern fluctuation pattern that is most likely to be determined in each special pattern fluctuation pattern derivation state. Here, the average fluctuation time refers to the sum of the fluctuation times derived by multiplying the occurrence rate (the probability that a pattern fluctuation can occur in any pattern fluctuation, derived by multiplying the probability of the special pattern being successful or unsuccessful by the probability of the special pattern being successful or unsuccessful) for each fluctuation time for the special pattern fluctuation pattern that can be selected in a certain special pattern fluctuation pattern derivation state. However, in this embodiment, if there is only one special pattern fluctuation pattern that can be selected in that certain special pattern fluctuation pattern derivation state, the fluctuation time for that special pattern fluctuation pattern is treated as the average fluctuation time.
[0090] Thus, in this embodiment, in terms of time efficiency in obtaining prize balls due to the average fluctuation time, the special chart fluctuation pattern derivation state PC can be said to be a more advantageous gaming state than the special chart fluctuation pattern derivation state PB.
[0091] In addition, when a transition occurs between the normal drawing state and the special drawing pattern derivation state, the game state control means 155 generates a presentation control command (game state designation command) including the state after the transition, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, the game state control means 155 counts the number of times that a pattern change related to a transition to another special pattern change pattern derivation state is executed in each special pattern change pattern derivation state, and generates a performance control command including the number of times that the pattern change is counted each time a pattern change is started, and stores the command in a transmission command area of the main information storage means 160. Note that the information included in the performance control command may be included in the above-mentioned change start command.
[0092] As described above, the main information storage means 160 is a means for temporarily storing data read by each means and data derived by calculations or the like by each means in the corresponding storage areas.
[0093] The main error control means 165 monitors the input information of the I / O port 104 and determines whether or not the gaming machine 10 is in an error state. If it is determined that the gaming machine 10 is in an error state, it stores a performance control command (error command) including information that can identify the error state in a transmission command storage area of the main information storage means 160.
[0094] When a performance control command is stored in the transmission command storage area of the main information storage means 160, the main command management means 170 transmits the performance control command to the first sub-control board 200. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of the main information storage means 160.
[0095] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0096] The recovery state setting means 176 executes a recovery state setting process to set a recovery state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the inner frame door open sensor 76 when power is restored. The recovery states set by this process include a game-stopped state and a playable state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, a game-stopped state is set regardless of the state of RAM clear switch 43 and the state of middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is ON (pressed state) when power is restored, RAM clear processing is executed and a playable state is set on the condition that middle frame door open sensor 76 is ON when power is restored (if middle frame door open sensor 76 is OFF when power is restored, the RAM clear processing is not executed and the playable state is set), and if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed state) when power is restored, the RAM clear processing is not executed and the playable state is set. Here, the game stop state is a return state in which the game cannot proceed because processing is not performed according to the detection results of the sensors installed at each winning port (the detection results of the sensors themselves do not need to be looked at). On the other hand, the playable state is a restored state in which the game can be continued by executing a process according to the detection results of the sensors installed in each winning slot. In particular, if the RAM clear process is not executed when power is restored, the game will return to the playable state at the time of the previous power outage. For example, if a jackpot game was being played at the time of the previous power outage, the game will return to the jackpot game that was being played, and if a symbol change was being played at the time of the previous power outage, the game will return to the symbol change that was being played.
[0097] In addition, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check (specifically, a process that determines whether or not a backup flag is stored (whether or not the backup flag is ON) in the backup information area related to the target area, and if the backup flag is stored (if the backup flag is ON), derives a checksum of the target area and the complement stored in the backup information area related to the area, and if the calculation result is 0, determines that the target area is normal, and otherwise determines that the target area is abnormal) performed on the area related to the game in RAM103.
[0098] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. More specifically, in the process of transitioning to a playable state, if the security signal output is ON, a process of turning the security signal output OFF and initial setting of the device are executed. In addition, during the initial setting of the device, processes such as sending a launch permission command to the payout control board 400 to allow the launch of game balls, setting the state in which balls will be valid when they enter each winning slot, and setting data to activate the random number circuit 105 are performed.
[0099] The power cutoff process execution means 180 executes the power cutoff process based on the reception of the power cutoff signal from the power supply control board 500. Specifically, for the area of RAM 103 related to gaming, the checksum of that area is derived, the complement of that checksum is stored in the backup information area of RAM 103 related to gaming, and a backup flag indicating that power-off processing has been performed on that area is turned ON (the backup flag is stored in the backup information area of RAM 103 related to gaming).
[0100] The complete function control means 190 calculates the increase in the number of game balls from the lowest number (so-called MY), and when MY reaches a predetermined threshold value (100,000 in this embodiment) or more, it determines that the activation condition for the complete function is met and sets a game stop state. Since activation of the complete function results in a game stop state, activation of the complete function can also be treated as a type of error occurrence. If the activation condition of the complete function is met during the variation of the symbol that has been selected for the special symbol win / loss judgment, the subsequent winning game will not be executed. Therefore, in such a case, the warning display will not be displayed after the activation condition is met. In addition, if the activation conditions for the complete function are met during a winning game, the game will be stopped after the winning game ends. Therefore, in this case, if it is a specific winning game (normal winning or probability winning), the warning display will be displayed, but if it is a other winning game (charge winning), the warning display will not be displayed. In addition, if the conditions for activating the complete function are met during a winning game and the power is restored after the conditions for activation are met, the display related to the winning game after restoration may be replaced with a general-purpose image, and the warning display may not be displayed at this time.
[0101] As shown in Figure 7, the first sub-control board 200 is equipped with a sub-random number generating means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 250, a sub-information storage means 260, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, etc., in the corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored by the sub-command management means 270 in a received command storage area of the sub-information storage means 260. In the following explanation, the storage of the performance control command transmitted from the main command management means 170 in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may be simply referred to as "receiving a performance control command."
[0102] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by the CPU 201 through program processing, and obtains random numbers at the timing when each lottery (details will be described later) is executed by the normal performance control means 220.
[0103] The normal presentation control means 220 includes a presentation mode control means 221, a presentation route determination means 222, a sub-hold control means 223, a pre-reading presentation control means 224, a presentation content determination means 225, a decorative pattern control means 226, and a jackpot presentation control means 227.
[0104] 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 is consistent with the special chart variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are broadly divided into normal mode, low-probability time-saving mode, and RUSH mode, with normal mode corresponding to the special chart fluctuation pattern derivation state PA, RUSH mode corresponding to the special chart fluctuation pattern derivation state PB, and low-probability time-saving mode corresponding to the special chart fluctuation pattern derivation state PC.
[0105] When receiving a preliminary determination command, the performance route determination means 222 determines (sets) a performance route corresponding to the currently reserved pattern change based on the result of the preliminary determination included in the command (in this embodiment, the special symbol change pattern). Note that if the special symbol change pattern corresponding to the pattern change is the above-mentioned special symbol change pattern HNP, the performance route determination means 222 does not determine a performance route when the preliminary determination command is transmitted, and determines a performance route based on the special symbol change pattern included in the change start command at the start of the pattern change (for example, if the special symbol change pattern derivation state PA, special symbol change pattern HNP-A to special symbol change pattern HNP-D). Here, the presentation route is the presentation from the start to the end of the pattern change, and specifies the process of the presentation that notifies the result of the special pattern judgment in the pattern change, and the content of the presentation executed in the pattern change will be determined by the presentation content determination means 225 described later in accordance with the presentation route corresponding to the pattern change.
[0106] The presentation route in this embodiment is roughly divided into a miss presentation route that notifies that the result of the special symbol hit / miss judgment in the current symbol change is a miss, and a win presentation route that notifies that the result of the special symbol hit / miss judgment in the current symbol change is a jackpot. Furthermore, the miss presentation route includes a non-development miss presentation route in which the development presentation is not executed, and a development miss presentation route in which the development presentation is executed. Note that, as will be described later, if the win presentation route is determined, the development presentation will be executed unless otherwise explained. Here, the development effect is an effect that is executed after the decorative symbols reach a reach state (a state in which all but one symbol row are displayed stationary and the remaining symbol rows are displayed in a variable manner), and at the end of which it is announced whether the result of the special symbol hit / miss judgment in the current symbol change is a jackpot or not. Therefore, in the development effect corresponding to the development miss effect route, a series of effects corresponding to the development effect is executed, and at the end of which it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a jackpot nor a jackpot. On the other hand, in the development effect corresponding to the hit effect route, a series of effects corresponding to the development effect is executed, and at the end of which it is announced that the result of the special symbol hit / miss judgment in the current symbol change is a jackpot. Also, as will be described later, in this embodiment, in one presentation mode, each determined special chart variation pattern corresponds to a different presentation route. Therefore, in the following description, the presentation route for the special chart variation pattern may be simply expressed as a special chart variation pattern. However, multiple presentation routes may be associated with one special chart variation pattern, and in this case, one presentation route may be determined from multiple presentation routes corresponding to the determined special chart variation pattern. Below, we will explain the contents of the presentation route corresponding to each special chart change pattern determined in each presentation mode.
[0107] First, the presentation routes corresponding to the special chart variation patterns HNP-A to HNP-D and the special chart variation pattern HRP, which are determined normally (special chart variation pattern derivation state PA), correspond to the non-development miss presentation route described above. Specifically, the special pattern variation patterns HNP-A to HNP-D correspond to a presentation route that notifies the user that the result of the special pattern hit / miss judgment in this pattern change is a miss when the decorative patterns are not in a reach state and are stopped and displayed in a barrage (a state in which all pattern rows are stopped and the same decorative pattern is not stopped and displayed in each pattern row). Here, the same decorative pattern refers to a decorative pattern that resembles the same number, and the parts other than the numbers that make up the decorative pattern may be different. Similarly, different decorative patterns refer to decorative patterns that resemble different numbers. The special symbol variation pattern HRP corresponds to a presentation route in which the decorative symbols reach a reach state without pseudo-variation, and then the decorative symbols stop and display in a scattered pattern without executing the development presentation described below, thereby announcing that the result of the special symbol hit / miss judgment for this symbol variation is a miss. Here, pseudo-variation refers to a period before the development presentation begins, which is divided by the stopping of decorative symbols based on a certain rule (for example, the stopping of decorative symbols in a pattern in which the same decorative symbols stop in the middle and right symbol rows, such as "5 symbols-6 symbols-6 symbols"). Therefore, it can be said that a pseudo-variation only occurs when the number of pseudo-variations is two. In other words, if the decorative symbols change only once until the reach state is reached, it can be said that a pseudo-variation does not occur, and in such a case, it can be said that one pseudo-variation is executed. Note that, although the maximum number of pseudo-variations in this embodiment is three, the maximum number of pseudo-variations is not limited to this, and any number greater than two can be used.
[0108] The special chart change patterns HSP1-A to HSP3-B correspond to the above-mentioned development miss performance route. Specifically, for the special chart variation patterns HSP1-A and HSP1-B, a development effect is executed that notifies the user that the result of the special chart hit / miss judgment in this pattern change is a miss through a single decorative pattern change, and after the development effect ends, the decorative pattern is displayed in a scattered pattern. Note that the types of development effects corresponding to each special chart variation pattern are different from each other, with the development effect HEA corresponding to the special chart variation pattern HSP1-A and the development effect HEB corresponding to the special chart variation pattern HSP1-B. For the special chart fluctuation pattern HSP2-A and the special chart fluctuation pattern HSP2-B, the decorative pattern reaches a reach state through two pseudo fluctuations, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a miss, and after the development effect ends, the decorative pattern stops and is displayed with a spread. Note that, as with the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern HSP2-A, and the development effect HEB corresponds to the special chart fluctuation pattern HSP2-B. For the special chart fluctuation pattern HSP3-A and the special chart fluctuation pattern HSP3-B, the decorative pattern reaches a reach state through three pseudo fluctuations, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a miss, and after the development effect ends, the decorative pattern stops and is displayed with a spread. Note that, as with the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern HSP3-A, and the development effect HEB corresponds to the special chart fluctuation pattern HSP3-B.
[0109] The special chart change pattern ASP1-A and the special chart change pattern ASP1-B correspond to the winning performance route described above. Specifically, the special chart variation pattern ASP1-A and the special chart variation pattern ASP1-B correspond to a performance route in which a development effect is executed without pseudo-change, and after the development effect ends, a charge symbol or a pattern alignment (a state in which all symbol rows are displayed frozen and the same decorative symbol is displayed frozen in each symbol row) is displayed frozen. The types of development effects corresponding to each special chart variation pattern are different, and the development effect HEA corresponds to the special chart variation pattern ASP1-A, and the development effect HEB corresponds to the special chart variation pattern ASP1-B. Details of the charge symbol will be described later. For the special chart fluctuation pattern ASP2-A and the special chart fluctuation pattern ASP2-B, a development effect is executed after two pseudo-fluctuations, and after the development effect ends, a charge symbol or a symbol alignment is displayed. As with the special chart fluctuation pattern ASP1-A and the special chart fluctuation pattern ASP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different, with the development effect HEA corresponding to the special chart fluctuation pattern ASP2-A and the development effect HEB corresponding to the special chart fluctuation pattern ASP2-B. For the special chart variation pattern ASP3-A and the special chart variation pattern ASP3-B, a development effect is executed through three pseudo-changes, and after the development effect ends, the decorative pattern is displayed stopped with the pattern aligned. As with the special chart variation pattern ASP1-A and the special chart variation pattern ASP1-B, the types of development effects corresponding to each special chart variation pattern are different from each other, and the development effect HEA corresponds to the special chart variation pattern ASP3-A, and the development effect HEB corresponds to the special chart variation pattern ASP3-B. The special pattern change pattern ASP-C corresponds to a performance route in which the decorative pattern reaches a reach state without any pseudo-change, and then a development performance HEC is executed to notify that the result of the special pattern hit / miss judgment in this pattern change is a jackpot, and after the development performance ends, the decorative pattern is displayed stopped with the pattern aligned.
[0110] In this way, in this embodiment, by associating the same development effects, the effect route corresponding to the special symbol variation pattern HSP1-A corresponds to the effect route corresponding to the special symbol variation pattern ASP1-A, the effect route corresponding to the special symbol variation pattern HSP1-B corresponds to the effect route corresponding to the special symbol variation pattern ASP1-B, the effect route corresponding to the special symbol variation pattern HSP2-A corresponds to the effect route corresponding to the special symbol variation pattern ASP2-A, the effect route corresponding to the special symbol variation pattern HSP2-B corresponds to the effect route corresponding to the special symbol variation pattern ASP2-B, the effect route corresponding to the special symbol variation pattern HSP3-A corresponds to the effect route corresponding to the special symbol variation pattern ASP3-A, and the effect route corresponding to the special symbol variation pattern HSP3-B corresponds to the effect route corresponding to the special symbol variation pattern ASP3-B. As a result, the contents of the effects of the associated effect routes are consistent from the start to the very end (the timing when the result of the special symbol win / loss determination is shown by the development effect related to the effect route). Therefore, the pattern changes in which the development effect HEA and development effect HEB are executed can give the player a sense of anticipation of winning a jackpot. In addition, the special pattern variation patterns that determine the performance route in which the HEA and HEB development modes are executed can also be said to be special pattern variation patterns that lead to the expectation of a jackpot. These are the same for other performance modes. In addition, there is no corresponding development miss effect route for the special chart variation pattern ASP-C. Therefore, when the development effect HEC is executed in the pattern variation, the player can be made to recognize with certainty that he has won a jackpot (normal win or probability hit). Therefore, it can be said that the effect route corresponding to the special chart variation pattern is an effect route that determines a jackpot win, and the special chart variation pattern is also said to be a special chart variation pattern that determines a jackpot win.
[0111] Furthermore, as shown in Figure 9(a), if the result of the special chart hit / miss judgment is a miss, within the range where the number of pseudo-changes is the same, it becomes more difficult to determine the special chart change pattern corresponding to the performance route in which the advanced performance HEA is executed (for example, special chart change pattern HSP1-A), followed by the special chart change pattern corresponding to the performance route in which the advanced performance HEB is executed (for example, special chart change pattern HSP1-B). Furthermore, if the result of the special chart hit / miss judgment is a charge hit, the special chart change pattern that is more likely to be determined in the order of the special chart change pattern corresponding to the performance route in which the development performance HEA is executed (for example, special chart change pattern ASP1-A), and the special chart change pattern corresponding to the performance route in which the development performance HEB is executed (for example, special chart change pattern ASP1-B). Furthermore, if the result of the special chart hit / miss judgment is a normal hit or a special chance hit, within the range where the number of pseudo-fluctuations is the same, the special chart change pattern corresponding to the presentation route in which the advanced performance HEA is executed (for example, special chart change pattern ASP2-A), and the special chart change pattern corresponding to the presentation route in which the advanced performance HEB is executed (for example, special chart change pattern ASP2-B) are more likely to be determined in that order. As mentioned above, the development effect HEC is only executed when a jackpot is won. Therefore, the expectation of winning a jackpot can be increased in the order of development effect HEA, development effect HEB, and development effect HEC.
[0112] When the sub-hold control means 223 receives a hold command (hereinafter, sometimes simply referred to as the occurrence of a hold winning), it sets performance data for displaying the number of hold images corresponding to the special chart 1 hold counter and the number of hold images corresponding to the special chart 2 hold counter in the hold display area (not shown) of the main display unit 81 based on the information of the special chart 1 hold counter and the special chart 2 hold counter included in the command. The hold images are images that are the subject of a hold pre-reading performance that changes into various forms that suggest the degree of advantage, such as the expectation of a jackpot game occurring.
[0113] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the so-called pre-reading effect based on the result of the pre-determination included in the command. The pre-reading effect is an effect that suggests the expectation for the result of the special symbol hit / miss judgment in the pre-reading target symbol change and the content of the effect to be executed in the pre-reading target symbol change before the pre-reading target symbol change begins, with the aim of increasing the interest in the game. Note that the pre-reading target symbol change is a symbol change related to the main special symbol (special symbol 1 in the special symbol change pattern derivation state PA, and special symbol 2 in the special symbol change pattern derivation state PB and the special symbol change pattern derivation state PC), and refers to a symbol change that is reserved in the states of hold 1 to hold 3.
[0114] When the variation start command is received, the performance content determination means 225 determines the content of the performance to be executed in the current pattern variation according to the performance route already determined by the performance route determination means 222. More specifically, the effect content determination means 225 determines an effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern variation, based on the effect route determined by the effect route determination means 222, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing this, it is possible to change the content of the effect related to (executed according to) the determined effect route, and also to provide a connection between the effects in one pattern variation.
[0115] When the decorative pattern control means 226 receives a variation start command, it determines the final (determined stopped display) 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 special symbol 1 in the special symbol variation pattern derivation state PA, any of the pattern combinations related to decorative symbols excluding symbol 7 can be determined for symbol B, and all pattern combinations including symbol 7 can be determined for symbol C. Therefore, in this embodiment, the number of rounds of the jackpot game to occur and the subsequent presentation mode (special symbol variation pattern derivation state) (after the jackpot game ends) can be estimated depending on the type of pattern combination related to decorative symbols corresponding to the jackpot game.
[0116] When the jackpot presentation control means 227 receives a presentation control command related to a jackpot game (start demo command, round start command, end demo command), it determines the content of the presentation during the jackpot game based on the type of the presentation control command and the information contained in the presentation control command. The effects during a jackpot game include a start demo effect that is executed based on the reception of a start demo command to notify the start of a jackpot game, a round effect that is executed based on the reception of a round start command to notify the player that a round game is in progress, and an end demo effect that is executed based on the reception of an end demo command to notify the player that a jackpot game has ended. The start demo effect that is executed based on the reception of a start demo command includes a right-hit display (a display that encourages the player to hit right) displayed on the main display unit 81, and this right-hit display continues to be displayed on the main display unit 81 during the round effect. The end demo effect that is executed based on the reception of an end demo command may include a warning display (a display that encourages the player to prevent addiction, etc.) displayed on the main display unit 81, and the warning display is displayed during a specific jackpot game. In this embodiment, a warning display is displayed as an ending demo effect, but instead, the present invention may be implemented in a manner in which a warning display is displayed after the end of a jackpot game (before the start of the next pattern change). Furthermore, the attention-calling display according to this embodiment is related to preventing addiction, but may be other content (for example, related to leaving a prepaid card behind).
[0117] As explained above, the gaming machine 10 is capable of performing pattern changes accompanied by a hit / miss determination, and when a specific result (charge hit, normal hit, or special hit) is derived from the hit / miss determination, it is capable of generating a winning game after the pattern change for which the hit / miss determination was performed has ended, and it is capable of displaying a warning message to the player during or after the winning game.
[0118] The normal performance control means 220 reads out performance data for each device corresponding to each performance at the execution timing of that performance, in accordance with the content of the performance determined by the above-mentioned means provided in the first sub-control board 200. If the read performance data includes performance data related to images, it generates image control commands based on that performance data and stores those commands in a transmission command storage area of the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, it generates audio control commands related to sound based on that performance data and stores those commands in a transmission command storage area of the sub-information storage means 260. Furthermore, if the restored state upon power restoration is a playable state following the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved following the execution of a RAM clear process, and if the restored state upon power restoration is a playable state without the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved without the execution of a RAM clear process. Furthermore, if a game-stop state is achieved, the normal presentation control means 220 reads presentation data for announcing that the game has been stopped and that a RAM clear process needs to be executed. Note that while details of these notifications are omitted, it is preferable that they continue to be executed for a certain period of time (e.g., 30 seconds) after execution has begun, and the presentation device for executing the notification does not matter.
[0119] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern and reads out performance data for executing an error notification in accordance with the error notification pattern. It should be noted that the error notification is executed with priority over the variation effect. Here, the variation effect is executed during the execution of the pattern variation, including the start of the pattern variation, and refers to an effect that suggests the likelihood of a jackpot occurring in the pattern variation or the pending pattern variation. Furthermore, when the device involved in the execution of the error notification and the device involved in the execution of the variation effect are the same device, the error notification being executed with priority does not only mean that only the error notification is executed in that device (the execution of the variation effect is restricted by the execution of the error notification), but also means that the error notification is executed in that device in a manner that is easier to recognize than the variation effect. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether the gaming machine 10 is in an error state, and if it determines that the gaming machine 10 is in an error state, read out performance data that executes an error notification.
[0120] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads out the lamp control data based on the performance data and transmits the read lamp control data to the lamp to be executed.
[0121] When the performance data read by the normal performance control means 220 contains performance data corresponding to a movable role, the movable role control means 250 reads movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82 from ROM 202 based on the performance data, and transmits the read movement control data to the movable decorative body 22 and the sub-display unit 82 to control the movement of the movable decorative body 22 and the sub-display unit 82.
[0122] As described above, the sub-information storage means 260 is a means for temporarily storing data read out by the means provided in the first sub-control board 200, data derived by calculations in the means, etc. in corresponding storage areas.
[0123] The sub-command management means 270 receives performance control commands transmitted from the main control board 100 and stores the received performance commands in the received command storage area of the sub-information storage means 260. Furthermore, if 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. In principle, these commands are transmitted in the order in which they are stored in the transmission command storage area of the sub-information storage means 260.
[0124] As explained above, in the gaming machine 10 according to this embodiment, a warning display can be displayed on the main display unit 81 during a jackpot game. Furthermore, as will be described in detail later, the warning display is designed to be able to predict whether or not it will be displayed during a specific presentation route. This allows for effective warning displays to be displayed to the player. Details of this function will be explained below.
[0125] <About the production route in which the advanced production HEA is carried out> Next, the presentation route in which the development presentation HEA is executed will be explained using FIGS. FIG. 11 is a time chart showing the flow of the performance route in which the development performance HEA is executed, by pattern. 12 to 15 are diagrams showing the display modes of the main display unit 81 in the performance route shown in FIG.
[0126] Pattern A1 is a presentation route in which the decorative pattern changes once, the development presentation HEA is executed, and then a miss (a spread result) occurs, that is, a presentation route in which the special pattern change pattern HSP1-A is determined. At this time, just before the pattern change begins, the main display unit 81 displays a spread pattern (see Figure 12(a)), and as the pattern change begins, the main display unit 81 displays the changing decorative pattern (see Figure 12(b)), and then, as the development performance HEA begins, the main display unit 81 no longer displays the changing decorative pattern (see Figure 12(c)). The development effect HEA is an effect that selectively indicates the next development; specifically, "NEXT" indicates development into a pseudo-consecutive effect, "Miss" indicates that the pattern change will result in a miss, "Charge" indicates that the pattern change will result in a charge hit, and "Big Hit" indicates that the pattern change will result in a normal hit or a special hit. As described above, pattern A1 is a presentation route that results in a loss after the extended presentation HEA is executed, and therefore "Loss" is displayed on main display unit 81 as a result of the extended presentation HEA (see FIG. 13(a)).
[0127] Pattern A2 is a presentation route in which a charge hit occurs after a development presentation HEA is executed after one decorative pattern change, i.e., a presentation route in which a charge hit occurs after the pattern change executed in special pattern change pattern ASP1-A. The flow from immediately before the start of the symbol variation to the start of the development effect HEA is the same as that of pattern A1 as shown in FIGS. 12(a) to 12(c), and therefore a detailed description thereof will be omitted. Furthermore, as mentioned above, pattern A2 is a presentation route in which a charge hit occurs after the development presentation HEA is executed, and therefore as a result of the development presentation HEA, "charge" is displayed on the main display unit 81 (see Figure 13(b)), and then, as a start demo of the charge hit, the main display unit 81 displays a right-hit display and the number of balls won during the charge hit (see Figure 13(c)), and after the charge hit, the main display unit 81 displays a left-hit display and a decorative pattern with scattered eyes (see Figure 13(d)). Here, the right-hit display is a display that prompts the player to shoot the game ball toward the second flow path Y (in the direction of the large prize opening 55), and the left-hit display is a display that prompts the player to shoot the game ball toward the first flow path X (in the direction of the first starting opening 57).
[0128] Pattern A3 is a presentation route in which a jackpot (normal hit or special chance hit) occurs after a development presentation HEA is executed following one decorative pattern change, i.e., a presentation route in which a normal hit or special chance hit is executed after the pattern change executed in special pattern change pattern ASP1-A. The flow from immediately before the start of the symbol variation to the start of the development effect HEA is the same as that of pattern A1 as shown in FIGS. 12(a) to 12(c), and therefore a detailed description thereof will be omitted. Furthermore, as mentioned above, pattern A3 is a presentation route in which a normal hit or a special hit occurs after the development presentation HEA is executed, and therefore as a result of the development presentation HEA, the main display unit 81 displays "jackpot" (see Figure 14(a)), the main display unit 81 displays a matching pattern (see Figure 14(b)), and as the start demo of the jackpot, the main display unit 81 displays a right-hit display and the number of balls won during the jackpot (see Figure 14(c)), and then as the end demo of the jackpot game, the main display unit 81 displays a warning display urging the player to prevent addiction (see Figure 14(d)). Although not shown in the figure, during a jackpot in pattern A3, a presentation is executed to allow the player to recognize whether the jackpot is a normal jackpot or a special jackpot.
[0129] As described above, as is clear from a comparison between pattern A2 and pattern A3, in pattern A2, the display of the matching symbols is omitted and the execution period of the winning game is also shortened. The number of balls that can be won with a charge win is smaller than with a normal win or a probability win, and there is no advantageous game state such as time reduction or probability win after the win. Therefore, by simplifying the presentation, the interest in the game is suppressed, and it is differentiated from the interest aroused when a normal win or probability win is won, and each is made to have a distinct effect.
[0130] Pattern A4 is a presentation route in which a development effect HEA is executed after the first pseudo-fluctuation, then a development effect HEA is executed after a second pseudo-fluctuation, and then a jackpot (normal hit or special chance hit) is achieved, i.e., a presentation route in which a normal hit or special chance hit is achieved after the pattern change executed in special pattern change pattern ASP2-A. The flow from the first pseudo-fluctuation until the start of the development performance HEA is the same as that of pattern A1, as shown in Figures 12(a) to 12(c), so a detailed explanation will be omitted. Furthermore, since pattern A4 is a presentation route in which a second pseudo-variation is executed after the first pseudo-variation, "NEXT" is displayed on the main display unit 81 as a result of the first development presentation HEA (see Figure 15(a)), and then the main display unit 81 again displays a decorative pattern variation display (second pseudo-variation) (see Figure 15(b)), and then the second development presentation HEA is executed (see Figure 15(c)). In this embodiment, since there is no presentation route that results in a charge hit as a result of a special chart variation pattern in which a pseudo-consecutive presentation is executed, "charge" is omitted from the options shown by the second development presentation HEA. Furthermore, since pattern A4 is a presentation route in which a normal win or a probability hit occurs after the second development presentation HEA is executed, "big win" is displayed on the main display unit 81 as a result of the development presentation HEA (see FIG. 15(d)). The subsequent flow is the same as in pattern A3, as shown in FIGS. 14(b) to 14(d), and therefore a detailed explanation will be omitted.
[0131] Although not shown in the figure, in each of the two pseudo-fluctuations, a development effect HEA is executed, and then for the presentation route that results in a miss, i.e., the presentation route related to the pattern change executed in the special pattern change pattern HSP2-A, "Miss" is displayed on the main display unit 81 as a result of the second development effect HEA described in pattern A4. In addition, with regard to the presentation route that results in a miss or jackpot after the development presentation HEA is executed in each of the three pseudo-fluctuations, i.e., the presentation route related to the pattern change executed in special chart change pattern HSP3-A or special chart change pattern ASP3-A, the presentation flow in the first and second pseudo-fluctuations is the same as pattern A4, and there are no major differences in the presentation flow in the third pseudo-fluctuation, so a detailed explanation will be omitted.
[0132] As explained above, the gaming machine 10 executes the second effect (development effect HEA) after the first effect (changing part of the decorative pattern (pseudo-changing)), and there are a first time (pattern A3 or pattern A4) when a warning display is displayed after the second effect, and a second time (pattern A2) when the second effect is executed after the first effect and the warning display is not displayed after the second effect. It can be said that the first performance can be in a common form in both the first and second cases (the display form of the main display unit 81 in the variable part is the same in all of patterns A2 to A4), and the second performance can be in a different form in the first and second cases (the display form displayed as a result of the development performance HEA is different in each of patterns A2 to A4).
[0133] Also, as mentioned above, the special pattern variation pattern ASP2-A and the special pattern variation pattern ASP3-A according to this embodiment can be determined by the pattern variation that results in a normal hit or a probability hit, but they are not determined by the pattern variation that results in a charge hit. Therefore, during the pattern variation executed in these special pattern variation patterns (when it develops into a pseudo-variation after the second time), it can be strongly imagined that the development will result in the display of a warning display. In order to achieve the above effect, the probability of a charge hit in the pattern change performed in the special pattern change pattern ASP2-A or the special pattern change pattern ASP3-A does not necessarily have to be 0; it is sufficient if it is lower than the probability of a normal hit or a special hit.
[0134] Therefore, there are a first variation pattern (special pattern variation pattern ASP2-A or special pattern variation pattern ASP3-A) and a second variation pattern (special pattern variation pattern ASP1-A) whose variation time is different from that of the first variation pattern, and it can be said that in the pattern variation from which the first variation pattern is derived, the rate at which the first variation occurs is higher than the rate at which the second variation occurs, or the first variation pattern can occur but the second variation does not occur.
[0135] Also, as mentioned above, the pattern variation executed in the special pattern variation pattern ASP1-A according to this embodiment can be either a charge hit, a normal hit, or a probability hit, but the rate of charge hits is higher than other big hits. Therefore, during the pattern variation executed in the special pattern variation pattern ASP1-A (when it is recognized that it will not develop into a pseudo-variation after the second time), it can be imagined that the development will not display a warning display. In order to achieve the above effect, the pattern change performed by the special pattern change pattern ASP1-A does not necessarily have to result in a normal hit or a special hit (the probability of a normal hit or a special hit may be 0).
[0136] Therefore, in the pattern fluctuation from which the second fluctuation pattern (special pattern fluctuation pattern ASP1-A) is derived, it can be said that the rate at which the second occurs is higher than the rate at which the first occurs, or that the second may occur but the first does not occur.
[0137] To clarify the difference between the first and second fluctuation patterns, it is preferable that the former is longer than the latter. In other words, it is preferable that the fluctuation time related to the first fluctuation pattern (special chart fluctuation pattern ASP2-A) is longer than the fluctuation time related to the second fluctuation pattern (special chart fluctuation pattern ASP1-A).
[0138] In addition, although the present embodiment has described an embodiment in which the difference between the first and second fluctuation patterns is clarified by the number of pseudo fluctuations, the distinction may be made easier by another form. For example, the performance mode executed based on the first fluctuation pattern may be set to go through a reach performance, and the performance mode executed based on the second fluctuation pattern may be set to not go through a reach performance.
[0139] Since multiple presentation routes with the differences described above are provided, the player can predict whether or not a warning display will be displayed based on the presentation mode of the second presentation, and the presentation mode of the second presentation can alert the player without them having to pay attention to the warning display. Furthermore, when the attention-calling display is actually displayed (the above-mentioned "first time"), it can more strongly attract the player's attention, thereby increasing the effectiveness of the attention-calling display.
[0140] <About the production route in which the advanced production HEB is executed> Next, a presentation route in which the development presentation HEB is executed will be described with reference to FIGS. FIG. 16 is a flowchart relating to the cut-in effect control process. 17A and 17B are lottery tables relating to cut-in effects, FIG. 17A is an execution lottery table, and FIG. 17B is a mode lottery table. FIG. 18 is a time chart showing the flow of the performance route in which the development performance HEB is executed, by pattern. 19 and 20 are diagrams showing the display state of the main display unit 81 in the performance route shown in FIG.
[0141] In this embodiment, during the pattern change in which the development effect HEB is executed, a cut-in effect can be executed in a manner that interrupts the display of the decorative pattern change (including pseudo-change) before the start of the development effect HEB.
[0142] The control process for executing the above cut-in effect (hereinafter referred to as cut-in effect control process) will be described. The cut-in effect control process is a process executed at the start of the pattern change.
[0143] First, it is determined whether the special pattern change pattern related to the symbol change is related to the development effect HEB (step S101). If this determination is affirmative, proceed to step S102, and if this determination is negative, the cut-in effect control process for the symbol change is terminated.
[0144] Next, a lottery process is executed to determine whether or not a cut-in effect is to be executed (step S102). As shown in FIG. 17(a), the lottery process in step S102 is executed according to the type of the result of the judgment of whether the symbol variation is correct or not (the determined stopped symbol). Specifically, when the pattern change is a miss, there is a 10 / 100 (1 / 10) probability of winning, and a 90 / 100 (approximately 1 / 1.11) probability of not winning. Also, when the stopping pattern of the pattern change is pattern A (charge hit), there is an 80 / 100 (1 / 1.25) probability of winning, and a 20 / 100 (1 / 5) probability of not winning. Also, when the stopping pattern of the pattern change is pattern B (normal hit), there is a 40 / 100 (1 / 2.5) probability of winning, and a 60 / 100 (approximately 1 / 1.67) probability of not winning. Also, when the stopping pattern of the pattern change is pattern C (probable hit), there is a 60 / 100 (approximately 1 / 1.67) probability of winning, and a 40 / 100 (1 / 2.5) probability of not winning. If the lottery is won (YES in step S103), the process proceeds to step S104, and if the lottery is not won (NO in step S103), the cut-in effect control process for the symbol variation is terminated.
[0145] Next, a lottery process is executed to determine the presentation mode of the cut-in presentation (the characters to be displayed on the main display unit 81) (step S104), and the process proceeds to step S105. As shown in FIG. 17(b), the lottery process in step S104 is executed according to the type of the result of the judgment of whether the symbol variation is correct or not (the determined stopping symbol). Specifically, when the symbol variation is a miss, "Chance" is selected with a probability of 90 / 100 (approximately 1 / 1.11), "Super Hot!!" is selected with a probability of 10 / 100 (1 / 10), and "Confirmed?!" is never selected. Also, when the symbol that stops during the symbol variation is symbol A (a charge hit), "Chance" is selected with a probability of 100 / 100 (1 / 1), and neither "Super Hot!!" nor "Confirmed?!" is selected. Also, when the symbol that stops during the symbol variation is symbol B (a normal hit), "Chance" is selected with a probability of 55 / 100 (approximately 1 / 1.82), "Super Hot!!" is selected with a probability of 40 / 100 (1 / 2.5), and "Confirmed?!" is selected with a probability of 5 / 100 (1 / 20). In addition, when the stopping pattern of the pattern change is pattern C (a sure hit), there is a 40 / 100 (1 / 2.5) probability that "Chance" will be selected, a 50 / 100 (1 / 2) probability that "Super Hot!!" will be selected, and a 10 / 100 (1 / 10) probability that "Confirmed?!" will be selected.
[0146] Next, effect data relating to the cut-in effect is set in accordance with the effect mode determined in step S104 (step S105), and the cut-in effect control process for the corresponding symbol variation is completed.
[0147] Next, we will explain the production route of the development production HEB that involves the execution of a cut-in production.
[0148] Pattern B1 is a presentation route in which the decorative pattern changes once, the development presentation HEB is executed, and then a miss (a spread result) occurs, that is, a presentation route in which the special pattern change pattern HSP1-B is determined. At this time, as the pattern change begins, the main display unit 81 displays the changing decorative pattern (see Figure 19(a)), and during this changing display a cut-in effect is executed (for example, the main display unit 81 displays "Chance" as shown in Figure 19(b)), and after the reach state is reached (see Figure 19(c)), the main display unit 81 displays a dedicated movie corresponding to the development effect HEB (see Figure 19(d)). The HEB development effect is a so-called reach effect, which is an effect in which a combination of decorative symbols corresponding to the stopped symbols of the symbol variation is stopped after the development that may result in a symbol combination is stimulated. Note that the HEB development effects in each pattern (pattern B1 to pattern B4) shown in Figure 18 are all common, and the performance style during the period when the decorative symbols are varying (i.e., the period during which the development that may result in a symbol combination is stimulated) is the same. As described above, since pattern B1 is a performance route that results in a loss, the decorative pattern that is stopped and displayed as a result of the development performance HEB is a barrage (see FIG. 20(a)).
[0149] Pattern B2 is a presentation route in which a charge hit occurs after a decorative pattern change has been made once and the development performance HEB has been executed, that is, a presentation route in which a charge hit occurs after a pattern change that determines the special pattern change pattern ASP1-B. The flow from the start of the symbol variation to the execution of the development effect HEB is the same as that of pattern B1, as shown in FIGS. 19(a) to 19(d), and therefore a detailed description thereof will be omitted. As mentioned above, pattern B2 is a presentation route that results in a charge hit, so the decorative pattern that stops and is displayed as a result of the development presentation HEB is a combination that includes a special pattern that corresponds to a charge hit (a decorative pattern that resembles a "C") (see Figure 20(b)). The display modes of the main display unit 81 during and after a charge hit have already been explained using Figures 13(c) and 13(d), so a detailed explanation will be omitted here.
[0150] Pattern B3 is a presentation route in which a jackpot (normal hit or special chance hit) occurs after a single decorative pattern change and the development effect HEB is executed, i.e., a presentation route in which a normal hit or special chance hit is executed after a pattern change that determines the special pattern change pattern ASP1-B. The flow from the start of the symbol variation to the execution of the development effect HEB is the same as that of pattern B1, as shown in FIGS. 19(a) to 19(d), and therefore a detailed description thereof will be omitted. As described above, pattern B3 is a presentation route that results in a normal hit or a special hit, so the decorative pattern that stops and is displayed as a result of the development presentation HEB is a matching pattern (see Figure 20(c)). Although not shown, during a jackpot in pattern B3, an effect is executed to make the player recognize whether the jackpot is a normal jackpot or a probability variable jackpot. Also, the display mode of the main display unit 81 during a jackpot has already been explained using Figures 14(c) and 14(d), so a detailed explanation will be omitted here.
[0151] Pattern B4 is a presentation route in which the development presentation HEB is executed after the first pseudo-fluctuation and the second pseudo-fluctuation, and then a jackpot (normal hit or special chance hit) is achieved, i.e., a presentation route in which a normal hit or special chance hit is achieved after the pattern change executed in special pattern change pattern ASP2-B. The cut effect executed during the first pseudo-fluctuation in pattern B4 is an effect (the word "NEXT") that anticipates the development into the second pseudo-fluctuation (see FIG. 20(d)). The flow from the second pseudo-fluctuation to the execution of the development effect HEB is the same as that of pattern B1, as shown in Figs. 19(a) to 19(d), and therefore a detailed description thereof will be omitted. Furthermore, since pattern B4 is a presentation route in which a normal hit or a special hit occurs after the advanced HEB performance is executed, it is similar to pattern B3 in that a matching pattern is displayed as a result of the advanced HEB performance, and then a jackpot is executed.
[0152] Although not shown in the figure, in each of the two pseudo-fluctuations, a development effect HEB is executed, and then for the presentation route that results in a miss, i.e., the presentation route related to the pattern change executed in the special pattern change pattern HSP2-B, a variance is displayed on the main display unit 81 as a result of the second development effect HEB described in pattern B4. In addition, with regard to the presentation route that results in a miss or a jackpot after the execution of the development presentation HEB in each of the three pseudo-fluctuations, i.e., the presentation route related to the pattern change executed in the special chart change pattern HSP3-B or the special chart change pattern ASP3-B, the presentation flow in the first and second pseudo-fluctuations is the same as the first pseudo-fluctuation in pattern B4, and there is no significant difference in the presentation flow in the third pseudo-fluctuation from the second pseudo-fluctuation in pattern B4, so a detailed explanation will be omitted.
[0153] As explained above, the gaming machine 10 can be said to have a first time (pattern B3 or pattern B4) when it executes a second effect (development effect HEB) after a first effect (cut-in effect) and a warning display is displayed after the second effect, and a second time (pattern B2) when it executes a second effect after the first effect and a warning display is not displayed after the second effect. It can be said that the first performance can be different in the first and second cases (the performance style of the cut-in performance is different in each of patterns A2 to A4), and the second performance can be the same in both the first and second cases (the dedicated movie corresponding to the development performance HEB is the same in all of patterns B2 to B4).
[0154] Also, as mentioned above, the special pattern variation pattern ASP2-B and the special pattern variation pattern ASP3-B according to this embodiment can be determined by the pattern variation that results in a normal hit or a probability hit, but they are not determined by the pattern variation that results in a charge hit. Therefore, during the pattern variation executed in these special pattern variation patterns (when it develops into a pseudo-variation after the second time), it can be strongly imagined that the development will result in the display of a warning display. In order to achieve the above effect, the probability of a charge hit in the pattern change performed in the special pattern change pattern ASP2-B or the special pattern change pattern ASP3-B does not necessarily have to be 0; it is sufficient if it is lower than the probability of a normal hit or a special hit.
[0155] Therefore, there are a first variation pattern (special pattern variation pattern ASP2-B or special pattern variation pattern ASP3-B) and a second variation pattern (special pattern variation pattern ASP1-B) whose variation time is different from that of the first variation pattern, and it can be said that in the pattern variation from which the first variation pattern is derived, the rate at which the first variation occurs is higher than the rate at which the second variation occurs, or the first variation pattern can occur but the second variation does not occur.
[0156] Also, as mentioned above, the pattern variation executed in the special pattern variation pattern ASP1-B according to this embodiment can be either a charge hit, a normal hit, or a probability hit, but the rate of charge hits is higher than other big hits. Therefore, during the pattern variation executed in the special pattern variation pattern ASP1-B (when it is recognized that it will not develop into a pseudo-variation after the second time), it can be imagined that the development will not display a warning display. In order to achieve the above effect, the pattern change performed by the special pattern change pattern ASP1-B does not necessarily have to result in a normal hit or a special hit (the probability of a normal hit or a special hit may be 0).
[0157] Therefore, in the pattern fluctuation from which the second fluctuation pattern (special pattern fluctuation pattern ASP1-B) is derived, it can be said that the rate at which the second occurs is higher than the rate at which the first occurs, or that the second occurs but the first does not occur.
[0158] To clarify the difference between the first and second fluctuation patterns, it is preferable that the former is longer than the latter. In other words, it is preferable that the fluctuation time related to the first fluctuation pattern (special chart fluctuation pattern ASP2-B) is longer than the fluctuation time related to the second fluctuation pattern (special chart fluctuation pattern ASP1-B).
[0159] In addition, in this embodiment, an embodiment in which the first variation pattern and the second variation pattern develop into a reach effect (development effect HEB) based on the number of pseudo-variations has been described, but a different form may be used to make it easier to distinguish. For example, a difference may be made such that the performance mode executed based on the first variation pattern goes through the reach effect, and the performance mode executed based on the second variation pattern does not go through the reach effect.
[0160] Since multiple presentation routes with the differences described above are provided, the player can predict whether or not a warning display will be displayed based on the presentation style of the first presentation, and the presentation style of the first presentation can alert the player without them having to pay attention to the warning display. Furthermore, when the attention-calling display is actually displayed (the above-mentioned "first time"), it can more strongly attract the player's attention, thereby increasing the effectiveness of the attention-calling display.
[0161] <About the performance route where the lamp performance will be performed> Next, a performance route in which the lamp performance is executed will be described with reference to FIGS. FIG. 21 is a flowchart relating to the lamp effect control process. 22A and 22B are lottery tables relating to lamp effects, FIG. 22A is an execution lottery table, and FIG. 22B is an aspect lottery table.
[0162] In this embodiment, in the pattern change related to the special pattern change pattern derivation state PA (normal mode), an effect (hereinafter referred to as lamp effect) can be executed in which the LED mounted inside the movable decorative body 22 lights up in a predetermined light emission mode.
[0163] The control process for executing the above lamp effects (hereinafter referred to as lamp effect control process) will be described. The lamp effect control process is a process that is executed when the pattern change starts.
[0164] First, it is determined whether the game state in the symbol change is the special symbol change pattern derivation state PA (step S201). If this determination is affirmative, the process proceeds to step S202, and if this determination is negative, the lamp effect control process in the symbol change is terminated.
[0165] Next, a lottery process is executed to determine whether or not to execute a lamp effect (step S202). As shown in FIG. 22(a), the lottery process in step S202 is executed according to the type of the result of the judgment of whether the symbol variation is correct or not (determined stop symbol). Specifically, when the pattern change is a miss, there is a 5 / 100 (1 / 20) probability of winning, and a 95 / 100 (approximately 1 / 1.05) probability of not winning. Also, when the stopping pattern of the pattern change is pattern A (charge hit), there is a 100 / 100 (1 / 1) probability of not winning, and there is no chance of winning. Also, when the stopping pattern of the pattern change is pattern B (normal hit), there is a 50 / 100 (1 / 2) probability of winning, and a 50 / 100 (1 / 2) probability of not winning. Also, when the stopping pattern of the pattern change is pattern C (probable hit), there is a 50 / 100 (1 / 2) probability of winning, and a 50 / 100 (1 / 2) probability of not winning. In other words, the probability of winning is the same whether the stopping pattern is pattern B or pattern C. If the lottery is won (YES in step S203), the process proceeds to step S204, and if the lottery is not won (NO in step S203), the lamp effect control process for the symbol variation is terminated.
[0166] Next, a lottery process is executed to determine the light emission mode (lighting color) of the lamp effect (step S204), and the process proceeds to step S205. As shown in FIG. 22(b), the lottery process in step S204 is executed according to the type of the result of the judgment of whether the symbol variation is correct or not (determined stopping symbol). Specifically, when the symbol variation is a miss, white is selected with a probability of 100 / 100 (approximately 1 / 1), and red is never selected. Also, when the stopped symbol of the symbol variation is symbol A (charge hit), as described above, there is no chance of winning the execution lottery in step S202, and therefore the lottery in step S204 is never executed. Also, when the stopped symbol of the symbol variation is symbol B (normal hit), white is selected with a probability of 60 / 100 (approximately 1 / 1.67), and red is selected with a probability of 40 / 100 (1 / 2.5). Also, when the stopped symbol of the symbol variation is symbol C (probable hit), white is selected with a probability of 40 / 100 (1 / 2.5), and red is selected with a probability of 60 / 100 (approximately 1 / 1.67). That is, when the stopped symbol is symbol B and symbol C, the former has a higher probability of being white, and the latter has a higher probability of being red.
[0167] Next, in accordance with the presentation mode determined in step S204, presentation data relating to the lamp presentation is set (step S205), and the lamp presentation control process for the corresponding symbol variation is completed.
[0168] As explained above, the lamp effect is executed much more frequently when the symbol variation is a normal win or a probability hit than when it is a miss, and in particular, when the lamp effect lights up in red, it is confirmed that it is a normal win or a probability hit. Therefore, the lamp effect is an effect that has a higher probability of winning a jackpot than either of the effects explained so far as examples of the first or second effects. Furthermore, since the lamp effect is not executed during a pattern change that results in a charge hit, if it is executed during a pattern change, the player can anticipate that a warning display will be displayed afterwards, thereby enhancing the effectiveness of the warning display. In addition, the degree of advantage that can be recognized by the lamp effects of this embodiment is not limited to the expected probability of winning the jackpot game described above, but can also be understood to include the number of balls won (number of rounds) in a winning game, whether or not there is a time-saving feature after a winning game, and whether or not there is a special feature after a winning game.
[0169] Therefore, the gaming machine 10 can execute a special effect (lamp effect) different from the first effect and the second effect, and the degree of advantage that can be recognized by the special effect is greater than the degree of advantage that can be recognized by the first effect and the second effect, and it can be said that the special effect can be executed between the execution of the first effect at the first time (when a normal hit or a special hit is won) and the display of the warning display, but is not executed at the second time (when a charge hit is won).
[0170] <Cases in which error notification is executed> Next, in this embodiment, we will explain the cases in which an error notification is executed during the execution of each of the effects described as corresponding to the first or second effect of the present invention.
[0171] FIG. 23 is a diagram showing a case in which an error notification relating to a magnetic sensor abnormality is executed. Here, the magnetic sensor (not shown) is a sensor that determines an error when it detects magnetism in order to prevent so-called magnetic gouge, and when the error is detected, the gaming machine 10 issues an error notification and stops the game (putting the machine in a non-playable state). If an abnormality in the magnetic sensor occurs, the error cannot be recovered from unless the power is turned on after a power cut and then a RAM clear process is performed.
[0172] For example, if a magnetic sensor abnormality is detected during the advanced performance HEA exemplified as the second performance, the main display unit 81 displays an error display related to the magnetic sensor abnormality in a manner that makes the display related to the advanced performance HEA (see Figure 23(a)) difficult to see or impossible to see (see Figure 23(b)). In addition, if a magnetic sensor abnormality is detected during the cut-in effect (and the display of changing decorative patterns) exemplified as the first effect, the main display unit 81 displays an error message related to the magnetic sensor abnormality in a manner that makes the cut-in effect and the display of changing decorative patterns (see Figure 23(c)) difficult or impossible to see (see Figure 23(d)). In addition, if a magnetic sensor abnormality occurs, game progress will be stopped and will not be restored unless the power is turned on, which will involve clearing the RAM. Therefore, in the above-mentioned cases, even if the pattern change results in a winning game (charge win, normal win, or special win), no warning message will be displayed.
[0173] As explained above, there are times when a special notification (error notification related to a magnetic sensor abnormality) is executed in the middle of the second performance (development performance HEA), and even when the second performance is executed in a manner related to the first performance (such as the above-mentioned pattern A3), it can be said that when the special notification is executed, the warning display will not be displayed. In addition, there are times when a special notification (error notification related to a magnetic sensor abnormality) is executed in the middle of the first performance (cut-in performance), and even when the first performance is executed in a manner related to the first time (such as the above-mentioned pattern B3), it can be said that the warning display will not be displayed when the special notification is executed. Therefore, the player can recognize that the execution of the special notification will not result in the display of a warning message.
[0174] FIG. 24 is a diagram showing a case where an error notification is executed when an abnormal winning occurs in the big winning slot 55 during the pattern change. Naturally, since the large prize opening 55 is closed during the pattern change, normally there will be no winning at the large prize opening 55. If this is not the case, it will be treated as an abnormal winning at the large prize opening 55, and an error notification will be issued.
[0175] For example, if an abnormal winning entry at the large prize entry port 55 is detected during the advanced performance HEA, which is exemplified as the second performance, the main display unit 81 displays an error display related to the abnormal winning entry at the large prize entry port 55 in a manner that makes the display related to the advanced performance HEA (see Figure 24(a)) difficult to see or impossible to see (see Figure 24(b)). Furthermore, if an abnormal winning at the large winning slot 55 is detected during the cut-in effect (and the changing display of the decorative pattern) exemplified as the first effect, the main display unit 81 displays an error message relating to the abnormal winning at the large winning slot 55 in a manner that makes the cut-in effect and the changing display of the decorative pattern (see Figure 24(c)) difficult or impossible to see (see Figure 24(d)). In addition, when an abnormal winning occurs in the large winning slot 55, the game may be continued or stopped thereafter. However, when the game is continued after the abnormal winning occurs in the large winning slot 55, it is preferable to start an error notification during the non-display period of the attention call display (before it is displayed), and it is further preferable that the error notification continue until the display period of the attention call display.
[0176] FIG. 25 is a diagram showing a case where an error notification is executed when an excess win occurs in the big win slot 55 during a big win game. Specifically, if an excess win (a win exceeding the specified number of times by five) occurs during the final (tenth) round of play of the jackpot game, it will be treated as an excess win in the jackpot slot 55 and an error notification will be issued. At this time, each winning is reflected in the display of the number of balls accepted and won (see Figure 25(a)), and a warning message is displayed in the same way as in normal jackpot play (see Figure 25(b)), but after the jackpot play, an error message regarding excessive winnings in the jackpot entry port 55 is displayed on the main display unit 81 (see Figure 25(c)). As mentioned above, if an excessive winning occurs in the large winning slot 55 during a jackpot game, the game may be allowed to continue until the end of the jackpot game, but it is preferable to stop the game thereafter (after an error notification is issued).
[0177] As explained above, when a predetermined condition based on winning at a winning slot (an error condition relating to excessive winning at large winning slot 55) is met during a winning game that occurs in the first instance (such as pattern A3 or pattern B3 described above), a warning display is displayed and then a predetermined notification is executed (an error display relating to the error is displayed). Even in the above case, the predetermined notification is executed after the warning display is displayed, so the player can recognize both the warning display and the predetermined notification.
[0178] The first effect (display of decorative pattern changes) and the second effect (development effect HEA) are effects that are executed during pattern changes, and the second effect is executed in a manner related to the first time (pattern A3, etc.), and when a predetermined condition based on winning at the winning slot (an error condition related to an abnormal winning at the large winning slot 55) is met during the pattern changes during which the second effect is executed, a warning display is not displayed and a predetermined notification (an error display related to the error) is executed. Alternatively, the first effect (cut-in effect) and the second effect (development effect HEB) are effects that are executed during the pattern change, and are executed in a manner related to when the first effect is the first (pattern B3, etc.), and when a predetermined condition based on a winning entry into the winning slot (an error condition related to an abnormal winning entry into the large winning slot 55) is met during the pattern change in which the first effect is executed, a warning display is not displayed and a predetermined notification (an error display related to the error) is executed. This allows the player to recognize the occurrence of an error during the period when the warning display is not displayed (while the pattern is changing).
[0179] <About the effects related to hidden commands> Next, the effects related to hidden commands will be explained. FIG. 26 is a diagram showing the presentation mode of the presentation related to the hidden command. Here, the hidden command is an operation for presentation purposes in which the operation conditions (operation method and operation timing) are kept secret from the player. In this embodiment, when the center cursor button 38e is operated during a predetermined period during the pattern variation in which a win (either a charge win, a normal win, or a probability win) has occurred in the special pattern variation pattern derivation state PA (see FIG. 26(a)), the sub-display unit 82 moves in front of the main display unit 81, and the message "Congratulations!" is displayed on the sub-display unit 82 (see FIG. 26(b)).
[0180] When the effect related to the hidden command is executed, the winning of the normal win or the probability win is confirmed, so interest in other effects fades. Also, the movement of the sub-display unit 82 makes the main display unit 81 difficult to see. Therefore, when the effect related to the hidden command is executed, the effect executed during the pattern change on the main display unit 81 is interrupted. For example, when a hidden command is received during the display of the decorative symbol variation in the symbol variation executed in the above-mentioned patterns A2 to A4, the execution of the development performance HEA scheduled thereafter is interrupted. Furthermore, when a hidden command is received during the execution of the decorative symbol change display (cut-in effect) in the symbol change executed in the above-mentioned patterns B2 to B4, the execution of the subsequent planned development effect HEB is interrupted. In addition, since the performance is only interrupted while the pattern is changing, the winning game that is executed after the pattern changes will be executed, and if the winning game is a normal win or a special win, a warning message may also be displayed (naturally, if it is a charge win, the warning message will not be displayed).
[0181] As explained above, certain conditions may be met during the pattern change (when the hidden command is validly accepted), and if certain conditions are met after the first performance (display of the decorative pattern change) has started but before the second performance (development performance HEA or development performance HEB) has started, the second performance may not be executed and a warning message may be displayed. As mentioned above, the hidden command effect interrupts the effect during the symbol change, so the warning display cannot be predicted during the symbol change when the effect is executed. Therefore, it is preferable that the effect of the interruption of the effect is limited to the symbol change, and that the warning display is not omitted during the winning game.
[0182] In this embodiment, the effective acceptance of a hidden command is exemplified as being equivalent to the "specific condition" of the present invention, but the form is not limited to the above and can be changed as appropriate within the scope of achieving the object of the present invention. However, assuming that the effect is achieved, it is preferable to define the "specific condition" as being one that is satisfied by accepting a specific operation.
[0183] <Other variations> Modifications not mentioned in the above description are listed below.
[0184] First, the various controls shown in the drawings and the like in the invention according to this embodiment are one means for realizing the above-mentioned inventions, and do not limit the specific control contents of the inventions. In other words, the above-mentioned inventions merely describe the phenomena.
[0185] In the above embodiment, a pachinko machine that becomes a jackpot game when the special symbol hit judgment is won is exemplified, but the implementation of the present invention is not limited to this. For example, it may be implemented in a pachinko machine that can generate a jackpot game by having the game ball pass through a specific area during a small hit when the special symbol hit judgment is won (a so-called type 1 / 2 mixed machine), or it may be adopted that can derive only a so-called type 2 hit.
[0186] In the above embodiment, multiple examples of the effects corresponding to the "first effect" and "second effect" according to the present invention have been given, but the present invention is not limited to these. For example, preview effects that are executed independently of the change of decorative symbols, or effects (background effects, etc.) that are executed outside the change area of decorative symbols may also be included.
[0187] In the above embodiment, the "first time" and "second time" according to the present invention are distinguished by the type of hit (charge hit) related to pattern A and the type of hit (normal hit or special hit) related to pattern B or pattern C, as well as the type of derived special pattern variation pattern, but the implementation of the present invention is not limited to this. For example, the "first time" and "second time" according to the present invention may be distinguished based on the number of wins since a predetermined timing (e.g., when the power is turned on) or the type of game state at the time of the win.
[0188] In the above embodiment, a specific example of the present invention was explained by exemplifying only the pattern change in the special pattern change pattern derivation state PA and the winning game after the pattern change, but the present invention may also be implemented by combining other game states (for example, the special pattern change pattern derivation state PB (probable change mode) or the special pattern change pattern derivation state PC (low probability time-shortening mode)).
[0189] Furthermore, in this embodiment, as long as the relationship between the probability, rate, frequency, and number of times is ensured, the smaller value may be 0, and the larger value may be the maximum value. In particular, as long as the phenomenon aspect is ensured, the control for realizing the rate can be any. Furthermore, 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.
[0190] The present invention described above is not limited to the above description, and includes various modifications and improvements as long as the object of the present invention is achieved.
[0191] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine capable of executing a pattern change accompanied by the execution of a winning / losing judgment, and capable of generating a winning game after the completion of the pattern change in which the winning / losing judgment was executed when a specific result is derived by the winning / losing judgment, A warning display for the player can be displayed during the execution period of the winning game or after the winning game, a first time when a second performance is executed after a first performance, and the warning display is displayed after the second performance; a second time when a second performance is executed after the first performance, and the warning display is not displayed after the second performance; There are The first performance may be a common aspect in both the first and second cases, The second performance may be different in the first and second modes. A gaming machine characterized by: (2) A gaming machine capable of executing a pattern change accompanied by the execution of a winning / losing judgment, and capable of generating a winning game after the completion of the pattern change in which the winning / losing judgment was executed when a specific result is derived by the winning / losing judgment, A warning display for the player can be displayed during the execution period of the winning game or after the winning game, a first time when a second performance is executed after a first performance, and the warning display is displayed after the second performance; a second time when a second performance is executed after the first performance, and the warning display is not displayed after the second performance; There are The first performance may be in a different form between the first time and the second time, The second performance may be a common aspect in both the first and second cases. A gaming machine characterized by: (3) A variation pattern deriving means for deriving a variation pattern relating to a pattern variation is provided, The fluctuation patterns include a first fluctuation pattern and a second fluctuation pattern having a fluctuation time different from that of the first fluctuation pattern, In the pattern variation from which the first variation pattern is derived, The rate at which the first state occurs is higher than the rate at which the second state occurs, or It may occur at the first time but not at the second time. A gaming machine described in (1) or (2). (a) In the pattern variation from which the second variation pattern is derived, The rate at which the second state occurs is higher than the rate at which the first state occurs, or It may be the second time, but not the first time; (3) A gaming machine as described above. (b) the fluctuation time related to the first fluctuation pattern is longer than the fluctuation time related to the second fluctuation pattern; (3) A gaming machine as described above. (c) The performance mode executed based on the first variation pattern goes through a reach performance, and the performance mode executed based on the second variation pattern does not go through a reach performance, (3) A gaming machine as described above. [Explanation of symbols]
[0192] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable decorative body 23 Cylinder lock 25 Transparent materials 27 Upper ball tray 29 Lower ball tray 31 Operating handle 32 Upper frame part 33(33a, 33b) Speaker 34a, 34b Left and right side frame parts 35(35a, 35b, 35c) Frame Lamp 36 Ball removal mechanism 37 Production button 38 Cursor Button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation section 39a Ball loan button 39b Return button 40 Power switch 43 RAM clear switch 45 Opening and closing cover 46 Game Ball Tank 47 Tank rail 48 Dispensing Unit 49 Dispensing aisle 50 Game Board 50a Gaming area 51 outer rail 52 Windmill 53 Inner rail 54 Protective material 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal electric device 62 Ordinary electric accessory solenoid Gate 63 65 Special Electric Devices 66 Special electric accessory solenoid 67 General Prize Winning Entrance 69 Outlet 70 First starting port sensor 71 Second starting port sensor 72 Large prize entrance sensor 73 General prize entry sensor 74 Gate Sensor 75 Out ball sensor 76 Middle frame door open sensor 77 Front frame door open sensor 80 Performance display device 81 Main display 82 Sub display 82a Upper sub display 82b Left sub-display 82c Right sub display 90 Pattern display device 91 First special pattern display device 92 Second special pattern display device 93 Ordinary pattern display device 94 1st special pattern reserved lamp 95 2nd special pattern reserved lamp 96 Normal pattern hold lamp 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O ports 105 Random Number Circuit 109 Main control board case 110 Ball entrance determination method 115 Main random number generator 120 Main Hold Control Means 125 Preliminary Judgment Measures 130 Special drawing lottery method 131 Special drawing validity determination means 132 Special stop pattern lottery means 133 Special chart variation pattern derivation means 135 General lottery method 140 Jackpot game control means 145 Pattern display control means 150 Electrical equipment control means 155 Game status control means 160 Main information storage means 165 Main Error Control Measures 170 Main Command Management Method 175 Power restoration processing execution means 176 Return state setting means 179 Means for transitioning to playable state 180 Power cut processing execution means 190 Complete function control means 200 1st sub-control board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 1st sub-control board case 210 Sub-random number generator 220 Normal performance control means 221 Presentation mode control means 222 Production Route Determination Method 223 Sub-hold control means 224 Predictive performance control means 225 Means for determining production content 226 Decorative pattern control means 227 Jackpot performance control means 230 Sub-error Control Measures 240 Lamp control means 250 Movable equipment control means 260 Sub-information storage means 270 Subcommand Management Method 300 Second sub-control board 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispensing control board 409 Dispensing control board case 500 Power Control Board 501 Normal power circuit 502 Backup power circuit 503 Power interruption detection circuit 509 Power supply control board case X First flow path Y Second flow path
Claims
1. A gaming machine capable of executing a symbol variation accompanied by the execution of a winning / losing judgment, and capable of generating a winning game after the symbol variation in which the winning / losing judgment was executed is completed when a specific result is derived by the winning / losing judgment, A warning display for the player can be displayed during the execution period of the winning game or after the winning game, a first time when a second performance is executed after a first performance, and the warning display is displayed after the second performance; a second time when a second performance is executed after the first performance, and the warning display is not displayed after the second performance; There are The first performance may be a common aspect in both the first and second cases, The second performance may be different in the first and second modes. A gaming machine characterized by:
2. A gaming machine capable of executing a symbol variation accompanied by the execution of a winning / losing judgment, and capable of generating a winning game after the symbol variation in which the winning / losing judgment was executed is completed when a specific result is derived by the winning / losing judgment, A warning display for the player can be displayed during the execution period of the winning game or after the winning game, a first time when a second performance is executed after a first performance, and the warning display is displayed after the second performance; a second time when a second performance is executed after the first performance, and the warning display is not displayed after the second performance; There are The first performance may be in a different form between the first time and the second time, The second performance may be a common aspect in both the first and second cases. A gaming machine characterized by:
3. A variation pattern deriving means for deriving a variation pattern relating to a pattern variation is provided, The fluctuation patterns include a first fluctuation pattern and a second fluctuation pattern having a fluctuation time different from that of the first fluctuation pattern, In the pattern variation from which the first variation pattern is derived, The rate at which the first state occurs is higher than the rate at which the second state occurs, or It may occur at the first time but not at the second time.
3. The gaming machine according to claim 1 or 2.
Citation Information
Patent Citations
Game machine
JP2023113945A