Gaming machine
The gaming machine addresses the decrease in motivation by offering multiple game performance types and notifications to encourage continued play, particularly during power outages, enhancing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-06
- Publication Date
- 2026-03-18
AI Technical Summary
Gaming machines with a function to set the gaming state to a stop state based on the number of balls in the ball pocket reaching a specific threshold value can lead to a decrease in gaming motivation as the number of balls approaches the threshold.
The gaming machine allows for setting one of several types of game performances, including a first and a second game performance, where the second performance is more advantageous. A notification can be initiated when the MY value exceeds a predetermined threshold, and specific notifications can occur based on certain events, with the second performance being restored after a power outage without RAM clear processing.
This approach helps maintain player interest by providing options to continue playing, especially during power outages, thus suppressing the decline in gaming motivation when the number of balls approaches the threshold.
Smart Images

Figure 2026049562000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.
Background Art
[0002] Among gaming machines represented by pachinko machines and slot machines, there are gaming machines having a function (so-called complete function) to set the gaming state to a stop state based on the number of balls in the ball pocket reaching a specific threshold value. For example, Patent Document 1.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Although such gaming machines can suppress the probability of winning by having the said function, there is a problem that the gaming motivation decreases when the number of balls in the ball pocket approaches the specific threshold value.
[0005] Therefore, the present invention has been made in view of the above problems, and provides a gaming machine that has a function to set the gaming state to a stop state based on the number of balls in the ball pocket reaching a specific threshold value, and can suppress the decrease in gaming motivation when the number of balls in the ball pocket approaches the specific threshold value.
Means for Solving the Problems
[0006] According to the present invention, a game machine is capable of setting one of several types of game performances, and the game is stopped when the MY value, which is the increase in the game medium from the state in which the game medium is least reduced, exceeds a specific threshold, wherein the multiple types of game performances include a first game performance and a second game performance that is more advantageous than the first game performance, and a predetermined performance can be executed when the second game performance is set, but not when the first game performance is set, and a predetermined notification can be started when the MY value becomes greater than or equal to a predetermined threshold that is smaller than the specific threshold, and when the MY value is greater than or equal to the specific threshold A gaming machine is provided, characterized in that, based on the occurrence of a certain event, a specific notification may be initiated, the predetermined performance includes a first predetermined performance and a second predetermined performance, the first predetermined performance may be performed during the execution of the predetermined notification but not during the execution of the specific notification, the second predetermined performance may be performed either during the execution of the predetermined notification or during the execution of the specific notification, if a power outage and restoration without RAM clear processing occurs during the execution of the first predetermined performance, the first predetermined performance will not be restored, and if a power outage and restoration without RAM clear processing occurs during the execution of the second predetermined performance, the second predetermined performance will be restored. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that has a function to stop the game when the number of balls exceeds a specific threshold, while also being able to suppress the decline in the desire to play when the number of balls approaches the specific threshold. [Brief explanation of the drawing]
[0008] [Figure 1] Figure 1 is a front view of the gaming machine. [Figure 2] Figure 2 shows the pattern display device installed in area II shown in Figure 1. [Figure 3] Figure 3 is a bird's-eye view showing the group of control buttons and their surroundings located in area III shown in Figure 1. [Figure 4] Figure 4 shows a game board installed inside a gaming machine. [Figure 5] Figure 5 is a rear view of the gaming machine. [Figure 6] Figure 6 is a block diagram showing the control configuration of a gaming machine. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a gaming machine. [Figure 8] Figure 8(a) schematically shows the lottery table for determining whether a special symbol is correct or incorrect, Figure 8(b) schematically shows the lottery table for determining the stop symbol of special symbol 1, and Figure 8(c) schematically shows the lottery table for determining the stop symbol of special symbol 2. [Figure 9] Figure 9(a) schematically shows the lottery table for deriving the special feature variation pattern when the special feature variation pattern derivation state PA is in effect, and Figure 9(b) schematically shows the lottery table for deriving the special feature variation pattern used when the special feature variation pattern HNP is determined. [Figure 10] Figure 10(a) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 10(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 11] Figure 11 shows the flow of the configuration change process. [Figure 12] Figure 12 shows the flow of the configuration confirmation process. [Figure 13] Figure 13 shows the display modes of the main control board monitor for each state. [Figure 14] Figures 14(a) to 14(d) show patterns of combinations between the configuration of the setting key switch and the configuration of the RAM clear switch. [Figure 15] Figures 15(a) and 15(b) are tables summarizing the state of the gaming machines upon power restoration, assuming there are no abnormalities and the machine was in a playable state during the preceding power outage. [Figure 16] Figure 16 shows the flow of the game stop flag setting process related to the complete function. [Figure 17] Figure 17 shows the flow of the game stop process related to the complete function. [Figure 18]FIG. 18 is a diagram showing a rough flow in which a notification related to the complete function is executed. [Figure 19] FIG. 19 is a diagram showing a flow in which a notification related to the complete function is executed when the game stop flag is turned on during a big win game. [Figure 20] FIG. 20 is a flow chart of the operation warning execution process. [Figure 21] FIGS. 21(a) to 21(f) are diagrams showing changes in the notification mode of the operation warning according to the number of balls. [Figure 22] FIG. 22 is a flow chart of the operation warning end process. [Figure 23] FIG. 23 is a flow chart of the operation notice start process. [Figure 24] FIG. 24 is a flow chart of the operation notification start process. [Figure 25] FIG. 25(a) shows a specific example of the suggestive telop effect, FIG. 25(b) shows a specific example of the suggestive stamp effect, and FIG. 25(c) shows a specific example when the suggestive telop effect and the suggestive stamp effect are executed in parallel. [Figure 26] FIG. 26 is a diagram showing a flow of the suggestive telop effect start process. [Figure 27] FIGS. 27(a) and 27(b) are diagrams schematically showing a lottery table used for the display lottery of the suggestive telop image. [Figure 28] FIG. 28 is a diagram showing a flow of the suggestive stamp effect start process. [Figure 29] FIGS. 29(a) to 29(c) are diagrams schematically showing a lottery table used for the display lottery of the suggestive stamp image. [Figure 30] FIG. 30 is a timing chart showing the behavior of the setting suggestion effect when the operation warning ends with the number of balls being 100,000 or more other than during a big win game. [Figure 31] FIG. 31 is a timing chart showing the behavior of the setting suggestion effect when the operation warning ends with the number of balls being less than 90,000. [Figure 32]FIG. 32 is a timing chart showing the behavior of the setting suggestion effect when power failure recovery occurs without executing the RAM clear process and the operation warning ends. [Figure 33] FIG. 33 is a timing chart showing the behavior of the setting suggestion effect when the jackpot game ends during the execution of the operation notice. [Figure 34] FIG. 34 is a timing chart showing the behavior of the setting suggestion effect when power failure recovery occurs without executing the RAM clear process during the execution of the operation notice.
BEST MODE FOR CARRYING OUT THE INVENTION
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In all the drawings, the same components are denoted by the same reference numerals, and the description thereof will be omitted as appropriate. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the state of viewing the gaming machine 10 from the front side (player side) as shown in FIG. 1 unless otherwise specified. Note that "advantageous (degree of advantage)" in the following description means advantageous to the player, and further, unless otherwise specified, it means advantageous with respect to the amount of prize balls obtained (payment of game balls, payment of medals) excluding the production aspect such as so-called premium images.
[0010] <Regarding the features of the present invention> Before explaining the details of the gaming machine 10 in the present embodiment, the features of the invention (the present invention) described in the present embodiment will be explained. In explaining the features, the configurations in parentheses are examples of the configurations of the present embodiment corresponding to the immediately preceding configurations, and the configurations may be described in parentheses for the same purpose in the description of the gaming machine 10 after the explanation.
[0011] The present invention is a gaming machine capable of setting one of a plurality of types of gaming performances (setting values), and setting the gaming machine to a gaming stop state based on the fact that the MY value, which is the increase in the gaming medium from the situation where the gaming medium has decreased the most, becomes a specific threshold value (100,000 pieces) or more. The above-mentioned multiple types of game performance include the first game performance (one of setting values 1 to 3) and the second game performance (setting value 6) which is more advantageous than the first game performance. It is possible to perform a predetermined effect (setting suggestion effect) that can be executed when the above-mentioned second game performance is set, but cannot be executed when the above-mentioned first game performance is set. Based on the above MY value becoming equal to or greater than a predetermined threshold (95,000) which is smaller than the above specific threshold, a predetermined notification (operation warning) may be initiated. Based on the above MY value exceeding the above specific threshold, a specific notification (operation warning) may be initiated. The above-mentioned prescribed effects include the first prescribed effect (suggestive text effect) and the second prescribed effect (suggestive stamp effect). The above-mentioned first predetermined performance may be performed during the execution of the above-mentioned predetermined notification, but may not be performed during the execution of the above-mentioned specific notification. The above-mentioned second predetermined performance may be performed either during the execution of the above-mentioned predetermined notification or during the execution of the above-mentioned specific notification. If a power outage and subsequent restoration of power occur during the execution of the first predetermined performance described above without the execution of a RAM clear process, the first predetermined performance described above will not resume. If a power outage and subsequent restoration of power occur during the execution of the second predetermined performance described above, without the execution of a RAM clear process, the second predetermined performance will resume. This is a gaming machine characterized by the following features.
[0012] According to the present invention, it is possible to make it easier for players to decide whether or not to continue playing when the amount of profit (game currency) they can obtain is decreasing. This contributes to suppressing the decline in the desire to play when the above-mentioned MY value approaches the above-mentioned specific threshold. Furthermore, according to the present invention, it is possible to make it easier for the player to decide whether or not to continue playing the game in that situation. Furthermore, according to the present invention, when a power interruption and subsequent restoration occur in the event of a momentary power outage or other situation that does not involve RAM clearing, it is possible to make the second predetermined performance easier to recognize and to increase the desire to continue playing the game.
[0013] In this embodiment, described later, the above-mentioned game performance is configured such that one game performance can be set from multiple types of game performance (probabilities used for determining whether a special symbol wins or loses (probabilities that lead to a favorable state for the player (a big win))) through operation (the game performance set by said operation can be changed), but it is not limited to this. For example, the game performance may be changed when the number of times the symbol changes reach a predetermined number of times, or the game performance may be changed when a specific big win game (for example, the big win game after a predetermined number of times) ends, or the game performance may be changed as the game progresses.
[0014] Furthermore, while the gaming machine according to this embodiment, which will be described later, is a pachinko machine that dispenses actual game balls as prize balls, the gaming machine according to the present invention may also be a pachinko machine that assigns prize balls as electronic data (a so-called smart pachinko machine). Furthermore, the gaming machine according to the present invention may be a conventional slot machine that performs symbol changes by rotating multiple reels using a predetermined number of tokens and pays out tokens based on the result of the symbol changes (the way the multiple reels stop), or it may be a slot machine that pays out all tokens as electronic data (a so-called smart slot).
[0015] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.
[0016] <About the structure of gaming machine 10> First, the structure of the gaming machine 10 will be explained using Figures 1 to 5. Figure 1 is a front view of the gaming machine 10, Figure 2 shows the pattern display device 90 located in area II shown in Figure 1, Figure 3 is a bird's-eye view showing the group of operation buttons and their surroundings located in area III shown in Figure 1, Figure 4 shows the game board 50 installed inside the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. The configurations shown in Figures 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and additional configurations and functions not shown herein may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown herein, and some configurations or functions may be omitted as long as they do not hinder the effects of the present invention.
[0017] The gaming machine 10 of this embodiment is a so-called pachinko machine, and it plays a game in which a game ball is launched into the front area (hereinafter referred to as the "game area 50a") of a game board 50 on which a large number of game pins (not shown) are erected, and when the game ball enters a prize pocket (for example, a large prize pocket 55, etc.), the player receives prize balls. In the following description, when a game ball enters a prize pocket, it may be simply referred to as "entering (a prize pocket) to win a prize."
[0018] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, an inner frame 17 that detachably holds the game board 50 on the front side of the opening of the outer frame 15, and a front frame 20 configured to cover the front side of the game board 50.
[0019] The middle frame 17 is supported by a hinge mechanism (not shown) located on the same side as the hinge mechanism 21, allowing it to rotate freely around its left end and open and close to the 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 opposite direction 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 able to rotate around its left end and open and close relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the middle frame 17 (to the left in this embodiment)). Furthermore, the front frame 20 is equipped with a transparent member 25 positioned to cover the game area 50a, and the transparent member 25 provides transparent protection for the game area 50a and the game board 50. Furthermore, the front frame 20 is equipped with an upper ball receiving tray 27 and a lower ball receiving tray 29 for storing game balls, and the upper ball receiving tray 27 and the lower ball receiving tray 29 are spaced apart vertically and are integrally provided with the front frame 20. Furthermore, the front frame 20 is equipped with an operating handle 31 on the right side of the lower ball receiving tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball receiving tray 27 are launched toward the game area 50a.
[0021] As shown in Figure 3, a group of operation buttons operated by the player are arranged 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 dispensing button 39a and a return button 39b for accepting prepaid card return operations. It also includes an effect button 37 electrically connected to the first sub-control board 200 (described later), which can accept player operations to switch between effects that occur during gameplay or to obtain various information related to the gaming machine 10, and cursor buttons 38 (38a, 38b, 38c, 38d) for instructing operations up, down, left, and right, respectively. Each operation unit is equipped with a sensor to detect operations, and the connected control board detects the operation of each operation unit by changes in the detection state of the sensor. Furthermore, a movable decorative body 22, which is operated by an actuator such as a motor (not shown), is provided on the side of the upper ball receiving tray 27.
[0022] The lower part of the lower ball receiving tray 29 is provided with a ball removal mechanism 36 that discharges the game balls stored in the lower ball receiving tray 29 downwards. By operating this ball removal mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball receiving tray 29 opens, and the game balls fall naturally out through this bottom opening and are discharged. Although not shown in the diagram, the upper ball tray 27 is equipped with a mechanism, similar to the ball removal mechanism 36, that, when operated, moves the stored balls to the lower ball tray 29. By operating both this mechanism and the ball removal mechanism 36, the stored balls can be discharged.
[0023] As shown in Figure 1, a pair of speakers 33 (33a, 33b) are provided on the left and right sides of the upper frame portion 32 of the front frame 20, respectively. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed by light-transmitting covers, and each of these covers contains an effect lamp 35 (35a, 35b, 35c). The speakers 33 and effect lamps 35 can output sound or light up or turn off in conjunction with effects and error effects that occur during gameplay.
[0024] The display device 80 consists of a main display unit 81 located approximately in the center of the game board 50, and sub-display units 82 located around the main display unit 81. The sub-display units 82 further include an upper sub-display unit 82a located above the main display unit 81, a left sub-display unit 82b located to the left of the main display unit 81, and a right sub-display unit 82c located to the right of the main display unit 81. Here, the main display unit 81 is a fixed liquid crystal display device, while the upper sub-display unit 82a, left sub-display unit 82b, and right sub-display unit 82c are movable liquid crystal display devices operated by actuators such as motors (not shown).
[0025] The main display unit 81 can display the changing display of the symbol sequence, which is performed in conjunction with the changing display in the first special symbol display device 91 or the second special symbol display device 92, which will be described later, and can also display various other effects. In the display of the changing patterns (decorative patterns) shown on the main display unit 81, the displayed decorative patterns consist of three patterns (hereinafter, these may be referred to as the "left pattern pattern," the "middle pattern pattern," and the "right pattern pattern," in order from left to right when facing the main display unit 81). The direction of the changing display of each pattern pattern is not particularly limited and may be, for example, vertical, horizontal, depth, or a combination thereof (diagonal). Here, the depth direction refers to the virtual direction perceived by the player in a display configuration that uses a method (for example, perspective) that makes it appear as if the pattern sequence is moving from the back to the front or vice versa, even though it is actually a two-dimensional, fluctuating display on the display screen of the main display unit 81. Furthermore, the decorative patterns in this embodiment include "Pattern 1" which resembles the number "1", "Pattern 2" which resembles the number "2", "Pattern 3" which resembles the number "3", "Pattern 4" which resembles the number "4", "Pattern 5" which resembles the number "5", "Pattern 6" which resembles the number "6", "Pattern 7" which resembles the number "7", "Pattern 8" which resembles the number "8", and "Pattern 9" which resembles the number "9", and these patterns are provided in each pattern row.In the following description, "Pattern 1", "Pattern 3", "Pattern 5", "Pattern 7", and "Pattern 9" may be collectively referred to as "odd-number patterns", and "Pattern 2", "Pattern 4", "Pattern 6", and "Pattern 8" may be collectively referred to as "even-number patterns".
[0026] Each of the sub-display units 82 is not only provided for displaying performance images related to the performance, but is also configured to be movable. The initial positions of the sub-display units are as follows: the upper sub-display unit 82a is above the main display unit 81; the left sub-display unit 82b is to the left of the main display unit 81; and the right sub-display unit 82c is to the right of the main display unit 81. Each of the sub-display units 82 is configured to be movable from these initial positions to a position that overlaps with the display area of the decorative pattern on the main display unit 81.
[0027] In this embodiment, the performance display device 80 (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) all employ liquid crystal display devices, but the present invention is not limited to this. For example, various types of display devices, such as drum type or dot matrix type, can be used as the performance display device 80.
[0028] Multiple light-emitting diodes (LEDs) are arranged on the lower right side of the main display unit 81. These LEDs constitute the display area of the pattern display device 90, which displays special patterns and regular patterns. Furthermore, the symbol display device 90 is positioned in a location that is less visible to the player 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 this embodiment, the arrangement and number of LEDs in the pattern display device 90 are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs in the pattern display device 90 are not limited to this example.
[0029] Special symbols are symbols that are displayed when stopped as a result of a symbol change that determines whether or not to activate a special electric mechanism (for example, a special electric mechanism 65). In this embodiment, special symbols include a first special symbol displayed on the first special symbol display device 91 and a second special symbol displayed on the second special symbol display device 92. Special symbols are sometimes abbreviated as "Special Symbol," the first special symbol as "Special Symbol 1," and the second special symbol as "Special Symbol 2."
[0030] A normal symbol is a symbol that is displayed when stopped as a result of a symbol variation that determines whether or not to activate a normal electric mechanism (for example, a normal electric mechanism 61). In this embodiment, the normal symbols are displayed on the normal symbol display device 93. In addition, regular symbols are sometimes abbreviated as "regular symbols," and regular electric mechanisms are sometimes referred to as "electric chute."
[0031] In addition to the display device described above, the symbol display device 90 is also equipped with a first special symbol hold lamp 94, a second special symbol hold lamp 95, and a regular symbol hold lamp 96. The first special symbol hold lamp 94 can identify the number of symbol changes for the held special symbol 1, the second special symbol hold lamp 95 can identify the number of symbol changes for the held special symbol 2, and the normal symbol hold lamp 96 can identify the number of symbol changes for the held normal symbol. In each case, the number of corresponding symbol changes can be identified by the lighting patterns of the two LEDs (in this embodiment, right LED always lit = 1, left and right LEDs always lit = 2, right LED flashing + left LED always lit = 3, left and right LEDs flashing = 4).
[0032] In the following explanation, a symbol variation in which a special symbol is displayed in a variable state on the first special symbol display device 91 or the second special symbol display device 92 and then stopped will be referred to as a "special symbol variation," and in the following explanation, a symbol variation in which a normal symbol is displayed in a variable state on the normal symbol display device 93 and then stopped will be referred to as a "normal symbol variation." Furthermore, in the following explanation, the display of the changing patterns (decorative patterns) shown in the main display unit 81 mentioned above may be referred to as "decorative pattern changes" to distinguish them from "special pattern changes" and "regular pattern changes." In the following explanation, when the term "symbol variation" is used, it refers to the variation of the special symbols unless otherwise specified.
[0033] As shown in Figure 4, numerous obstacles such as game pins (not shown), windmills 52, and decorative members are arranged on the front of the game board 50, thereby defining the game area 50a so that the launched game balls roll along it. Furthermore, curved outer rails 51 and inner rails 53 are positioned on the left and upper sides of the game area 50a to guide the game balls, launched by the rotation of the operating handle 31, to the upper part of the game area 50a. The outer rail 51 is located outside the inner rail 53 with respect to the center of the game area 50a. Here, the windmill 52 is a mechanism for changing the direction of the game ball's fall, and is nail-shaped.
[0034] The gaming machine 10 allows the player to adjust the strength of the ball launch by changing the amount of rotation (for example, the rotation angle) of the operating handle 31. Various obstacles are arranged in the gaming area 50a so that the balls roll along either a first channel X (so-called left-handed play) where the balls are launched weaker, or a second channel Y (so-called right-handed play) where the balls are launched stronger.
[0035] Figure 4 illustrates the main prize-winning openings, including the Grand Prize Opening 55, the First Starting Opening 57, the Second Starting Opening 59, Gate 63, and the General Prize-Winning Opening 67. However, the prize-winning openings shown are just an example, and their number and arrangement may be changed as appropriate.
[0036] The large prize slot 55 is located in the lower right of the game area 50a. The large prize slot 55 is equipped with a large prize slot sensor 72, and a prize is determined by the detection result of the large prize slot sensor 72, and a number of prize balls (15 in this embodiment) associated with the large prize slot 55 are awarded. In this embodiment, the obstacles are arranged such that more game balls roll towards the large prize opening 55 when rolling from the second channel Y compared to when rolling from the first channel X.
[0037] A special electric mechanism 65 is installed above the large prize opening 55. The special electric mechanism 65 is a component that can switch between an open state, which makes it easy for balls to enter the large prize opening 55, and a closed state, which makes it difficult for balls to enter. The special electric mechanism solenoid 66 switches between the open state and the closed state. More specifically, the special electric mechanism 65 opens in at least some of the jackpot games that result from a jackpot being determined by the special symbol win / loss judgment described later, and as a result, balls are allowed to enter the large prize pocket 55. Thus, when the special electric mechanism 65 is open, it becomes easier for balls to enter the large prize pocket 55, and jackpot games in which the opportunity to win prize balls is greatly increased can be said to be advantageous game states. During a jackpot game, the special electric mechanism 65 alternates between open and closed states. Each open state (sometimes referred to as a "round," and the total number of rounds that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number of game balls (10 in this embodiment) enter the large prize winning slot 55, at which point the special electric mechanism 65 closes. Furthermore, the opening state ends when a sufficient amount of time (30 seconds in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize slot 55. In this case, when the special electric mechanism 65 is set from an open state to a closed state based on the fact that 10 game balls have entered the winning slot in one round, it cannot immediately close. Therefore, in one round, it may occur that more than 10 game balls enter the large winning slot 55, and such entries may be referred to as over-winning.
[0038] The first start opening 57 is located in the lower center of the game area 50a. The first start opening 57 is equipped with a first start opening sensor 70, and a prize is awarded to the first start opening 57 based on the detection result of the first start opening sensor 70, with a number of prize balls (4 in this embodiment) associated with the first start opening 57 being awarded. In at least some cases when a prize is determined to have been awarded to the first start opening 57, the symbols in Special Figure 1 will change. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the second channel Y, more game balls roll towards the first starting opening 57 when they roll from the first channel X. Obstacles such as game pins are arranged accordingly.
[0039] The second starting port 59 is located in the lower right of the game area 50a. The second starting port 59 is equipped with a second starting port sensor 71, and based on the detection result of the second starting port sensor 71, it is determined that a ball has entered the second starting port 59, and a number of prize balls (1 in this embodiment) associated with the second starting port 59 are awarded. In at least some cases where a prize is awarded for the second starting gate 59, the symbols in Special Feature 2 will change. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the first channel X, more game balls roll towards the second starting opening 59 when they roll from the second channel Y, with obstacles such as game pins arranged accordingly.
[0040] A standard electric mechanism 61 is installed in the flow path connected to the second starting port 59. The standard electric mechanism 61 is a component that can switch between an open state, which facilitates the entry of game balls into the second starting port 59, and a closed state, which makes it difficult for game balls to enter. The standard electric mechanism solenoid 62 switches between the open state and the closed state. More specifically, the regular electric mechanism 61 is open in at least part of the regular winning game, which is performed when a win is achieved through a change in the regular symbols, and as a result, entry into the second start opening 59 is permitted. In this way, when the regular electric mechanism 61 is open, entry into the second start opening 59 becomes easier, which can significantly increase the opportunities for the special symbol 2 to change while suppressing the decrease in game balls through prize balls.
[0041] Gate 63 is located in the right-center of the game area 50a. Gate 63 is equipped with a gate sensor 74, and a win is determined by the detection result of the gate sensor 74. In at least some cases when a win related to gate 63 is determined, the symbols on the regular display will change. In this embodiment, the obstacles are arranged such that more game balls roll towards the gate 63 when rolling from the second channel Y compared to when rolling from the first channel X.
[0042] The general prize slot 67 is located in the lower left of the game area 50a. The general prize slot 67 is equipped with a general prize slot sensor 73, and a prize is awarded to the general prize slot 67 based on the detection result of the general prize slot sensor 73, according to the number of prize balls associated with the general prize slot 67 (4 in this embodiment). In this embodiment, the obstacles are arranged so that more game balls roll towards the general prize opening 67 when rolling from the first channel X compared to when rolling from the second channel Y. However, the obstacles may also be arranged so that more game balls roll towards the general prize opening 67 when rolling from the second channel Y. Furthermore, multiple general prize openings 67 may be provided.
[0043] The outlet 69 is located at the bottom of the game area 50a. Any game balls that are hit into the game area 50a and do not enter any of the aforementioned prize winning slots fall into the outlet 69. Furthermore, this embodiment includes an out ball sensor 75 (not shown) for detecting out balls, which are game balls that have entered the prize entry and out exit 69. In the following explanation, the total number of game balls detected by the out ball sensor 75 will be referred to as "out balls," and the total number of prize balls awarded when game balls enter the prize pockets will be referred to as "safe balls." These ball counts will be used to derive the difference in ball count, which will be described later. In particular, for safe balls, it is not necessary for the balls to have been actually dispensed; the count is updated as soon as a game ball enters a prize pocket.
[0044] In this embodiment, the out-of-bounds ball and the safe-of-bounds ball are used to derive the base value. Here, the base value is the value derived by dividing the number of safe balls by the number of out balls in the most unfavorable state (low probability of special symbols and low probability of normal symbols, as described later) by 100, and this value is displayed on the main control board monitor 97, which will be described later. More specifically, from the initial power-on (including when the area related to the base value of RAM103 is cleared), the base value is derived in intervals of 60,000 balls, and the derived base value is displayed in the next interval (for example, the base value derived in the interval of 60,001 to 120,000 balls is displayed in the interval of 120,001 to 180,000 balls). The displayed value is the integer part of the derived base value (rounded to the first decimal place).
[0045] As shown in Figure 5, the back of the game board 50 is fitted 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, a payout control board case 409 housing the payout control board 400, and a setting board 41. In addition to the backs of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 is detachably attached to cover a portion of the back of the main control board case 109. Furthermore, the circuit board cases and covers that enclose each circuit board are made of transparent material, allowing the corresponding circuit board to be seen through each case and cover.
[0046] The main control board 100 is equipped with a main control board monitor 97 that displays the set value, base value, and type of game stop state (details described later), and this monitor is visible from the back of the game board 50. The display on this monitor is controlled by the main control board 100.
[0047] Here, the setting value is a value that affects the degree of advantage in the special symbol win / failure determination (the probability of a big win) described later. In this embodiment, there are a total of six setting values: setting value 1, setting value 2, setting value 3, setting value 4, setting value 5, and setting value 6. The system is configured so that the degree of advantage in the special symbol win / failure determination increases as the value of the set setting value (hereinafter sometimes referred to as the "current setting value") increases. Details of the special symbol win / failure determination according to the setting value will be described later. In the following explanation, setting values 1, 2, and 3 may be collectively referred to as low setting values, and setting values 4, 5, and 6 may be collectively referred to as high setting values. Also, if there are multiple setting value stages, they are not limited to six stages. Furthermore, in cases where there are a different number of stages than in this embodiment, high setting values refer to the upper half of the setting values (if the number of stages is odd, the upper setting values including the middle setting value). Furthermore, the setting value can be changed by the setting change process using the setting change means 177 described later, and the current setting value can be confirmed by the setting confirmation process using the setting confirmation means 178 described later. Details of the setting change process and the setting confirmation process will be described later.
[0048] Furthermore, in this embodiment, the set value, base value, and type of game stop state are displayed on the same display device (main control board monitor 97), but some or all of these may be displayed on a separate display device.
[0049] The power control board 500 consists of a normal power supply circuit 501 that generates a normal power supply to the control board and other electronic and electrical components based on the primary power supply from the power supply equipment of the gaming island, a backup power supply circuit 502 that generates a backup power supply, and a power interruption detection circuit 503 that detects a power interruption (when the voltage supplied by the normal power supply drops to a predetermined voltage). Furthermore, a power switch 40 is connected to the power control board 500. Assuming that primary power is supplied from the power supply equipment of the gaming island, when the power switch 40 is turned ON, normal power is generated by the normal power circuit 501 of the power control board 500, and power is supplied to the electronic and electrical components, including the control boards mentioned above (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). Furthermore, when a power outage is detected by the power outage detection circuit 503, the power control board 500 transmits a power outage signal (NMI signal) to the main control board 100, the first sub-control board 200, and the payout control board 400, respectively. Furthermore, the backup power supply circuit 502 is designed to be charged when power is supplied to the gaming machine 10 from the power supply equipment of the gaming island. The backup power supply circuit 502 may be provided on the dispensing control board 400, and the power outage detection circuit 503 may not be provided on the power supply control board 500, but rather on the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0050] The setting board 41 is provided with a setting key switch 42 and a RAM clear switch 43 as operating parts for determining the recovery state when power is restored (when power is turned on), as described later. Furthermore, the setting board 41 is provided with a transparent setting board cover 44 that covers the setting key switch 42 and the RAM clear switch 43, which can be opened and closed by a hinge mechanism (not shown) located on the same side as the hinge mechanism 21. Furthermore, the setting board cover 44 is configured not to close when a setting key used to operate the setting key switch 42 is inserted. Furthermore, although the setting board cover 44 is configured to be openable and closable by a hinge mechanism, it may also be a sliding cover that slides up and down. Thus, when installed on a gaming island, it becomes difficult to operate the various control units (power switch 40, setting key switch 42, RAM clear switch 43) located on the back side of the gaming board 50 unless the middle frame 17 is left open.
[0051] Furthermore, on the back of the game board 50, above the opening / closing cover 45, is a game ball tank 46 where game balls supplied from the game island's ball supply equipment are stored. The game ball tank 46 is further connected to a payout passage 49 that leads to an upper ball tray 27 via a tank rail 47 and a payout unit 48. Balls dispensed by the payout unit 48 are dispensed to the upper ball tray 27 through the payout passage 49.
[0052] Up to this point, the structure of the gaming machine 10 in this embodiment has been described, but these are just examples, and the present invention can also be implemented with other configurations.
[0053] <Regarding the control configuration of the gaming machine 10> Next, the control configuration of the gaming machine 10 according to this embodiment will be explained using Figure 6. Figure 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Figure 6 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have control configurations not shown in Figure 6.
[0054] The main control board 100 includes 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 for temporary storage and buffer memory, an I / O port 104 that inputs and outputs signals to and from peripheral boards and various devices, and a random number circuit 105 that generates random numbers (hardware random numbers) operating on a separate system from the program processing by the CPU 101, and these are all interconnected via an internal bus.
[0055] The CPU 101 reads various control programs stored in the ROM 102 and performs calculations to execute various processes related to the main control of the game. RAM103 is backed up by a backup power supply generated by the backup power supply circuit 502, which will be described later. Specifically, among the information stored in RAM103, various information is backed up so that when power is restored after a power outage, the gaming machine 10 can be restored to the state it was in immediately before the power outage using that data. For example, in addition to data such as the stack pointer and each register that was held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (game stopped state, setting change state, setting confirmation state, or playable state), the setting value being set, the current special symbol lottery state, and the current general symbol lottery state, is included in the backup.
[0056] In this embodiment, at least the area where information related to such games is stored (sometimes referred to as the game-related area of RAM 103), the area where the base value is stored (the base value-related area of RAM 103), the area where the checksum complement and backup flag for the game-related area of RAM 103 are stored (sometimes referred to as the backup information area related to games of RAM 103), and the area where the checksum complement and backup flag for the base value-related area of RAM 103 are stored (sometimes referred to as the backup information area related to the base value of RAM 103) are backed up. When power is restored, the gaming machine 10 recovers using the various information stored in the backed-up game-related area of RAM 103, the base value-related area of RAM 103, the backup information area related to games of RAM 103, and the backup information area related to the base value of RAM 103. Furthermore, there are no limitations on the specific backup method in this embodiment. For example, the area of RAM 103 to be backed up may be implemented in a configuration that can retain data non-volatilely even when the power is off. As another example, different hardware may be provided for the first memory, which is configured to retain data non-volatilely even when the power is off, and the second memory, which is referenced when the gaming machine 10 is operating. In that case, the gaming machine 10 can save the information to be backed up from the second memory to the first memory when the power is off, and recover the saved information from the first memory to the second memory when the power is restored.
[0057] Furthermore, the main control board 100 is electrically connected to the first start port sensor 70, the second start port sensor 71, the big prize port sensor 72, the general prize port sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame open door sensor 76, etc., and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104.
[0058] Furthermore, the main control board 100 is electrically connected to the first special symbol display device 91, the second special symbol display device 92, the normal symbol display device 93, the first special symbol hold lamp 94, the second special symbol hold lamp 95, the normal symbol hold lamp 96, the main control board monitor 97, the normal electric mechanism solenoid 62, and the special electric mechanism solenoid 66, and is configured to be controllable via the I / O port 104. Similarly, the main control board 100 is electrically connected to the main operation unit 39 and is configured to detect operations of the main operation unit 39. Furthermore, the main control board 100 is electrically connected to the setting board 41 and is configured to detect operations of the setting key switch 42 and the RAM clear switch 43.
[0059] 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 in a single direction only, from the main control board 100 to the first sub-control board 200, allowing various performance control commands to be transmitted from the main control board 100 to the first sub-control board 200. Furthermore, the first sub-control board 200 cannot transmit data to the main control board 100, and the first sub-control board 200 is configured not to be able to request data transmission from the main control board 100. Furthermore, in this embodiment, a parallel transmission method is used for data transmission from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.
[0060] The first sub-control board 200 includes a CPU 201 that performs various calculations related to game effects based on effect control commands from the main control board 100, a ROM 202 that stores data such as effect control programs and various lottery tables, a RAM 203 that functions as a work area and buffer memory for temporary storage, and I / O ports 204 that input and output signals to and from peripheral boards and various devices. These are interconnected via an internal bus, and the CPU 201 is configured to execute major controls related to game effects according to the control program stored in the ROM 202. The first sub-control board 200 is electrically connected to the performance button 37 and the cursor button 38, and is configured to detect the operation of the said control unit.
[0061] Furthermore, the first sub-control board 200 generates image control commands to instruct the second sub-control board 300 on images and sounds, lamp control data to control the lighting of various lamps such as the performance lamp 35, and movement control data to control the movement of movable parts such as the movable decorative body 22 and the sub-display unit 82, based on performance control commands from the main control board 100. Here, the first sub-control board 200 is connected to the second sub-control board 300 in a way that enables bidirectional communication. Image control commands related to images and sound are transmitted from the first sub-control board 200 to the second sub-control board 300, while in response, an acknowledgment command (ACK command) indicating that the control command has been successfully received is transmitted from the second sub-control board 300 to the first sub-control board 200.
[0062] Furthermore, the first sub-control board 200 is electrically connected to the effect lamps 35 and other components, and transmits lamp control data via the I / O port 204. The effect lamps 35 are configured to be controlled to light up according to the lamp control data transmitted from the first sub-control board 200.
[0063] Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and the sub-display unit 82, and transmits movable control data via the I / O port 204. Furthermore, the movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by movement control data transmitted from the first sub-control board 200.
[0064] The second sub-control board 300 includes a CPU 301 that performs various calculations related to image rendering based on image control commands from the first sub-control board 200, a ROM 302 that stores image control programs and various data, a RAM 303 that functions as a work area for temporary storage and buffer memory, and an I / O port 304 that inputs and outputs signals to and from peripheral boards and various devices. The CPU 301 is configured to execute major controls related to image rendering according to the control program stored in the ROM 302. In addition, the second sub-control board 300, although not shown in the diagram, is equipped with a VDP that generates image data in accordance with the content of the performance determined by the performance content determination means 225 (described later) based on control signals received from the CPU 301, and a sound source IC that generates sound data in accordance with the content of the performance based on control signals received from the CPU 301. The VDP is a so-called image processor that reads image data stored in the image ROM in response to instructions from the CPU 301, processes the image data, and transmits the generated image data to the performance display device 80. A high-speed VRAM used for expanding and processing the image data read from the image ROM is connected to this VDP. The sound source IC reads sound data stored in the sound ROM in response to instructions from the CPU 301, synthesizes the read sound data, and outputs the final sound data generated to the speaker 33 via an amplifier.
[0065] The dispensing control board 400 is mainly composed of a CPU 401, a ROM 402, and a RAM 403 (none of which are shown in the figure). Furthermore, the payout control board 400 is connected to the main control board 100 in a bidirectional manner, and controls the payout unit 48 to dispense game balls based on payout control commands 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.
[0066] <Regarding the functional configuration of the gaming machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be explained using Figure 7. Figure 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Figure 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations not shown in Figure 7. Furthermore, when explaining the functional configuration, Figures 8 to 13 will be referred to as needed.
[0067] As shown in Figure 7, the main control board 100 includes a ball entry determination means 110, a main random number generation means 115, a main hold control means 120, a pre-determination means 125, a special symbol lottery means 130, a regular symbol lottery means 135, a jackpot game control means 140, a symbol display control means 145, an electric mechanism control means 150, a game state control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, a power interruption processing execution means 180, and a complete function control means 190. These means functionally represent what is realized by each control configuration on the main control board 100 as described with reference to Figure 6.
[0068] The main information storage means 160 is a means for temporarily storing data read by means of the main control board 100, and data derived by calculations performed by said means, in corresponding storage areas. In particular, 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 subcommand management means 270 of the first sub-control board 200, which will be described later.
[0069] The ball entry determination means 110 determines whether a ball has entered each prize slot based on the detection results of sensors installed at each prize slot.
[0070] The main random number generation means 115 is capable of generating multiple types of random numbers with different update ranges using the random number circuit 105, and when it is determined that a prize has been won in a prize slot, it retrieves (latches) one or more random numbers corresponding to that prize slot from the random number circuit 105. More specifically, if the main random number generation means 115 determines that a prize has been won in the first starting gate 57 or the second starting gate 59, it acquires random numbers for determining whether a special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol variation patterns, as described later. If a prize has been won in the gate 63, it stores the random numbers for determining whether a regular symbol is successful, random numbers for drawing regular symbol patterns, and random numbers for drawing regular symbol variation patterns, as described later, in the corresponding storage area of the main information storage means 160.
[0071] The main hold control means 120 controls the hold of symbol changes for special symbols and symbol changes for regular symbols. For special symbol 1, random numbers for determining whether the special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol change patterns, which are acquired when a ball enters the first start opening 57, are held (stored) as operation hold information for special symbol 1. More specifically, the main hold control means 120 includes a hold counter (hereinafter referred to as the "Figure 1 hold counter") which is incremented by 1 each time the operation hold information of Figure 1 is held, and decremented by 1 each time the operation hold information of Figure 1 is used (used in the lottery of the Figure 1 lottery means 130). The main information storage means 160 stores the operation hold information in the storage area corresponding to the current Figure 1 hold counter until the value of the Figure 1 hold counter reaches its upper limit (4 in this embodiment). Each time the operation hold information is used, the main information storage means 160 clears the used operation hold information and controls the remaining operation hold information to be moved (shifted) from the current storage area to the storage area corresponding to a Figure 1 hold counter that is 1 less than the current Figure 1 hold counter, in order from the smallest Figure 1 hold counter. Furthermore, the main hold control means 120 performs the same control as described above for both Figure 2 and the general figure, separately from Figure 1, and the hold counter in Figure 2 is referred to as the Figure 2 hold counter. Furthermore, in the following explanation, "holding of operation hold information" may be expressed as "holding of symbol change". Furthermore, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of Figure 1 or Figure 2, it generates a performance control command (hold command) that includes the Figure 1 hold counter and the Figure 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, if both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held, a priority change is performed in which the operation hold information corresponding to Figure 2 is used preferentially.
[0072] The pre-determination means 125 performs a pre-determination for a pre-reading effect targeting the reserved operation information of the special feature when the reserved operation information of the special feature is reserved at a predetermined pre-determination timing, at least in some cases. More specifically, the pre-determination means 125 reads out each random number of the currently held operation hold information and performs pre-determinations for the special symbol win / failure determination, special symbol stop symbol lottery, and special symbol variation pattern lottery, which will be described later. In each pre-determination, the same or equivalent lottery table (not shown) as the lottery table used for the lottery corresponding to each pre-determination is used. Therefore, the results of these pre-determinations will be the same as the results of the lottery executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) that includes the derived pre-determination result, and stores the command in the transmission command storage area of the main information storage means 160. As mentioned above, the pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least in some cases when the operation hold information of the special feature is held at a predetermined pre-determination timing, and therefore it is transmitted following the hold command mentioned above. Here, the predetermined pre-determination timing refers to a time when a jackpot game is not in progress, and furthermore, in this embodiment, if the operation hold information of the special feature 1 is held during the normal feature high probability mode described later, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted.
[0073] The special symbol lottery means 130 comprises a special symbol win / failure determination means 131, a special symbol stop symbol lottery means 132, and a special symbol variation pattern derivation means 133, and executes processing by each means in the order of special symbol win / failure determination means 131, special symbol stop symbol lottery means 132, and special symbol variation pattern derivation means 133. When the conditions for starting the variation of the special symbol are met, the special symbol lottery means 130 reads the earliest operation hold information from the operation hold information held in the main information storage means 160. Furthermore, "the conditions for the start of the special symbol variation are met" means, as an example, that all of the following conditions are met: it is not during a jackpot, neither Special Symbol 1 nor Special Symbol 2 is currently exhibiting symbol variation, and there is operation hold information in at least one of Special Symbol 1 or Special Symbol 2.
[0074] Here, Figures 8(a) to 8(c), 9(a), and 9(b) schematically show the lottery table used in the main control board 100, and will be referred to as necessary in the following explanation. In addition to these lottery tables, in lotteries using 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 lottery value, the addition is performed once), and the result corresponding to the lottery value that resulted in a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of lottery tables, names are given to the lottery tables for the sake of explanation, but it is sufficient that the data such as lottery values contained in the lottery table corresponding to the name is stored in an identifiable manner in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery tables, there may be items listed for the sake of explanation, or "-" may be listed as a lottery value, but these do not necessarily represent the data stored in each ROM. Furthermore, results with "-" as a lottery value will not result in a win. Moreover, if the same lottery value as the random number range used for the lottery (the number of random numbers that can be obtained within that range) is listed in the lottery table, that result will be derived 100% of the time, so it is not necessarily required to perform a lottery. Furthermore, if the sum of the random values used in a single draw matches the range of random numbers used in the draw, a carry will always occur in the final addition of the random values, so that addition does not need to be performed, and in that case, the random values used in that addition themselves become unnecessary.
[0075] The special symbol win / loss determination means 131 reads out a random number for special symbol win / loss determination for each symbol change, and performs special symbol win / loss determination by drawing lots using the read random number and a special symbol win / loss determination lottery table corresponding to the current setting value to determine whether it will be a big win or a loss. Figure 8(a) schematically shows the lottery table used to determine whether a special symbol wins or loses, and this lottery table is used in common for both Special Symbol 1 and Special Symbol 2. The range of random numbers used in this determination is 0 to 65535. Therefore, when the special symbol lottery state is at a low probability (hereinafter sometimes abbreviated as "low special symbol probability"), a jackpot is achieved with the following probabilities: 205 / 65536 (approximately 1 / 319.6) if the current setting is setting 1, 210 / 65536 (approximately 1 / 312.0) if the current setting is setting 2, 215 / 65536 (approximately 1 / 304.8) if the current setting is setting 3, 220 / 65536 (approximately 1 / 297.8) if the current setting is setting 4, 225 / 65536 (approximately 1 / 291.2) if the current setting is setting 5, and 230 / 65536 (approximately 1 / 284.9) if the current setting is setting 6. Similarly, when the special symbol lottery state is at high probability (hereinafter sometimes abbreviated as "high probability special symbol"), if the current setting is setting 1, the probability of winning a jackpot is 445 / 65536 (approximately 1 / 147.2), if the current setting is setting 2, it is 455 / 65536 (approximately 1 / 144.0), if the current setting is setting 3, it is 466 / 65536 (approximately 1 / 140.6), if the current setting is setting 4, it is 477 / 65536 (approximately 1 / 137.3), if the current setting is setting 5, it is 488 / 65536 (approximately 1 / 134.2), and if the current setting is setting 6, it is 499 / 65536 (approximately 1 / 131.3). Thus, in this embodiment, the probability of a jackpot being achieved differs for each setting value in both the low and high probability states of special symbols. In all setting values, the denominator of the probability of a jackpot being achieved in the low probability state (when the numerator is set to 1) is greater than the denominator of the probability of a jackpot being achieved in the high probability state (when the numerator is set to 1). Therefore, the high probability state of special symbols has a higher probability of a jackpot being achieved than the low probability state, and can be said to be a more advantageous state. Note that these probabilities do not change depending on whether the setting value is changed or not. Furthermore, in this embodiment, the lottery value is set such that the ratio of the denominator (when the numerator is set to 1) of the probability of a jackpot being obtained in the low probability state to the denominator (when the numerator is set to 1) of the probability of a jackpot being obtained in the high probability state is constant regardless of the setting value (in this embodiment, approximately 1:2.2). This constant ratio means that the ratio of the integer part (with the decimal part rounded down, rounded up, or rounded to the nearest integer) of the jackpot probability denominator (when the numerator is set to 1) is constant. In other words, the lottery value should be set such that the ratio of the denominator of the former probability to the denominator of the latter probability is approximately constant regardless of the setting value.
[0076] The special symbol stop symbol lottery means 132 reads out a random number for the special symbol stop symbol lottery when the result of the special symbol win / loss determination is a jackpot, and uses the read random number and the special symbol stop symbol lottery table to determine the special symbol stop symbol by lottery. Figure 8(b) schematically shows the lottery table for determining the stopping symbols in Special Feature 1, and the range of random numbers used in this lottery is 0 to 99. Therefore, if a jackpot is achieved in Special Feature 1, symbol A is determined with a probability of 50 / 100 (1 / 2), symbol B with a probability of 40 / 100 (1 / 2.5), and symbol C with a probability of 10 / 100 (1 / 10), and these probabilities do not depend on the setting value. Here, symbol A is a symbol with 8 rounds, and after the jackpot game ends, it becomes a symbol with a low probability of special symbols and a high probability of normal symbols (hereinafter, it may be referred to as a "normal symbol," and a jackpot related to this symbol may be referred to as a "normal jackpot"). On the other hand, symbol B is a symbol with 9 rounds, and after the jackpot game ends, it becomes a symbol with a high probability of special symbols and a high probability of normal symbols (hereinafter, it may be referred to as a "probability variation symbol," and a jackpot related to this symbol may be referred to as a "probability variation jackpot"). Furthermore, symbol C is a probability variation symbol with 16 rounds, and after the jackpot game ends, it becomes a symbol with a high probability of special symbols and a high probability of normal symbols. Therefore, symbol C is a more advantageous symbol than symbol B in terms of the number of rounds, and both symbol B and symbol C are more advantageous than symbol A in terms of both the number of rounds and the subsequent special symbol lottery state. Figure 8(c) schematically shows the lottery table for the lottery of the stopping symbols in Special Feature 2. The range of random numbers used in this lottery is 0 to 99, the same as in the lottery for the stopping symbols in Special Feature 1. Therefore, if a jackpot is achieved in Special Feature 2, symbol a is determined as the stopping symbol with a probability of 65 / 100 (approximately 1 / 1.53), and symbol b is determined with a probability of 35 / 100 (approximately 1 / 2.85). These probabilities also do not depend on the set value. Here, symbol a is a probability variation symbol with 16 rounds and a high probability of special symbols and normal symbols after the jackpot game ends, while symbol b is a normal symbol with 4 rounds and a low probability of special symbols and a high probability of normal symbols after the jackpot game ends. Therefore, it can be said that symbol a is more advantageous than symbol b in terms of both the number of rounds and the subsequent special symbol lottery state. Thus, in this embodiment, the probability of each stop symbol being derived in both Special Figure 1 and Special Figure 2 is constant regardless of the set value, and the advantage of the Special Figure stop symbol lottery does not change depending on the set value. Furthermore, this probability does not change whether or not the set value is changed. Furthermore, if the result of the special symbol stop symbol lottery is not a jackpot, the special symbol stop symbol lottery means 132 uniformly determines symbol D as the stop symbol if special symbol 1 is a miss, and symbol c as the stop symbol if special symbol 2 is a miss. Furthermore, in this embodiment, the probability of entering a high probability state for special symbols after a jackpot game using special symbol 1 (50 / 100) is different from the probability of entering a high probability state for special symbols after a jackpot game using special symbol 2 (65 / 100) (the symbol variation of special symbol 2 is more advantageous than the symbol variation of special symbol 1). Although the details are omitted, this difference is achieved by providing a function that enters a high probability state for special symbols after a jackpot game ends when a game ball passes through the V-entry area provided in the large prize-winning opening 55 during a jackpot game (when a sensor provided in the V-entry area detects the game ball), and by changing whether or not to provide a round (in this embodiment, the 9th round) in which passing through the V-entry area is easier, depending on the stopped symbol of the special symbol.
[0077] The special symbol variation pattern derivation means 133 includes multiple types of special symbol variation pattern lottery tables that are referenced when determining the special symbol variation pattern. Based on the current special symbol variation pattern derivation state and the result of the special symbol win / failure determination, it selects one special symbol variation pattern lottery table to determine the current special symbol variation pattern. Using the selected special symbol variation pattern lottery table and random numbers for special symbol variation pattern lottery, it determines one special symbol variation pattern, and determines the variation time based on the determined special symbol variation pattern. Details of the transition conditions will be described later, but in this embodiment, there are three special figure variation pattern derivation states: special figure variation pattern derivation state PA, special figure variation pattern derivation state PB, and special figure variation pattern derivation state PC. The method for determining the special figure variation pattern described above is used for the pattern variation of special figure 1 in special figure variation pattern derivation state PA, and for the pattern variation of special figure 2 in special figure variation pattern derivation states PB and special figure variation pattern derivation state PC. In each special figure variation pattern derivation state, the pattern variation of the other special figure is determined by a predetermined special figure variation pattern according to the result of the special figure win / fail judgment.
[0078] Figure 9(a) schematically shows the lottery table for deriving the special symbol variation pattern when the special symbol variation pattern derivation state PA is activated, and the range of random numbers used in this lottery is 0 to 999. Therefore, when the special symbol hit / miss judgment result is a miss when the special symbol variation pattern derivation state PA is activated, there is a probability of 900 / 1000 (approximately 1 / 1.11) that the special symbol variation pattern HNP will be activated, a probability of 50 / 1000 (1 / 20) that the special symbol variation pattern HRP will be activated, a probability of 10 / 1000 (1 / 100) that the special symbol variation pattern HSP1-A will be activated, a probability of 8 / 1000 (1 / 125) that the special symbol variation pattern HSP1-B will be activated, a probability of 6 / 1000 (approximately 1 / 167) that the special symbol variation pattern HSP1-C will be activated, and a probability of 7 HSP2-A is determined with a probability of 1 / 1000 (approximately 1 / 143), HSP2-B with a probability of 5 / 1000 (1 / 200), HSP2-C with a probability of 4 / 1000 (1 / 250), HSP3-A with a probability of 5 / 1000 (1 / 200), HSP3-B with a probability of 3 / 1000 (approximately 1 / 333), and HSP3-C with a probability of 2 / 1000 (1 / 500). These probabilities do not depend on the current settings or whether the settings have been changed. In this case, special symbol variation patterns ASP1-A to ASP3-C will not be determined. Furthermore, as will be explained later using Figure 9(b), if special symbol variation pattern HNP is determined, the special symbol variation pattern is further specified using the value of the special symbol 1 reserve counter at the start of the symbol variation. When the special symbol variation pattern derivation state PA is reached, if the result of the special symbol hit / fail judgment is a jackpot, there is a 50 / 1000 (1 / 20) probability of special symbol variation pattern ASP1-A, a 70 / 1000 (approximately 1 / 14.3) probability of special symbol variation pattern ASP1-B, an 80 / 1000 (1 / 12.5) probability of special symbol variation pattern ASP1-C, a 70 / 1000 (approximately 1 / 14.3) probability of special symbol variation pattern ASP2-A, and a 100 / 1000 (1 / 10) probability. The special pattern variation pattern ASP2-B is determined with a probability of 130 / 1000 (approximately 1 / 7.69), the special pattern variation pattern ASP2-C with a probability of 130 / 1000 (approximately 1 / 7.69), the special pattern variation pattern ASP3-A with a probability of 130 / 1000 (approximately 1 / 7.69), the special pattern variation pattern ASP3-B with a probability of 170 / 1000 (approximately 1 / 5.88), and the special pattern variation pattern ASP3-C with a probability of 200 / 1000 (1 / 5). These probabilities do not depend on the current settings or whether the settings have been changed. In this case, the special pattern variation patterns HNP to HSP3-C will not be determined. Furthermore, in the description of the special feature variation patterns of this embodiment, when two special feature variation patterns are described separated by a "~", the description of the special feature variation pattern that lies between the special feature variation pattern described earlier and the special feature variation pattern described later will be omitted, in accordance with the order shown in Figure 9(a). Although not shown in the diagram, in the special feature variation pattern derivation state PB and special feature variation pattern derivation state PC, the special feature variation pattern is drawn according to the result of the special feature hit / miss determination, just as in the special feature variation pattern derivation state PA.
[0079] Figure 9(b) schematically shows the lottery table used to derive the special feature variation pattern when the special feature variation pattern HNP is determined. As described above, in this lottery, the special feature variation pattern is further determined using the value of the special feature 1 reserve counter. First, as shown in Figure 9(b), the special pattern variation pattern HNP includes special pattern variation pattern HNP-A with a variation time of 3200 ms (milliseconds), special pattern variation pattern HNP-B with a variation time of 5600 ms, special pattern variation pattern HNP-C with a variation time of 8000 ms, special pattern variation pattern HNP-D with a variation time of 11200 ms, and special pattern variation pattern HNP-E with a variation time of 20000 ms, with the variation time increasing in this order. The random numbers used in this lottery (which are different from the random numbers used in the lottery related to the lottery table shown in Figure 9(a)) range from 0 to 999. Therefore, when the Special Feature 1 Reserve Counter = 3 (Reserve 3), Special Feature Variation Pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1), while Special Feature Variation Patterns HNP-B to HNP-E are not determined, and this probability does not depend on the current settings or whether the settings have been changed. Similarly, when the Special Feature 1 Reserve Counter = 2 (Reserve 2), there is a 150 / 1000 (approximately 1 / 6.67) probability that Special Feature Variation Pattern HNP-A will be determined, an 800 / 1000 (1 / 1.25) probability that Special Feature Variation Pattern HNP-B will be determined, and a 50 / 1000 (1 / 20) probability that Special Feature Variation Pattern HNP-E will be determined, while Special Feature Variation Patterns HNP-C and HNP-D will not be determined. When the Special Feature 1 Reserve Counter = 1 (Reserve 1), there is a 50 / 1000 (1 / 20) probability that Special Feature Variation Pattern HNP-A will be determined, a 150 / 1000 (approximately 1 / 6.67) probability that Special Feature Variation Pattern HNP-B will be determined, and a 700 / 1000 (approximately 1 / 1.43) probability that Special Feature Variation Pattern HNP-E will be determined. If the dynamic pattern HNP-C determines the special symbol variation pattern HNP-E with a probability of 100 / 1000 (1 / 10), while the special symbol variation pattern HNP-D is not determined. If the special symbol 1 hold counter = 0 (hold 0), then the special symbol variation pattern HNP-B is determined with a probability of 50 / 1000 (1 / 20), the special symbol variation pattern HNP-C with a probability of 100 / 1000 (1 / 10), the special symbol variation pattern HNP-D with a probability of 700 / 1000 (approximately 1 / 1.43), and the special symbol variation pattern HNP-E with a probability of 150 / 1000 (approximately 1 / 6.67), while the special symbol variation pattern HNP-A is not determined. These probabilities do not depend on the current settings or whether the settings have been changed. Thus, once the special symbol variation pattern HNP is determined, the special symbol variation pattern (variation time) that is likely to be determined differs depending on the value of the special symbol 1 reserve counter. More specifically, the smaller the value of the special symbol 1 reserve counter, the more likely it is that a longer symbol variation will be determined (the larger the value of the special symbol 1 reserve counter, the more likely it is that a shorter variation time will be determined). In particular, when the special symbol 1 reserve counter = 3, the special symbol variation pattern HNP-E is not determined, while when the special symbol 1 reserve counter is not 3, the special symbol variation pattern HNP-E is determined, and when the special symbol 1 reserve counter = 2 to the special symbol reserve counter = 0, the smaller the value of the counter, the more likely it is that the special symbol variation pattern HNP-E will be determined. Furthermore, such special feature variation patterns (hereinafter sometimes referred to as "basic special feature variation patterns") also exist in the special feature variation pattern derivation state PB and the special feature variation pattern derivation state PC. Although the types and lengths of the basic special feature variation patterns corresponding to these special feature variation pattern derivation states differ, their tendencies (the relationship between the value of the hold counter (the value of the special feature 2 hold counter in the special feature variation pattern derivation state PB and the special feature variation pattern derivation state PC) and the special feature variation patterns (variation time) that are easily determined) are the same as in the special feature variation pattern derivation state PA.
[0080] Furthermore, in this embodiment, similar to the special symbol stop symbol lottery described above, if the special symbol variation pattern derivation state and the result of the special symbol win / loss determination are the same, the probability of each special symbol variation pattern being derived does not depend on the set value. Furthermore, the special symbol variation pattern derivation means 133 generates a performance control command (variation start command) that includes the determined stopping symbol of the special symbol and the determined special symbol variation pattern, based on the result of the special symbol win / loss determination, at the start of the symbol variation, and stores the command in the transmission command storage area of the main information storage means 160.
[0081] The regular symbol lottery means 135, similar to the special symbol lottery means 130, reads the earliest operation hold information from the operation hold information held in the main information storage means 160 when the regular symbol is not changing, and uses the read random number to perform a regular symbol win / loss determination to determine whether the regular symbol is a win or a loss. If the regular symbol win / loss determination results in a regular symbol win where the regular electric mechanism 61 is controlled to an open state, the regular symbol stop symbol lottery is performed to determine the regular symbol stop pattern by lottery, and the regular symbol variation pattern lottery is performed to determine the regular symbol variation pattern (variation time) by lottery. More specifically, in the determination of whether a regular drawing wins or losses, there are two states: one where the regular drawing lottery state is high probability (sometimes abbreviated as "high regular drawing probability") and one where the regular drawing lottery state is low probability (sometimes abbreviated as "low regular drawing probability"). Although the lottery table is not shown in this embodiment, in the high regular drawing probability state, there is a 65535 / 65536 probability of winning the regular drawing and a 1 / 65536 probability of losing. On the other hand, in the low regular drawing probability state, there is a 1 / 65536 probability of winning the regular drawing and a 65535 / 65536 probability of losing. It is also possible to make it so that there is no regular drawing win in the low regular drawing probability state (a 65536 / 65536 chance of losing).
[0082] In the regular symbol stop symbol lottery, similar to the special symbol stop symbol lottery, one stop symbol is determined from multiple types of stop symbols with different opening patterns for the regular electric mechanism 61 by a lottery using a lottery table for the regular symbol stop symbol lottery (not shown) (common to all settings). If the regular symbol win / loss judgment is a loss, the stop symbol is determined uniformly, similar to special symbol 1 and special symbol 2. Furthermore, in the general pattern variation lottery, similar to the special pattern variation lottery, one general pattern variation pattern is determined from multiple types of general pattern variation patterns by a lottery using a lottery table for general pattern variation lottery (not shown in the diagram) (common to all settings). Thus, a high probability of a normal win is considered to be a more advantageous state than a low probability of a normal win, as the probability of a normal win is higher. Furthermore, in this embodiment, the probability of obtaining each lottery result in any of the lotteries related to the regular symbols (regular symbol win / failure determination, regular symbol stop pattern lottery, and regular symbol variation pattern lottery) is constant regardless of the set value, and the advantage of the lottery related to the regular symbols does not change depending on the set value.
[0083] As described above, in this embodiment, the probability of winning a jackpot in the special symbol win / failure judgment is determined based on the set value, and the probability of winning a jackpot in the special symbol win / failure judgment increases as the set value increases, thus making it more advantageous as the set value increases. However, it is also possible to set a difference in the probability of obtaining a favorable result in at least one of the following: special symbol stop symbol lottery, normal symbol win / failure judgment, and normal symbol stop symbol lottery. Alternatively, it is also possible to set a difference in the probability of obtaining a favorable result in at least one of the following: special symbol stop symbol lottery, normal symbol win / failure judgment, and normal symbol stop symbol lottery, without including the special symbol win / failure judgment, so that it becomes more advantageous as the set value increases (the degree of advantage differs depending on the set value). In other words, it is sufficient that the degree of advantage regarding the awarding of prize balls differs depending on the set value.
[0084] The jackpot game control means 140, when the result of the special symbol win / loss lottery is a jackpot, determines the demo time for the jackpot start demo and the demo time for the jackpot end demo according to the determined jackpot symbol. Furthermore, the jackpot game control means 140 generates a performance control command (jackpot start command) including a demo time related to the jackpot start demo when a jackpot is started and stores it in the transmission command storage area of the main information storage means 160. When a new round starts during a jackpot game, it generates a performance control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. When a jackpot ends, it generates a performance control command (jackpot end command) including a demo time related to the jackpot end demo and stores it in the transmission command storage area of the main information storage means 160.
[0085] The symbol display control means 145 causes special symbol 1 to be displayed on the first special symbol display device 91 in accordance with the variation time based on the special symbol variation pattern of special symbol 1, and after the variation time has elapsed, special symbol 1 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Similarly, special symbol 2 is displayed on the second special symbol display device 92 in accordance with the variation time based on the special symbol variation pattern of the second special symbol, and after the variation time has elapsed, special symbol 2 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. The symbol display control means 145 has a special symbol game timer for managing the time (variation time, stop display time) related to the display of special symbol 1 and special symbol 2. When the special symbol is stopped (at the timing when the value of the special symbol game timer becomes "0"), it generates a performance control command (variation stop command) to request the confirmed stop (confirmation display) of the decorative symbol, and stores the command in the transmission command storage area of the main information storage means 160.
[0086] Furthermore, the symbol display control means 145 causes the normal symbol to be displayed on the normal symbol display device 93 in accordance with the normal symbol variation pattern (variation time) of the normal symbol, and after the variation time has elapsed, the normal symbol is stopped and displayed with the stop symbol determined by the normal symbol stop symbol lottery. Furthermore, the symbol display control means 145 has a symbol game timer for managing the time (variation time, stop display time) related to the display of the symbol.
[0087] The electric mechanism control means 150, when the result of the special symbol win / loss lottery is a jackpot, outputs a control signal to the special electric mechanism solenoid 66 after the special symbol stops, causing the special electric mechanism 65 to open according to the opening pattern corresponding to the stopped symbol of the special symbol. In a jackpot game, one opening and closing operation of the special electric mechanism 65 is considered one round of gameplay, and this round of gameplay is executed continuously for a predetermined number of rounds (in this example, 16R, 9R, and 8R).
[0088] Furthermore, if the electric mechanism control means 150 wins the regular drawing lottery, it outputs a control signal to the regular electric mechanism solenoid 62, causing the regular electric mechanism 61 to open according to the opening pattern corresponding to the stopping symbol on the regular drawing.
[0089] The game state control means 155 controls the special symbol lottery state. Specifically, as described above, the game state control means 155 sets the special symbol to a low probability state at the start of a jackpot game, regardless of the symbols involved in the jackpot, maintains the low probability state for special symbols at the end of a jackpot game related to a normal jackpot, and sets the special symbol to a high probability state at the end of a jackpot game related to a probability variation jackpot.
[0090] Furthermore, the game state control means 155 controls the normal symbol lottery state. Specifically, at the start of a jackpot, the game state control means 155 sets the normal symbol to low probability regardless of the symbols involved in the jackpot; at the end of a jackpot game related to a normal jackpot, it sets the normal symbol to high probability until 100 symbol changes have occurred (after 100 symbol changes, it sets the normal symbol to low probability); and at the end of a jackpot related to a probability variation jackpot, it sets the normal symbol to high probability until the start of the next jackpot game (including cases where a finite number sufficient to derive a jackpot (e.g., 5000 times) is set).
[0091] Furthermore, the game state control means 155 controls the special symbol variation pattern derivation state described above. The transitions in these special symbol variation pattern derivation states will be explained with reference to Figures 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transitions in the special symbol variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship between the average variation time for each special symbol variation pattern derivation state. As shown in Figure 10(a), the special symbol variation pattern derivation states consist of special symbol variation pattern derivation state PA, which corresponds to a low probability of a special symbol win and a low probability of a normal symbol win; special symbol variation pattern derivation state PB, which corresponds to a high probability of a special symbol win and a high probability of a normal symbol win; and special symbol variation pattern derivation state PC, which corresponds to a low probability of a special symbol win and a high probability of a normal symbol win. Except during a jackpot game, the special symbol variation pattern derivation state is set according to the special symbol lottery state and the normal symbol lottery state. The transition conditions between special symbol variation pattern derivation state PA and special symbol variation pattern derivation state PC are transition conditions (i) to transition conditions (iii). Transition condition (i) is the end of a jackpot game related to a probability-increasing jackpot, transition condition (ii) is the end of a jackpot game related to a normal jackpot, and transition condition (iii) is the end of the 100th symbol variation. Furthermore, if a jackpot game related to a normal jackpot is started while the special symbol variation pattern derivation state PC is active, the special symbol variation pattern derivation state PC will be reset after the jackpot game ends (the symbol variation count in transition condition (iii) will start from 0).
[0092] Furthermore, as shown in Figure 10(b), the average variation time for each of the special symbol variation pattern derivation states PA, PB, and PC (the sum of variation times derived by multiplying the variation time of the special symbol variation pattern that can be selected in the said special symbol variation pattern derivation state by the occurrence rate (the probability that can occur in any symbol variation, derived by multiplying the probability of the special symbol variation pattern winning by the probability of the special symbol win / fail judgment result being derived) is shorter in the order of special symbol variation pattern derivation state PA, special symbol variation pattern derivation state PC, and special symbol variation pattern derivation state PB. This is mainly due to the difference in the length of variation time of the basic special symbol variation pattern mentioned above, which is most frequently selected in each special symbol variation pattern derivation state. Furthermore, in this embodiment, the difference between the average variation time of the special figure variation pattern derivation state PA and the average time of the special figure variation pattern derivation state PC is greater than the difference between the average variation time of the special figure variation pattern derivation state PC and the special figure variation pattern derivation state PB.
[0093] Furthermore, when an update occurs in the special symbol lottery state, the regular symbol lottery state, or the special symbol variation pattern derivation state, the game state control means 155 generates a performance control command (game state specification command) that includes each of the updated states, and stores the command in the transmission command storage area of the main information storage means 160.
[0094] As described above, the main information storage means 160 is a means for temporarily storing data read by each means, data derived by calculations etc. performed by each means, etc., in the corresponding storage areas.
[0095] The main error control means 165 monitors the input information of the I / O port 104 and determines whether the gaming machine 10 is in an error state. If it is determined that the machine is in an error state, it stores a performance control command (error command) containing information that can identify the error state in the transmission command storage area of the main information storage means 160.
[0096] The main command management means 170 transmits a performance control command to the first sub-control board 200 when a performance control command is stored in the transmission command storage area of the main information storage means 160. 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.
[0097] The power restoration processing execution means 175 includes a recovery state setting means 176, a setting change means 177, a setting confirmation means 178, and a game-ready state transition means 179.
[0098] The recovery state setting means 176 performs a recovery state setting process to set the recovery state upon power restoration based on whether or not there is an abnormality in the RAM 103, the state at the time of the power outage immediately preceding the power restoration, the combination of the setting key switch 42 and the RAM clear switch 43 at the time of power restoration, and the state of the middle frame door open sensor 76 at the time of power restoration. The recovery states set by this process include a game stop state, a setting change state, a setting confirmation state, and a playable state (which may or may not involve a RAM clear process). The flow of this process is omitted here, but the details of the state of the game machine 10 at the time of power restoration, including the recovery state corresponding to the above recovery conditions, will be described later. If a RAM clear process is performed, the special symbol low probability and normal symbol low probability will be set. Here, the "game stop state" is a recovery state in which gameplay cannot proceed because the processing corresponding to the detection results of the sensors installed at each prize entry point is not executed (the detection results of the sensors themselves are not even checked). The "game-ready state" is a recovery state in which gameplay can proceed because the processing corresponding to the detection results of the sensors installed at each prize entry point is executed. Details of the setting change state and setting confirmation state will be described later.
[0099] Furthermore, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check at the beginning of the recovery state setting process (specifically, determining whether or not a backup flag is stored in the backup information area related to the target area (whether or not the backup flag is ON), and if the backup flag is stored (if the backup flag is ON), deriving a checksum of the complement stored in the target area and the backup information area related to that area, and if the result of this calculation is 0, determining that the target area is normal, and otherwise determining that the target area is abnormal) on the area of RAM103 related to gameplay. In this embodiment, the RAM abnormality check also determines whether there is an abnormality in the area related to the base value. However, in this description, unless otherwise specified, an abnormality in RAM 103 refers to an abnormality in the area of RAM 103 related to gameplay. Furthermore, in the recovery state setting process, if there is an abnormality in the area of RAM103 related to gameplay and also in the area of RAM103 related to the base value, the area of RAM103 related to the base value is cleared. However, if there is an abnormality in the area of RAM103 related to the base value (regardless of whether or not there is an abnormality in the area of RAM103 related to gameplay), the area of RAM103 related to the base value may be cleared.
[0100] The setting change means 177 executes a setting change process that enables the setting value to be changed when the setting change state is set. Details of this process will be described later.
[0101] The setting confirmation means 178 executes a setting confirmation process that enables confirmation of the setting value when the setting confirmation state is set. Details of this process will be described later.
[0102] The playable state transition means 179 executes a playable state transition process to transition to the playable state when the playable state is set. To explain in more detail, during the transition to a playable state, if the security signal output is ON, the following processes are executed: turning the security signal output OFF, displaying the base value on the main control board monitor 97 (the display method of the base value will be described later), and initial device setup. Here, a security signal is a type of signal output from an external terminal board (not shown) provided on the gaming machine 10 to devices outside the gaming machine (such as a data display or hall computer). In the following explanation, turning the security signal ON means starting the output of the security signal, and turning the security signal OFF means ending the output of the security signal. In this embodiment, the process of turning the security signal OFF does not take into account the elapsed time since the security signal was turned ON, but it is also possible to take this elapsed time into consideration, that is, to avoid turning the security signal OFF before a certain amount of time has elapsed since the security signal was turned ON. Furthermore, during the initial setup 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 can enter each prize pocket, and setting data to activate the random number circuit 105 are performed.
[0103] The power cut-off processing execution means 180 performs power cut-off processing based on the receipt of a power cut-off signal from the power control board 500. Specifically, for the area of RAM103 related to gameplay (a different area from the area related to the base value), the following processes are executed: deriving the checksum of the area, storing the complement of the checksum in the backup information area of RAM103 related to gameplay, and turning on a backup flag indicating that a power-off process has been performed on the area (storing the backup flag in the backup information area of RAM103 related to gameplay). Similarly, for the area of RAM103 related to the base value, the following processes are executed: deriving the checksum of the area related to the base value of RAM103, storing the complement of the checksum in the backup information area of RAM103 related to the base value, and turning on a backup flag indicating that a power-off process has been performed on the area related to the base value of RAM103 (storing the backup flag in the backup information area of RAM103 related to the base value).
[0104] The complete function control means 190 derives the difference in the number of balls using the balls that went out and the balls that went in as described above, and sets the game to stop state when the derived difference in the number of balls exceeds a specific threshold (100,000 in this embodiment) (hereinafter, this function will be referred to as the "complete function"). Details of the processing performed by the complete function control means 190 will be described later.
[0105] As shown in Figure 7, the first sub-control board 200 includes a sub-random number generation means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 250, a sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 as described with reference to Figure 6. The sub-information storage means 260 is a means for temporarily storing data read by means of the first sub-control board 200, and data derived by calculations performed by said means, in corresponding storage areas. In addition, performance control commands transmitted from the main command management means 170 are stored in the received command storage area of the sub-information storage means 260 by the sub-command management means 270. In the following description, the process by which performance control commands transmitted from the main command management means 170 are stored in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may simply be referred to as "reception of performance control commands."
[0106] The sub-random number generation means 210 is capable of generating random numbers (software random numbers) that are updated by program processing by the CPU 201, and acquires random numbers at the timing when each lottery (details described later) is executed by the normal performance control means 220.
[0107] The normal performance control means 220 includes a performance mode control means 221, a performance route determination means 222, a sub-hold control means 223, a pre-read performance control means 224, a performance content determination means 225, a decorative pattern control means 226, and a jackpot performance control means 227.
[0108] The performance mode control means 221 controls the transition of the performance mode in a manner consistent with the special symbol variation pattern derivation state managed on the main control board 100 when a game state specification command is transmitted. In this embodiment, the performance modes are broadly classified into normal mode, low probability time-saving mode, and probability variation mode. The special symbol variation pattern derivation state PA corresponds to normal mode, the special symbol variation pattern derivation state PB corresponds to probability variation mode, and the special symbol variation pattern derivation state PC corresponds to low probability time-saving mode.
[0109] When a pre-determination command is transmitted, the performance route determination means 222 determines (sets) the performance route corresponding to the currently suspended symbol variation based on the result of the pre-determination included in the command (in this embodiment, the special symbol variation pattern). However, if the special symbol variation pattern corresponding to the symbol variation is the special symbol variation pattern HNP described above, the performance route determination means 222 does not determine the performance route when the pre-determination command is transmitted, but instead determines the performance route at the start of the symbol variation based on the special symbol variation pattern (special symbol variation pattern HNP-A to special symbol variation pattern HNP-E) included in the variation start command. Here, the performance route refers to the performance from the start to the end of the symbol variation, which defines the process of performance that notifies the result of the special symbol win / loss determination in that symbol variation. The content of the performance performed in that symbol variation is determined by the performance content determination means 225, which will be described later, according to the performance route corresponding to that symbol variation. In this embodiment, each of the special symbol variation patterns shown in Figures 9(a) and 9(b) corresponds to a different performance route. These performance routes are broadly divided into a "miss" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a miss (not a jackpot), and a "jackpot" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a jackpot. Furthermore, the miss performance route is divided into a "non-development miss" performance route, where no development performance is performed, and a "development miss" performance route, where a development performance is performed. Here, a development performance refers to a performance that, after the decorative symbols have entered a "reach" state (a state in which all but one row of symbols are stopped and displayed, and the remaining row of symbols is displayed in motion), indicates whether or not the decorative symbols constituting the "reach" state will stop in the remaining row of symbols that is displayed in motion. In this embodiment, there are three types of development performances, A to C, each with different content. These development performances are also performed in the jackpot performance route. The following explains the content of the performance routes corresponding to each special feature variation pattern. Furthermore, in this embodiment, one special symbol variation pattern corresponds to one performance route, but multiple performance routes may be associated with one special symbol variation pattern. In this case, one performance route can be determined from the multiple performance routes.
[0110] The performance routes corresponding to special feature variation patterns HNP-A to HNP-E and special feature variation pattern HRP correspond to the non-developmental miss performance routes mentioned above. Specifically, in special symbol variation patterns HNP-A to HNP-D, there is a corresponding effect route that notifies the player that the special symbol win / loss judgment for this symbol variation is a miss, by having the decorative symbols stop and display in a scattered pattern (all symbol rows stop, and no identical decorative symbols stop in any of the symbol rows) without the decorative symbols entering a reach state. Special symbol variation patterns HNP-E and HRP correspond to a performance route in which the decorative symbols enter a reach state without going through multiple pseudo-variations, and then the decorative symbols stop and are displayed in a scattered pattern without the development performance described later being executed, thereby informing the player that the result of the special symbol win / loss judgment in this symbol variation is a loss. In particular, as mentioned above, the special symbol variation pattern HNP-E is a special symbol variation pattern in which the probability determined by the value of the special symbol 1 reserve counter changes when the special symbol variation pattern HNP is determined. Therefore, the probability (probability of occurrence) of the reach state related to special symbol variation pattern HNP-E changes depending on the value of the special symbol 1 reserve counter. On the other hand, the probability determined by the value of the special symbol 1 reserve counter does not change for other special symbol variation patterns in which a reach state occurs, including special symbol variation pattern HRP. Here, a pseudo-variation refers to a period before the start of a development sequence that is divided by the stopping of decorative symbols according to certain rules (for example, the stopping of decorative symbols in a manner where the 7 symbol stops in the middle symbol row, such as "5 symbol - 7 symbol - 6 symbol"). However, the decorative symbols used to divide such pseudo-variations may stop after a reach state has occurred, in which case multiple reach states will occur in a single symbol variation. In this embodiment, the maximum number of pseudo-variations is 3, but it is not limited to this, and any number of 2 or more may be adopted.
[0111] The special feature variation patterns HSP1-A to HSP3-C correspond to the aforementioned development failure sequence routes. Specifically, special symbol variation patterns HSP1-A to HSP1-C correspond to a sequence where the decorative symbols enter a reach state without going through multiple pseudo-variations (in just one pseudo-variation), followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. However, the type of development sequence that corresponds to each special symbol variation pattern is different from one another. Special symbol variation pattern HSP1-A corresponds to development sequence A, special symbol variation pattern HSP1-B corresponds to development sequence B, and special symbol variation pattern HSP1-C corresponds to development sequence C. Special symbol variation patterns HSP2-A to HSP2-C correspond to a sequence in which the decorative symbols enter a reach state through two pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. However, similar to special symbol variation patterns HSP1-A to HSP1-C, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence A corresponding to special symbol variation pattern HSP2-A, development sequence B corresponding to special symbol variation pattern HSP2-B, and development sequence C corresponding to special symbol variation pattern HSP2-C. Special symbol variation patterns HSP3-A to HSP3-C correspond to a sequence in which the decorative symbols enter a reach state through three pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. However, similar to special symbol variation patterns HSP1-A to HSP1-C, the type of development sequence corresponding to each special symbol variation pattern is different, with development sequence A corresponding to special symbol variation pattern HSP3-A, development sequence B corresponding to special symbol variation pattern HSP3-B, and development sequence C corresponding to special symbol variation pattern HSP3-C.
[0112] The special feature variation patterns ASP1-A to ASP3-C correspond to the jackpot animation routes described above. Specifically, the special symbol variation patterns ASP1-A to ASP1-C correspond to a performance route in which the decorative symbols enter a reach state without going through multiple pseudo-variations (in just one pseudo-variation), and then a development performance is executed that announces that the result of the special symbol hit / fail judgment in this symbol variation is a jackpot, and after the completion of the development performance the decorative symbols stop and are displayed in a symbol alignment state (all symbol rows are stopped, and the same decorative symbol is stopped in each symbol row). However, the type of development performance corresponding to each special symbol variation pattern is different from each other, with special symbol variation pattern ASP1-A corresponding to development performance A as described above, special symbol variation pattern ASP1-B corresponding to development performance B as described above, and special symbol variation pattern ASP1-C corresponding to development performance C. Special symbol variation patterns ASP2-A to ASP2-C correspond to a sequence in which the decorative symbols enter a reach state through two pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state. However, similar to special symbol variation patterns ASP1-A to ASP1-C, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence A corresponding to special symbol variation pattern ASP2-A, development sequence B corresponding to special symbol variation pattern ASP2-B, and development sequence C corresponding to special symbol variation pattern ASP2-C. Special symbol variation patterns ASP3-A to ASP3-C correspond to a sequence in which the decorative symbols enter a reach state through three pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state. However, similar to special symbol variation patterns ASP1-A to ASP1-C, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence A corresponding to special symbol variation pattern ASP3-A, development sequence B corresponding to special symbol variation pattern ASP3-B, and development sequence C corresponding to special symbol variation pattern ASP3-C.
[0113] Thus, in this embodiment, a performance route corresponding to special figure variation pattern ASP1-A is provided for a performance route corresponding to special figure variation pattern HSP1-A, a performance route corresponding to special figure variation pattern ASP1-B is provided for a performance route corresponding to special figure variation pattern HSP1-B, a performance route corresponding to special figure variation pattern ASP1-C is provided for a performance route corresponding to special figure variation pattern ASP1-C, a performance route corresponding to special figure variation pattern ASP2-A is provided for a performance route corresponding to special figure variation pattern HSP2-A, and a performance route corresponding to special figure variation pattern ASP2-B is provided for a performance route corresponding to special figure variation pattern ASP2-B The corresponding performance routes are mapped as follows: the performance route corresponding to special symbol variation pattern HSP2-C corresponds to the performance route corresponding to special symbol variation pattern ASP2-C, the performance route corresponding to special symbol variation pattern ASP3-A corresponds to the performance route corresponding to special symbol variation pattern HSP3-A, the performance route corresponding to special symbol variation pattern ASP3-B corresponds to the performance route corresponding to special symbol variation pattern ASP3-B, and the performance route corresponding to special symbol variation pattern ASP3-C corresponds to the performance route corresponding to special symbol variation pattern ASP3-C (the content of the performances in the mapped performance routes matches from the beginning to just before the end). Therefore, in the symbol variation where development performances A to C are executed, the player can be made to feel a sense of anticipation for winning the jackpot. Furthermore, the special symbol variation patterns described above, which determine the performance route in which development performances A to C are executed, are special symbol variation patterns that make the player anticipate a jackpot.
[0114] Furthermore, as shown in Figure 9(a), if the result of the special symbol win / loss judgment is a loss, within the range where the number of pseudo-variations is the same, the special symbol variation pattern corresponding to the performance route in which development performance A is executed (e.g., special symbol variation pattern HSP1-A), the special symbol variation pattern corresponding to the performance route in which development performance B is executed (e.g., special symbol variation pattern HSP1-B), and the special symbol variation pattern corresponding to the performance route in which development performance C is executed (e.g., special symbol variation pattern HSP1-C) become less likely to be determined in that order. And if the result of the special symbol win / loss judgment is a big win, within the range where the number of pseudo-variations is the same, the special symbol variation pattern corresponding to the performance route in which development performance A is executed (e.g., special symbol variation pattern ASP1-A), the special symbol variation pattern corresponding to the performance route in which development performance B is executed (e.g., special symbol variation pattern ASP1-B), and the special symbol variation pattern corresponding to the performance route in which development performance C is executed (e.g., special symbol variation pattern ASP1-C) become more likely to be determined in that order. Therefore, the expectation of winning a jackpot can be increased in the order of development sequence A, development sequence B, and development sequence C.
[0115] When a hold command is received, the sub-hold control means 223 sets performance data in the hold display area (not shown) of the main display unit 81 (not shown) to display a number of hold images corresponding to the special figure 1 hold counter and a number of hold images corresponding to the special figure 2 hold counter, based on the information of the special figure 1 hold counter and special figure 2 hold counter included in the command. The hold images are images that are the subject of a hold pre-read performance that changes in various ways to suggest the degree of advantage, such as the expected probability of a big win.
[0116] The pre-read performance control means 224 determines the content of the pre-read performance based on the result of the pre-determination included in the pre-determination command when a pre-determination command is transmitted. A pre-announcement effect is a type of effect that, over one or more reel spins before the reel spin of the target symbol begins, hints at the expected outcome of the special symbol win / loss judgment during the reel spin of the target symbol, as well as the content of the effect that will be performed during the reel spin of the target symbol.
[0117] When a variation start command is transmitted, the performance content determination means 225 determines the content of the performance to be executed in the current symbol variation according to the performance route already determined by the performance route determination means 222. More specifically, the performance content determination means 225 determines the content of the performance (performance pattern) for each performance execution timing in the symbol variation by drawing lots using a performance pattern lottery table corresponding to the performance route determined by the performance route determination means 222. In this way, the content of the performance related to (and executed according to) the determined performance route can be changed, and connections can be made to the performances in a single symbol variation. Furthermore, even if the same performance route is determined, the performances that are executed can be made diverse. The timing for determining the content of the presentation is, for example, at the start of a pseudo-variation (including the start of a symbol variation). If there are multiple pseudo-variations in a single symbol variation, the lottery will be conducted at the start of each pseudo-variation.
[0118] In this embodiment, the content of the effects determined by the effect content determination means 225 includes suggestive text effects and suggestive stamp effects. As will be described in detail later, these effects are displayed in the display area related to the main display unit 81 and function as setting suggestion effects that indicate the current setting value.
[0119] When a variation start command is transmitted, the decorative pattern control means 226 determines the final combination of stopping patterns for the decorative patterns (left pattern, middle pattern, right pattern) based on the determined stopping pattern of the special pattern. Specifically, odd-numbered symbols are associated with symbols B, C, and a; even-numbered symbols are associated with symbols A and b; and scattered symbols are associated with symbols D and c. Furthermore, when matching the combination of decorative symbols to be stopped with the stopping symbols of the special feature, it is not always necessary to follow the aforementioned correspondence. For example, if the combination of decorative symbols to be stopped does not increase the expected probability of the matching combination with respect to the aforementioned correspondence, such as associating symbol a with an even number combination, then in some cases (a lower proportion than the proportion of cases where the aforementioned correspondence occurs), a combination of decorative symbols different from the aforementioned correspondence may be adopted. Even in such cases, the combination of decorative symbols to be stopped can still be said to correspond with the stopping symbols of the special feature.
[0120] The jackpot performance control means 227 determines the content of the jackpot performance to notify that a jackpot game is in progress, based on the information contained in the jackpot start command when the command is transmitted. The jackpot performance includes a start demo performance to notify the start of the jackpot game, a round performance to notify that a round game is in progress, and an end demo performance to notify the end of the jackpot game.
[0121] The normal performance control means 220 reads performance data for each device corresponding to each performance at the execution timing of each performance, according to the content of the performance determined by the means described above provided in the first sub-control board 200. If the read performance data includes performance data related to images and sounds, it generates image control commands related to images and sounds based on the performance data and stores the commands in the transmission command storage area of the sub-information storage means 260.
[0122] In particular, the normal performance control means 220 reads performance data using the performance display device 80 to notify that a setting change is in progress when the recovery state after power is restored is the setting change state (when the setting change start command described later is sent), and the notification started by said performance data ends when the setting change state ends and the game becomes playable (when the setting change end command described later is sent). Similarly, the normal performance control means 220 reads performance data using the performance display device 80 to notify that a setting check is in progress when the recovery state after power is restored is the setting confirmation state (when the setting confirmation start command described later is sent), and the notification started by said performance data ends when the setting confirmation state ends and the game becomes playable (when the setting confirmation end command is sent). Details of these notifications are omitted, but the notifications are not made in a way that makes it impossible to identify the current setting value, and the performance device that executes the notification does not matter. In this way, the work efficiency and security for changing and checking setting values can be improved. Furthermore, the normal performance control means 220 reads performance data to notify that the game has become playable after a RAM clear process when the recovery state after power is restored (in the case of a RAM clear process), and reads performance data to notify that the game has become playable without a RAM clear process when the recovery state after power is restored (in the case of a RAM clear process). These notifications are also executed when the game becomes playable via a setting change state or via a setting confirmation state, and the difference between these notifications can also be used to determine whether the game was played via a setting change state or a setting confirmation state. Furthermore, if the normal performance control means 220 returns to a game-stopped state upon power restoration, it reads performance data to notify that the game has stopped and that the setting change process described later needs to be executed. Although the details of these notifications are omitted here, it is preferable that they continue to run for a certain period of time (for example, 30 seconds) after execution begins, and the performance device used to execute the notifications is not limited.
[0123] When the sub-error control means 230 receives an error command, it reads out performance data for executing an error notification performance that notifies the error specified by the error command.
[0124] The lamp control means 240 holds lamp control data for controlling the lighting of the performance lamp 35. Normally, if there is performance data corresponding to the performance lamp 35 in the performance data read by the performance control means 220, the lamp control means reads the lamp control data based on that performance data and transmits the read lamp control data to the performance lamp 35.
[0125] The movable mechanism control means 250 holds movable control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82. If there is performance data corresponding to a movable mechanism in the performance data read by the normal performance control means 220, it reads the movable control data based on that performance data and transmits the read movable control data to the movable decorative body 22 and the sub-display unit 82.
[0126] As described above, the sub-information storage means 260 is a means for temporarily storing data read by means provided in the first sub-control board 200, data derived by calculations performed by said means, etc., in corresponding storage areas.
[0127] The subcommand management means 270 receives performance control commands transmitted from the main control board 100, stores the received performance commands in the received command storage area of the subinformation storage means 260, and if an image control command is stored in the transmitted command storage area of the subinformation storage means 260, transmits the image control command to the second sub-control board 300. In principle, each image control command is transmitted in the order in which they are stored in the transmitted command storage area of the subinformation storage means 260.
[0128] <Regarding the configuration change process> Next, using Figure 11, we will explain in detail the setting change process executed by the setting change means 177 when the recovery state after power restoration becomes the setting change state. Figure 11 is a diagram showing the flow of the setting change process.
[0129] In the first step S101, it is determined whether the set value is within the normal range (set value 1 to set value 6). If this condition is met, the process proceeds to step S105; otherwise, the process proceeds to step S103.
[0130] In step S103, the setting value is set to 1. In this embodiment, even if there is an abnormality in RAM 103, the process will not be executed if the set value is within the normal range. However, the process may be configured to be executed only if there is an abnormality in RAM 103.
[0131] In step S105, turn on the security signal.
[0132] In step S107, a setting change start command is sent to the first sub-control board 200 (this command is stored in the transmission command storage area of the main information storage means 160 for transmission to the first sub-control board 200). This command is used to notify the user that a setting change is in progress, using the main display unit 81 and the speaker 33.
[0133] In step S109, the current setting value is displayed on the main control board monitor 97.
[0134] In step S111, it is determined whether the RAM clear switch 43 has changed from OFF to ON. If this condition is met, the process proceeds to step S113; otherwise, the process proceeds to step S115. Furthermore, in this determination, it is also possible to add a check to see whether the setting key switch 42 is ON or not, and proceed to step S113 if both conditions are met.
[0135] In step S113, the setting value is updated. Specifically, 1 is added to the current setting value, and if the setting value exceeds 6, the setting value is set to 1. Furthermore, if the setting value is updated (added), the setting value displayed on the main control board monitor 97 will also be updated.
[0136] In step S115, it is determined whether the setting key switch 42 has changed from ON to OFF. If this condition is met, the process proceeds to step S117; otherwise, the process returns to step S111.
[0137] In step S117, the displayed setting value is hidden, and the current setting value is confirmed as the setting value.
[0138] In step S119, a portion of the RAM103's game-related area (excluding the area related to the setting value) is cleared.
[0139] In step S121, a setting change completion command is sent to the first sub-control board 200 and the dispensing control board 400 (this command is stored in the transmission command storage area of the main information storage means 160 for transmission to the first sub-control board 200). This command is used to inform the first sub-control board 200 of the end of the setting change state and the confirmed setting value.
[0140] In step S123, the game-playable state is set, and then the setting change process is terminated. If the game-playable state is set, the game will transition to the game-playable state after the game-playable state transition process described above is executed.
[0141] <About the settings confirmation process> Next, using Figure 12, we will explain in detail the setting confirmation process executed by the setting confirmation means 178 when the recovery state after power restoration becomes the setting confirmation state. Figure 12 is a diagram showing the flow of the setting confirmation process.
[0142] In the first step, S201, turn on the security signal.
[0143] In step S203, a command to start setting confirmation is sent to the first sub-control board 200 (this command is stored in the transmission command storage area of the main information storage means 160 for transmission to the first sub-control board 200). This command is used to notify the first sub-control board 200 that the settings are being checked using the main display unit 81 and the speaker 33.
[0144] In step S205, the current settings are displayed on the main control board monitor 97.
[0145] In step S207, it is determined whether the setting key switch 42 has changed from ON to OFF. If this condition is met, the process proceeds to step S209. If the condition is not met, the determination in step S207 is repeated.
[0146] In step S209, the setting value is hidden.
[0147] In step S211, a setting confirmation completion command is sent to the first sub-control board 200 (this command is stored in the transmission command storage area of the main information storage means 160 for transmission to the first sub-control board 200). This command is used to inform the first sub-control board 200 that the configuration confirmation process has been completed.
[0148] In step S213, the playable state is set, and then the setting confirmation process is terminated. If the playable state is set, the game will transition to the playable state after the playable state transition process described above is executed.
[0149] <Regarding the display mode of the main control board monitor 97> Next, the display modes of the main control board monitor 97 will be explained using Figure 13. Figure 13 is a diagram showing the display modes of the main control board monitor 97 for different states. As shown in Figure 13, the main control board monitor 97 consists of four 7-segment displays (hereinafter sometimes abbreviated as "7-segments") arranged continuously in the horizontal direction, and a dot-shaped LED is provided in the lower right corner of each 7-segment display. When displaying information, the information is displayed right-aligned.
[0150] More specifically, the current setting is displayed using the rightmost 7-segment display, and the type of game stop status is displayed using the rightmost 7-segment display and the second-to-right 7-segment display. For the display of the base value, "bL." is shown using the leftmost 7-segment display, the second-to-left 7-segment display, and the dot-shaped LED to the lower right of the second-to-left 7-segment display. The derived base value is then displayed using the rightmost 7-segment display and the second-to-right 7-segment display. If the base value exceeds 100, "bL.99." is displayed. Furthermore, unless otherwise specified, "display of base value" in this embodiment refers to the display of both a display indicating that it is a display of base value (the display of "bL.") and the display of the base value itself.
[0151] Here, the display that allows identification of the current setting value and the display that allows identification of the type of game stop state may be in various forms, not limited to the form in this embodiment, as long as they are in different forms from each other. Furthermore, as described above, in the setting change state and the setting confirmation state, the setting value is displayed on the main control board monitor 97, and in the game stop state, the type of game stop state ("E1" or "E2") is displayed on the main control board monitor 97. The period during which each display is shown coincides with the period during which the corresponding recovery state is set, but it may be shown for a portion of the period during which the corresponding recovery state is set. In particular, in this embodiment, when a game stop state related to the complete function described later is set, the type of game stop state ("E2") is displayed on the main control board monitor 97.
[0152] Furthermore, although not explained in the above-mentioned explanation regarding the base value, from the initial power-on (including when the area related to the base value of RAM 103 is cleared) until the number of outs reaches 300 (in the range of 0 to 299 outs), "bL.--" is displayed on the main control board monitor 97 (the base value itself is not displayed). In the range of 300 to 60000 outs, the real-time base value is displayed on the main control board monitor 97, and "bL." blinks in both ranges. On the other hand, in the range of 60001 outs and beyond, as described above, the base value derived in the preceding section is displayed, and "bL." is kept lit (not blinking) in this range. Therefore, whether the base value display is lit (blinking) or not, or whether the base value is displayed or not, can be used to recognize whether the area related to the base value of RAM 103 has been cleared. When "bL." is flashing, the 7-segment display showing the integer part of the base value may also be flashed, but it is preferable to keep the 7-segment display constantly lit. Furthermore, while this embodiment allows identification by the presence or absence of flashing, any method that allows identification by differences in lighting patterns, including the presence or absence of flashing, such as changing the color of the light, may be adopted.
[0153] Furthermore, the threshold for the number of outs that defines the period during which "bL.--" is displayed from the initial power-on is not limited to 300. Any value less than 10% of the number of outs that defines the interval for deriving the base value (60000 in this embodiment) may be adopted. Regarding the number of outs that define the interval for deriving the base value, it is not limited to 60,000; any value close to 60,000 (the number of balls launched per business day at a launch speed of about 100 per minute (100 × 60 (minutes) × 10 (hours))) may be used.
[0154] Furthermore, in this embodiment, the base value is displayed immediately after the setting value that was displayed in the setting change state and the setting confirmation state is hidden (with a delay that is not noticeable to the player). However, it is also possible to start displaying the base value after a delay that is noticeable to the player following the hiding of the setting value. Once the base value is displayed, it will continue to be displayed until a power outage occurs.
[0155] <Regarding the configuration of the setting key switch 42 and the configuration of the RAM clear switch 43> Next, before explaining the details of the state of the gaming machine 10 when power is restored, including the recovery state when power is restored, we will explain the combinations of the configuration of the setting key switch 42 and the configuration of the RAM clear switch 43 using Figures 14(a) to 14(d). Figures 14(a) to 14(d) are diagrams showing the patterns of combinations of the configuration of the setting key switch 42 and the configuration of the RAM clear switch 43.
[0156] First, each of the setting key switch 42 and the RAM clear switch 43 is equipped with a displacement part (not shown) that moves from one position to the other, and a sensor (not shown) that detects the displacement part at either position. The CPU 101 of the main control board 100 can understand the state of each switch based on the detection result of the sensor.
[0157] When operating the setting key switch 42, it is necessary to insert the setting key 600 into the setting key switch 42, as shown in Figures 14(a) to 14(d). More specifically, when the setting key 600 shown in Figures 14(a) and 14(b) is inserted into the setting key switch 42 (hereinafter sometimes referred to as "setting key switch 42 is OFF," and this state is unrelated to whether or not the setting key 600 is inserted), the setting key switch 42 is operated (hereinafter sometimes referred to as "setting key switch 42 is ON") by rotating it 90 degrees clockwise toward the insertion surface, as shown in Figures 14(c) and 14(d). Furthermore, the setting key switch 42 can maintain its displaced portion without requiring external force in both the OFF position and the ON position. Furthermore, the setting key 600 cannot be removed while the setting key switch 42 is in the ON position.
[0158] Furthermore, the RAM clear switch 43 can be operated by pressing the top surface of the switch. More specifically, in the state shown in Figures 14(a) and 14(c) (hereinafter sometimes referred to as "RAM clear switch 43 is OFF"), pressing the top surface of the switch as shown in Figures 14(b) and 14(d) will activate the RAM clear switch 43 (hereinafter sometimes referred to as "RAM clear switch 43 is ON"). The RAM clear switch 43 biases and holds the displacement part in the OFF position. Therefore, the RAM clear switch 43 can hold the displacement part without requiring external force in the OFF position, but cannot hold the displacement part without requiring external force in the ON position.
[0159] Thus, there are four possible combinations of the state of the setting key switch 42 and the state of the RAM clear switch 43 when power is restored: the combination shown in Figure 14(a), in which the setting key switch 42 is OFF and the RAM clear switch 43 is OFF; the combination shown in Figure 14(b), in which the setting key switch 42 is OFF and the RAM clear switch 43 is ON; the combination shown in Figure 14(c), in which the setting key switch 42 is ON and the RAM clear switch 43 is OFF; and the combination shown in Figure 14(d), in which the setting key switch 42 is ON and the RAM clear switch 43 is ON.
[0160] <Regarding the state of the gaming machine 10 upon power restoration, including the recovery state> Next, using the table shown in Figure 15, we will explain in detail the state of the gaming machine 10 upon power restoration, including the recovery state when the state at the time of the previous power outage was in a playable state. As described above, the state of the gaming machine 10 upon power restoration, including the recovery state in this embodiment, is determined by whether or not there is a problem with the RAM 103, the state at the time of the previous power outage, the combination of the setting key switch 42 and the RAM clear switch 43 at the time of power restoration, and the state of the middle frame door open sensor 76 at the time of power restoration. Here, Figures 15(a) and 15(b) are tables summarizing the state of the gaming machine upon power restoration when there are no abnormalities (abnormalities in the gaming area of RAM 103, incorrect settings, or the state at the time of the previous power outage being a game-stopped state) and the state at the time of the previous power outage was a playable state. Figure 15(a) is a table summarizing the state of the gaming machine upon power restoration when the middle frame 17 is open, and Figure 15(b) is a table summarizing the state of the gaming machine upon power restoration when the middle frame 17 is closed. Note that in the processing flow (not shown) that determines the state of the gaming machine 10 upon power restoration, including the recovery state, the order in which the RAM clear switch 43, the state of the middle frame door open sensor 76, and the setting key switch 42 are referenced does not matter, and any order may be adopted as long as the relationships shown in the table described later are satisfied. In this embodiment, an abnormality in the area of RAM 103 related to gameplay is considered to be an abnormality upon power restoration. However, an abnormality in the area of RAM 103 related to the base value may also be treated as an abnormality in the area of RAM 103 related to gameplay, i.e., an abnormality upon power restoration.
[0161] Figure 15(a) shows the state of the gaming machine 10 when power is restored, assuming there is no abnormality when power is restored, the state at the time of the immediate power outage was in a playable state, and the middle frame door open sensor 76 is ON (middle frame 17 is in an open state) (hereinafter referred to as "Case 1"). In case 1, if the setting key switch 42 is OFF and the RAM clear switch 43 is OFF (the upper left pattern in Figure 15(a)), the RAM clear process is not executed, the playable state is set as the recovery state upon power restoration, and the base value is displayed on the main control board monitor 97. Furthermore, in case 1, if the setting key switch 42 is OFF and the RAM clear switch 43 is ON (the upper right pattern in Figure 15(a)), the RAM clear process is executed, the playable state is set as the recovery state upon power restoration, and the base value is displayed on the main control board monitor 97. Furthermore, in case 1, if the setting key switch 42 is ON and the RAM clear switch 43 is OFF (the lower left pattern in Figure 15(a)), the RAM clear process is not executed, the setting confirmation state is set as the recovery state upon power restoration, and the current setting value is displayed on the main control board monitor 97. Furthermore, in case 1, if the setting key switch 42 is ON and the RAM clear switch 43 is ON (the lower right pattern in Figure 15(a)), the RAM clear process is executed, the setting change state is set as the recovery state upon power restoration, and the current setting value is displayed on the main control board monitor 97. In this case, if there is an abnormality in the area related to the base value of RAM 103, that area is also cleared. By doing so, it becomes possible to select the recovery state upon power restoration according to the mode of operation during power restoration, and this selection can be made smoothly.
[0162] Furthermore, in Case 1, the recovery state corresponding to the combination of the setting key switch 42 and the RAM clear switch 43 during power restoration is not limited to the correspondence in this embodiment. However, as in this embodiment, by associating a recovery state accompanied by RAM clear processing with a combination that at least includes the RAM clear switch 43 being ON, it is possible to suppress the occurrence of incorrect RAM clear processing.
[0163] Figure 15(b) shows the state of the gaming machine 10 when power is restored, in the case where there is no abnormality when power is restored, the state at the time of the power outage immediately prior to the power outage was in a playable state, and the middle frame door opening sensor 76 is OFF (middle frame 17 is in the closed state) when power is restored (hereinafter referred to as "Case 2"). In case 2, if the setting key switch 42 is OFF and the RAM clear switch 43 is OFF (the upper left pattern in Figure 15(b)), the RAM clear process is not executed, the playable state is set as the recovery state upon power restoration, and the base value is displayed on the main control board monitor 97. Furthermore, in case 2, if the setting key switch 42 is OFF and the RAM clear switch 43 is ON (the upper right pattern in Figure 15(b)), the RAM clear process is executed, the playable state is set as the recovery state upon power restoration, and the base value is displayed on the main control board monitor 97. Furthermore, in case 2, if the setting key switch 42 is ON and the RAM clear switch 43 is OFF (the lower left pattern in Figure 15(b)), the RAM clear process is not executed, the playable state is set as the recovery state upon power restoration, and the base value is displayed on the main control board monitor 97. Furthermore, in case 2, if the setting key switch 42 is ON and the RAM clear switch 43 is ON (the lower right pattern in Figure 15(b)), the RAM clear process is executed, the playable state is set as the recovery state upon power restoration, and the base value is displayed on the main control board monitor 97.
[0164] Thus, in this embodiment, if there is no abnormality when power is restored and the state at the time of the power outage immediately prior to the outage was a playable state, the recovery state set will differ depending on the state of the middle frame door open sensor 76 (open / closed state of the middle frame 17). Furthermore, in case 1, if the setting key switch 42 is ON and the RAM clear switch 43 is ON, the setting change state is set, while in case 2, if the setting key switch 42 is ON and the RAM clear switch 43 is ON, the RAM clear process is executed and the playable state is set. Furthermore, in both case 1 and case 2, if the setting key switch 42 is OFF and the RAM clear switch 43 is ON, the RAM clear process is executed and the playable state is set. In this way, by prohibiting the setting of inappropriate setting changes while allowing the RAM clear process, it is possible to prevent unauthorized setting changes when the middle frame door open sensor 76 is OFF (middle frame 17 is in the closed state) while improving the operability of the RAM clear process. In particular, when the setting key switch 42 is ON and the RAM clear switch 43 is ON, if the middle frame door open sensor 76 is OFF (middle frame 17 is in the closed state), the RAM clear process is executed. Therefore, it is possible to prevent the maintenance of an advantageous state in the event that an unauthorized setting change has been attempted.
[0165] Furthermore, although omitted in the above explanation, if there is an abnormality when power is restored, if the previous power outage was in the game stop state, or if the previous power outage was in the setting change state, the game can be restored to the playable state via the setting change state only if the setting key switch 42 is ON, the RAM clear switch 43 is ON, and the middle frame door open sensor 76 is ON (the middle frame 17 is open). In all other cases, the game will be in the game stop state, and the type of game stop state ("E1" or "E2") will be displayed on the main control board monitor 97. Note that if there is no abnormality when power is restored and the state at the time of the previous power outage was in the setting confirmation state, the behavior will be the same as when there is no abnormality when power is restored and the state at the time of the previous power outage was in the playable state. Furthermore, in this embodiment, the setting change state and the setting confirmation state can only be set when power is restored, and neither can be set at any other time. Therefore, the stability of game control can be improved.
[0166] <Regarding processing related to the complete function> Next, using Figures 16 and 17, we will explain in detail the processes performed by the complete function control means 190 to realize the complete function: the game stop flag setting process related to the complete function and the game stop process related to the complete function. Figure 16 shows the flow of the game stop flag setting process related to the complete function. This process is executed in the timer interrupt processing of the main control unit and is executed when the game stop flag, which will be described later, is OFF, but not when the game stop flag is ON. Figure 17 shows the flow of the game stop process related to the complete function. This process is executed regardless of the state of the game stop flag. If the game stop flag setting process related to the complete function is executed, this process is executed immediately afterward in the timer interrupt processing of the main control unit.
[0167] As shown in Figure 16, in step S302, which is the first step of the game stop flag setting process related to the complete function, out balls and safe balls are acquired. As mentioned above, "out balls" refers to the total number of game balls detected by the out ball sensor 75, and the out balls are reset to an initial value (0 in this embodiment) by power interruption and restoration accompanied by the execution of a RAM clear process. On the other hand, "safe balls" refers to the total number of prize balls awarded when game balls enter the prize slots mentioned above. The initial value of safe balls (5000 in this embodiment) is set by an electrical interruption and restoration that involves the execution of a RAM clear process.
[0168] In step S304, the net number of balls is derived using the acquired balls that went out and balls that went in. Specifically, in this process, the difference in the number of balls is derived by subtracting the number of balls that went out from the number of balls that were in play. If this derived result is negative, the difference in the number of balls becomes zero. Furthermore, the method for deriving the difference in the number of balls is not limited to the method described in this embodiment; any method that produces the same result may be used.
[0169] In step S306, it is determined whether the net number of balls is 100,000 or more (whether the net number of balls has reached 100,000). If this condition is met, the process proceeds to step S308; otherwise, the process proceeds to step S310.
[0170] In step S308, the game stop flag is set to ON. In this embodiment, once the game stop flag is set to ON, it will only be cleared (set to OFF) by powering on the system accompanied by a RAM clear process, and will not be cleared by powering on the system without a RAM clear process. Therefore, it is possible to prevent the game stop flag from being cleared illegally.
[0171] In step S310, preparations are made for sending commands related to the complete function, and then the process of setting the game stop flag related to the complete function is terminated. Specifically, in this process, the complete function-related commands are stored in the transmission command storage area of the main information storage means 160, and the execution of this process transmits the complete function-related commands to the first sub-control board 200. In this embodiment, the complete function-related commands include information that can identify the number of balls that have been taken out, the number of balls that have been taken out, the net number of balls, and the status of the game stop flag.
[0172] Next, as shown in Figure 17, in step S402, which is the first step in the game stop process related to the complete function, it is determined whether or not the game stop flag is ON. If the condition is met, the process proceeds to step S404; otherwise, the game stop process related to the complete function is terminated. In step S404, it is determined whether or not a jackpot game is in progress. If the condition is not met, the process proceeds to step S406. If the condition is met, the game stop process related to the complete function is terminated. In step S406, the game stop state is set. In step S408, the security signal is set to ON, and then the game stop process related to the complete function is terminated. This allows the aforementioned external equipment to determine that the game stop flag has been turned ON, that is, that the complete function has been activated.
[0173] Thus, in this embodiment, if the difference in the number of balls calculated using the out balls and safe balls exceeds a specific threshold (100,000 balls), the game is immediately stopped, except during a jackpot game. On the other hand, if the situation occurs during a jackpot game, the game is stopped when the winning game ends. In particular, in this embodiment, there are no negative values for the net number of balls, but since the initial value of safe balls is 5000, it can be said that the net number of balls can effectively be up to -5000. The initial value can be set to any value (a value determined for each game machine) according to the performance of the game machine. However, the initial value of safe balls may be zero, similar to the initial value of out balls. With this, the game stop state can be set by the increase in game balls from the point in time when the number of game balls decreased the most during gameplay (the so-called MY value). These points will also be the same in the following explanation.
[0174] <About the types of notifications related to the complete function and their overview> As described above, in this embodiment, the system is configured to be able to perform operation warnings, operation notifications, and operation previews as notifications related to the complete function, and the details of these notifications will be explained with reference to Figures 18 to 22. Figure 18 shows the general flow of notifications related to the complete function. Figure 19 shows the flow of notifications related to the complete function when the game stop flag is turned ON during a jackpot game. Figure 20 shows the flow of the operation warning execution process, which is executed when a command related to the complete function is received. Figures 21(a) to 21(f) show how the notification pattern of the operation warning changes according to the number of balls. Figure 22 shows the flow of the operation warning termination process, which is executed when a command related to the complete function is received while the operation warning is running.
[0175] As shown in Figure 18, operation warnings and operation notifications are performed using the main display unit 81. More specifically, the operation warning is implemented, for example, by displaying an operation warning image kg in the display area of the main display unit 81. Details of its start conditions and notification methods will be described later, but it is initiated prior to the execution of the operation notification (the flow from the scene at the top left of Figure 18 to the scene in the top middle). The operation notification is implemented by displaying an operation notification image hg containing the text, for example, "Thank you for playing today," in the display area of the main display unit 81. This notification is initiated when the game stop flag is turned ON, except during a jackpot game (the flow from the scene at the top right of Figure 18 to the scene at the bottom left).
[0176] Next, as shown in Figure 19, if the game stop flag is turned ON during a jackpot game, an operation notification may be executed using the main display unit 81 prior to setting the game stop state after the jackpot game has ended due to the ON state of the game stop flag. More specifically, the activation notification is implemented by displaying an activation notification image yg containing text such as, "Today's game will end after this jackpot game ends" (as shown in the transition from the leftmost scene to the middle scene in Figure 19). During this time, the activation warning continues to run.
[0177] At the end of the subsequent jackpot game, the previously running activation notification ends and switches to the activation announcement (the sequence from the middle scene to the rightmost scene in Figure 19). At this time, the activation warning also ends in conjunction with the end of the activation notification.
[0178] <Regarding control related to operation warnings> Next, we will explain the details of the operation warning execution process, which controls the execution of operation warnings. As shown in Figure 20, in step S502, which is the first step of the operation warning execution process, it is determined whether the game stop flag is ON or not. If this condition is met, the operation warning execution process ends; otherwise, the process proceeds to step S504. In step S504, it is determined whether or not an operational warning is currently being issued. If the condition is met, the process proceeds to step S510; otherwise, the process proceeds to step S506. In step S506, it is determined whether the net number of balls is 95,000 or more. If this condition is met, the process proceeds to step S508. If the condition is not met, the operation warning execution process is terminated. In step S508, an operation warning (display of an operation warning image in kg) is initiated, and then the operation warning execution process is terminated. As mentioned above, the notification method of the initiated operation warning changes depending on the type of winning slot that triggered the start of the operation warning and the game state at the time of initiation.
[0179] In step S510, the notification method for the currently running operation warning is updated to match the number of balls, and then the operation warning execution process is terminated. As a result, if an update to the notification method related to the operation warning is necessary, the display method of the operation warning image kg corresponding to the operation warning will be changed to one of the display methods shown in Figures 21(a) to 21(f).
[0180] Specifically, when the difference in the number of balls is between 95,000 and 95,999, that is, when the increase in the number of balls required to reach a specific threshold (100,000) is between 4,001 and 5,000, the operating warning image kg will be displayed in a manner in which hatching is applied to all of the following areas, as shown in Figure 21(a): the area corresponding to 0-1000, the area corresponding to 1000-2000, the area corresponding to 2000-3000, the area corresponding to 3000-4000, and the area corresponding to 4000-5000. When the difference in the number of balls is between 96,000 and 96,999, that is, when the increase in the number of balls required to reach the threshold is between 3,001 and 4,000, the operating warning image kg will be displayed in the following manner, as shown in Figure 21(b): the areas corresponding to 0-1,000, 1,000-2,000, 2,000-3,000, and 3,000-4,000 will be hatched (colored), and the area corresponding to 4,000-5,000 will not be hatched. When the difference in the number of balls is between 97,000 and 97,999, that is, when the increase in the number of balls required to reach a specific threshold is between 2,001 and 3,000, the operating warning image kg will be displayed in the following manner, as shown in Figure 21(c): the areas corresponding to 0-1,000, 1,000-2,000, and 2,000-3,000 will be hatched (colored), while the areas corresponding to 3,000-4,000 and 4,000-5,000 will not be hatched. When the difference in the number of balls is between 98,000 and 98,999, that is, when the increase in the number of balls required to reach a specific threshold is between 1,001 and 2,000, the operating warning image kg will be displayed in the following manner, as shown in Figure 21(d): the areas corresponding to 0 to 1,000 and the areas corresponding to 1,000 to 2,000 will be hatched (colored), while the areas corresponding to 2,000 to 3,000, 3,000 to 4,000, and 4,000 to 5,000 will not be hatched. When the difference in the number of balls is between 99,000 and 99,999, that is, when the increment in the number of balls required to reach a specific threshold is between 1 and 1,000, the operating warning image kg, as shown in Figure 21(e), will be hatched (colored) in the area corresponding to 0 to 1,000, while the areas corresponding to 1,000 to 2,000, 2,000 to 3,000, 3,000 to 4,000, and 4,000 to 5,000 will not be hatched. When the game stop flag is ON, that is, when the difference in ball count is 100,000 or more, the operation warning image kg will be displayed in a manner in which no hatching is applied to any of the areas corresponding to 0-1000, 1000-2000, 2000-3000, 3000-4000, and 4000-5000, as shown in Figure 21(f). However, in this embodiment, the operation warning image kg in this display manner may be displayed during the execution of the operation notification (the period from when the game stop flag is turned ON during a jackpot game until the jackpot game ends), but the operation warning image kg in this display manner may not be executed in parallel with the operation notification image yg, that is, the operation warning image kg may be hidden at the timing when the display of the operation notification image yg begins.
[0181] Thus, in this embodiment, the operation warning is configured to allow the remaining number of balls remaining until the game stop flag is turned ON (until the number of balls remaining exceeds 100,000) to be specified in increments of a specific number (1,000 in this embodiment). Furthermore, as will be described later, in this embodiment, even if the number of balls falls below 95,000, the operation warning will continue until the number of balls falls below at least 90,000, and in this case, the operation warning image kg will be displayed in the manner shown in Figure 21(a).
[0182] In this embodiment, the change in the notification mode of the operation warning described above (in particular, the change to a notification mode in which the increment in the number of balls required to reach a specific threshold is smaller) is executed when a game ball enters the prize slot (at the moment when a game ball enters the prize slot). According to this, except for the start of the activation warning, changes in the activation warning pattern can be recognized in real time, even if a jackpot game is not currently in progress.
[0183] Next, we will explain the details of the operation warning termination process, which controls the termination of the operation warning. As shown in Figure 22, in step S602, which is the first step of the operation warning termination process, it is determined whether the game stop flag is ON or not. If this condition is met, the process proceeds to step S604; otherwise, the process proceeds to step S608. In step S604, it is determined whether or not it is a jackpot game. If the condition is met, the operation warning termination process is terminated. If the condition is not met, the process proceeds to step S606. In step S606, the operation warning is terminated, and then the operation warning termination process is terminated.
[0184] In step S608, it is determined whether the net number of balls is less than 90,000. If this condition is met, the process proceeds to step S610. If the condition is not met, the operation warning termination process is terminated. In step S610, it is determined whether the current state is the special pattern variation derivation state PA. If this condition is met, the process proceeds to step S612. If this condition is not met, the operation warning termination process is terminated. In step S612, the operation warning is terminated, and then the operation warning termination process is terminated.
[0185] Thus, in this embodiment, the operation warning terminates when the jackpot game ends if the game stop flag is turned ON during a jackpot game, and terminates at the time the game stop flag is turned ON outside of a jackpot game (the flow from step S602 to step S606).
[0186] Furthermore, as shown in the sequence from step S608 to step S612, the warning may also terminate if the number of balls falls below 90,000. Specifically, in this embodiment, the activation warning terminates when the number of balls falls below 90,000 and the current state is the special symbol variation pattern derivation state PA. On the other hand, if the current state is a game state other than the special symbol variation pattern derivation state PA (special symbol variation pattern derivation state PB, special symbol variation pattern derivation state PC, or jackpot game), the activation warning will not terminate even if the number of balls falls below 90,000 (in this case, the activation warning terminates when the number of balls falls below 90,000 and the state becomes the special symbol variation pattern derivation state PA). However, the system may terminate the warning alert when the number of balls falls below the above threshold (90,000 balls), regardless of the game state at that time. Furthermore, the above threshold may be set to the threshold for initiating the warning alert (95,000 balls). These provisions also apply to subsequent explanations.
[0187] In this embodiment, the notification pattern for the operation warning changes according to the value of the number of balls (in increments of 1,000) when the number of balls is 95,000 or more, while the notification pattern does not change when the number of balls is between 90,000 and 95,000 (the display pattern shown in Figure 21(a) is maintained). According to this, in the range where the net number of balls is 95,000 or more, it is possible to make it easier to recognize the amount of net balls until the net number reaches 100,000, while in the range where the net number of balls is less than 95,000, it is possible to make it difficult to recognize the decrease in the number of game balls.
[0188] Furthermore, in this embodiment, the specific number (1000) that serves as the dividing line for switching the notification mode of the operation warning is smaller than the difference between the threshold number of balls required to start the operation warning (95000) and the threshold number of balls required to end the operation warning (90000). According to this, it is possible to enhance the effect of making it difficult for players to perceive a decrease in the number of game balls when the net number of balls is less than 95,000.
[0189] <Regarding control related to the start of operation warnings and operation notifications> Next, using Figures 23 and 24, we will explain in detail the operation notification start process, which controls the start of the operation notification, and the operation notification start process, which controls the start of the operation notification. Figure 23 shows the flow of the operation notification start process, which is executed when a command related to the complete function is received during a jackpot game. Figure 24 shows the flow of the operation notification start process, which is executed when a command related to the complete function indicating a playable state is received.
[0190] As shown in Figure 23, in step S702, which is the first step of the operation notification start process, it is determined whether or not the game stop flag is ON. If this condition is met, the process proceeds to step S704; otherwise, the operation notification start process ends.
[0191] In step S704, it is determined whether or not it is the middle stage of a jackpot game. If the condition is met, the process proceeds to step S706. If the condition is not met, the process for starting the activation notification ends. Here, the "mid-game period" refers to the middle period when a winning game is divided into the early, middle, and late stages. In particular, in this embodiment, for a jackpot game with 10 rounds, the period from the start of the jackpot game until the end of the second round is defined as the initial period, the period from the end of the second round until the end of the eighth round is defined as the middle period, and the period from the end of the eighth round until the end of the jackpot game is defined as the final period. Furthermore, for a jackpot game with 4 rounds, the period from the start of the jackpot game until the end of the first round is defined as the initial period, the period from the end of the first round until the end of the third round is defined as the middle period, and the period from the end of the third round until the end of the jackpot game is defined as the final period. Furthermore, the initial, middle, and final periods are defined in a predetermined manner, but the method of division is irrelevant, and it is not necessary for round-based gameplay to be included in at least one of these periods.
[0192] In step S706, the operation notification (display of operation notification image yg) is initiated, and then the operation notification start process is terminated.
[0193] Thus, in this embodiment, when the game stop flag is turned ON during the middle stage of the big win game, or when the game stop flag is turned ON during the initial stage of the big win game and the initial stage ends and the middle stage begins, the operation notice is started. Therefore, in this embodiment, the execution period of the operation notice and the execution period of the operation warning may overlap. However, it may be configured such that the operation warning ends upon the start of the operation notice, and this is the same in the following description. In particular, in this embodiment, when the game stop flag is turned ON during the final stage of the big win game, the operation notice is not executed, and as will be described later, the operation notification is started thereafter. According to this, it is possible to make it easier to recognize the operation notification that is started thereafter. Also, although illustration is omitted, the operation notice ends in accordance with the end of the big win game. Therefore, in this embodiment, it is configured such that the execution period of the operation notice and the execution period of the operation notification do not overlap.
[0194] Subsequently, as shown in FIG. 24, in step S802 which is the first step of the operation notification start process, it is determined whether the game stop flag is ON. If this condition is satisfied, the process proceeds to step S804. If this condition is not satisfied, the operation notification start process ends. In step S804, it is determined whether the game is in the big win game. If this condition is satisfied, the operation notification start process ends. If this condition is not satisfied, the process proceeds to step S806. In step S806, the operation notification (display of the operation notification image hg) is started, and then the operation notification start process ends.
[0195] Thus, in this embodiment, except during the big win game, the operation notification is started when the game stop flag is ON. In particular, when the game stop flag is turned ON during the big win game, the operation notification is started based on the end of the big win game.
[0196] As described above, the gaming machine 10 according to the present embodiment has a function that allows arbitrary setting of set values with different degrees of advantage, and also has a complete function of setting a game stop state based on the fact that the number of balls has reached a specific threshold (in this embodiment, 100,000). These functions contribute to improving the gaming performance (due to the former function) and suppressing the probability of winning (due to the latter function). However, when these functions are provided, there is a problem that the player's motivation for subsequent games decreases as the number of balls approaches the specific threshold. In contrast, in the present embodiment, the above problem is solved by devising the control related to the execution of a setting suggestion effect (the above-described suggestion telop effect or suggestion stamp effect) that suggests the current set value. Hereinafter, the details of this function and the functions related to this function will be described.
[0197] <Regarding specific examples of the setting suggestion effect> As described above, the setting suggestion effects in the present embodiment include a suggestion telop effect and a suggestion stamp effect, and specific examples of these setting suggestion effects are shown using FIGS. 25(a) to 25(c). FIG. 25(a) shows a specific example of the suggestion telop effect, FIG. 25(b) shows a specific example of the suggestion stamp effect, and FIG. 25(c) shows a specific example when the suggestion telop effect and the suggestion stamp effect are executed in parallel.
[0198] As shown in FIG. 25(a), the suggestion telop effect is an effect in which a suggestion telop image tg including the characters "Keep playing" is displayed in the display area related to the main display unit 81. Although details will be described later, the suggestion telop image tg can be started at the timing when the symbol variation in the special figure variation pattern derivation state PA is started.
[0199] As shown in FIG. 25(b), the suggestion stamp effect is an effect in which a suggestion stamp image sg including the characters "Excellent" is displayed in the display area related to the main display unit 81. As will be explained in more detail later, the suggestive stamp image sg may be displayed at the timing when the symbol variation begins in the special symbol variation pattern derivation state PA, or at the timing when a round begins during a jackpot game.
[0200] As shown in Figure 25(c), when the suggestive text display and the suggestive stamp display are executed in parallel, the area where the suggestive text image tg is displayed and the area where the suggestive stamp image sg is displayed overlap, and the suggestive stamp image sg is displayed in front of the suggestive text image tg. However, these images related to the setting suggestion presentation may be displayed in positions where they do not overlap with each other.
[0201] Although not shown in Figures 25(a) to 25(c), in this embodiment, the suggestive text image tg is displayed in a position that does not overlap with the operation warning image kg. Similarly, the suggestive stamp image sg is displayed in a position that does not overlap with either the operation warning image kg or the operation preview image yg. However, the suggestive text image tg may be displayed in a position that overlaps with the operation warning image kg, in which case it is preferable that the operation warning image kg is displayed in front of the suggestive text image tg. Similarly, the suggestive stamp image sg may be displayed in a position that overlaps with at least one of the operation warning image kg and the operation notification image yg, in which case it is preferable that these images (operation warning image kg, operation notification image yg) are displayed in front of the suggestive stamp image sg.
[0202] In this embodiment, once the suggestive text image tg is displayed, it continues to be displayed for a certain period of time (in this embodiment, until four more symbol changes are performed after the symbol change in which the suggestive text image tg was displayed has ended). However, if a jackpot game starts while the suggestive text image tg is being displayed, the display of the suggestive text image tg will end. Furthermore, once the suggestive text image tg is displayed, it will continue to be displayed for a certain period of time (in this embodiment, until four more symbol changes are executed after the symbol change in which the suggestive text image tg was displayed has ended). However, unlike the suggestive text image tg, the suggestive stamp image sg will continue to be displayed even if a jackpot game starts while the suggestive stamp image sg is being displayed (the termination conditions are not particularly limited, but for example, the display of the suggestive stamp image sg will end when the jackpot game ends). Therefore, if a jackpot game starts during a period when the suggestive text image tg and the suggestive stamp image sg are displayed in parallel, the display of the suggestive text image tg will end and the display of the suggestive stamp image sg will continue.
[0203] <Regarding the process for initiating the suggestive text display> Next, Figures 26 and 27 will be used to explain the details of the process for initiating the suggestive text display. Figure 26 shows the flow of the process for initiating the suggestive text display, which is executed when a change start command is received. Figures 27(a) and 27(b) schematically show the lottery table used for the display of suggestive text images, and the range of random numbers used in this lottery is 0 to 1999.
[0204] As shown in Figure 26, in step S902, which is the first step of the suggestive text animation start process, it is determined whether the current special feature variation pattern derivation state is special feature variation pattern derivation state PA. If this condition is met, the process proceeds to step S904; otherwise, the suggestive text animation start process ends (in this case, the suggestive text animation is not executed). In step S904, it is determined whether the suggestive text animation is currently running (the suggestive text image tg is being displayed). If this condition is met, the suggestive text animation start process is terminated. If the condition is not met, the process proceeds to step S906.
[0205] In step S906, a lottery is performed to determine whether to display the suggestive text image tg. As shown in Figures 27(a) and 27(b), the display selection of the suggestion text image tg is based on whether or not an operational warning is currently being executed. Specifically, as shown in Figure 27(a), if the operation warning is not executed and the current setting is between setting 1 and setting 3 (low setting), the system will not win the lottery to display the suggestive text image tg and will be considered unsuccessful in the lottery. On the other hand, if the operation warning is not executed and the current setting is between setting 4 and setting 6 (high setting), there is a 2 / 2000 (1 / 1000) chance of winning the lottery to display the suggestive text image tg and a 1998 / 2000 chance of being unsuccessful in the lottery. As shown in Figure 27(b), when an activation warning is issued and the current setting is between setting 1 and setting 3, the system will not win the lottery to display the suggestive text image tg, just as when an activation warning is not issued. On the other hand, when an activation warning is issued and the current setting is between setting 4 and setting 6, there is a 20 / 2000 (1 / 100) chance of winning the lottery to display the suggestive text image tg, and a 1980 / 2000 chance of losing the lottery. In particular, this winning probability is higher than the probability of winning the lottery to display the suggestive text image tg when an activation warning is not issued and the current setting is between setting 4 and setting 6.
[0206] Returning to Figure 26, in step S908, it is determined whether or not the lottery for displaying the suggestive text image tg has been won. If the condition is met, the process proceeds to step S910; otherwise, the suggestive text effect start process ends. In step S910, the display of the suggestive text image tg is started, and then the suggestive text effect start process is terminated.
[0207] Thus, in this embodiment, when an operation warning is being executed, a suggestive text display corresponding to a setting suggestion display may be executed. In particular, the suggestive telop effect functions as a setting suggestion effect that determines that the current setting value is one of setting values 4 to 6 (high setting) when executed. Also, in the present embodiment, in a situation where the operation warning is being executed, the suggestive telop effect is configured to be executed with a higher probability than during a period when the operation warning is not being executed. Furthermore, in the present embodiment, while the execution of a new suggestive telop effect is not determined during the execution of the suggestive telop effect, after the suggestive telop effect is once completed, a new suggestive telop effect is configured to be executable. Also, during the jackpot game, the suggestive telop effect is not executed without satisfying the condition according to step S902. Therefore, in the present embodiment, the suggestive telop effect is not executed during the execution of the operation notice. Also, in the present embodiment, during the execution of the operation notification (during the game stop related to the complete function), the suggestive telop effect is configured not to be executed. This is the same for the suggestive stamp effect described later. According to these, it is possible not to give a sense of regret in a situation where the game cannot proceed any further.
[0208] <Regarding the Suggestive Stamp Effect Start Process> Subsequently, using FIGS. 28 and 29, the details of the suggestive stamp effect start process related to the start of the suggestive stamp effect will be described. FIG. 28 is a diagram showing the flow of the suggestive stamp effect start process, and the process is executed契机 by receiving a variation start command or a round start command. FIGS. 29(a) to 29(c) are diagrams schematically showing a lottery table used for the display lottery of the suggestive stamp image, and the range of the random number used in the lottery is 0 to 1999.
[0209] As shown in FIG. 28, in step S1002 which is the first step of the suggestive stamp effect start process, it is determined whether it is during the jackpot game. If the condition is satisfied, the process proceeds to step S1006, and if the condition is not satisfied, the process proceeds to step S1004. In step S1004, it is determined whether the current special feature variation pattern derivation state is special feature variation pattern derivation state PA. If this condition is met, the suggestion stamp effect start process is terminated (in this case, the suggestion stamp effect is not executed). If this condition is not met, the process proceeds to step S1006. In step S1006, it is determined whether the suggestive stamp animation is currently running (while the suggestive stamp image sg is being displayed). If this condition is met, the suggestive stamp animation start process is terminated. If the condition is not met, the process proceeds to step S1008.
[0210] Step S1008 performs a lottery to determine which suggestive stamp image sg will be displayed. As shown in Figures 29(a) and 29(b), the display lottery for the suggestive stamp image sg considers whether an activation warning is currently running, as well as whether a suggestive text overlay is currently running. Specifically, as shown in Figure 29(a), if the activation warning is not executed and the current setting is between setting value 1 and setting value 5, the user will not win the lottery to display the suggestive stamp image sg and will be considered unsuccessful in the lottery. On the other hand, if the activation warning is not executed and the current setting is setting value 6, there is a 1 / 2000 chance of winning the lottery to display the suggestive stamp image sg and a 1999 / 2000 chance of being unsuccessful in the lottery. As shown in Figure 29(b), when an operation warning is executed (including the period during which the operation warning and operation notification are executed in parallel, as in this embodiment, and including the period during which the operation notification is executed if the operation warning ends at the start of the operation notification, as in this embodiment, and the same applies in subsequent descriptions), and when the suggestive text animation is not executed, if the current setting value is setting value 1 to setting value 5, the user will not win the lottery for displaying the suggestive stamp image sg, just as when an operation warning is not executed. On the other hand, when an operation warning is executed and the suggestive text animation is not executed, and the current setting value is setting value 6, the user will win the lottery for displaying the suggestive stamp image sg with a probability of 10 / 2000 (1 / 200) and will not win the lottery with a probability of 1990 / 2000. In particular, this winning probability is higher than the probability of winning the lottery for displaying the suggestive stamp image sg when an operation warning is not executed and the current setting value is setting value 6. As shown in Figure 29(c), when the activation warning and suggestive text display are executed, and the current setting is between setting 1 and setting 5, the user will not win the lottery to display the suggestive stamp image sg, just as when the activation warning is not executed. On the other hand, when the activation warning and suggestive text display are executed, and the current setting is setting 6, there is a 500 / 2000 (1 / 4) chance of winning the lottery to display the suggestive stamp image sg, and a 1500 / 2000 chance of losing the lottery. In particular, this winning probability is higher than the probability of winning the lottery to display the suggestive stamp image sg when the activation warning is executed, the suggestive text display is not executed, and the current setting is setting 6.
[0211] Returning to Figure 28, in step S1010, it is determined whether or not the lottery for displaying the suggestive stamp image sg has been won. If the condition is met, the process proceeds to step S1012; otherwise, the suggestive stamp animation start process ends. In step S1012, the display of the suggestive stamp image sg is started, and then the suggestive stamp animation start process is terminated. In this embodiment, the display of the suggestive text image tg and the suggestive stamp image sg may be determined at the same time (in this embodiment, upon receipt of the change start command). In this case, the display of the suggestive stamp image sg begins after the display of the suggestive text image tg has started (in this embodiment, 3000ms after the start of the display of the suggestive text image tg).
[0212] Thus, in this embodiment, when an operation warning is being executed, a suggestion stamp animation corresponding to a setting suggestion animation may be executed. In particular, the suggestive stamp animation functions as a setting suggestion animation that confirms the current setting value is set to 6 at the time it is executed. Furthermore, in this embodiment, when an operation warning is being executed, the suggestive stamp effect is executed with a higher probability than during periods when an operation warning is not being executed. Furthermore, in this embodiment, when both the operation warning and the suggestive text display are being executed, the suggestive stamp display is executed with a higher probability than when the operation warning is executed but the suggestive text display is not. Furthermore, in this embodiment, the system is configured so that a new suggestive stamp animation cannot be executed while one is in progress, but a new suggestive stamp animation can be executed after one has finished. Furthermore, during a jackpot game, the conditions related to step S1002 may be met, and the suggestive stamp effect may be executed. Therefore, in this embodiment, unlike the suggestive text effect, the suggestive stamp effect may be executed while the operation notification is being executed.
[0213] As described above, in this embodiment, a setting suggestion effect (suggestion text effect, suggestion stamp effect) that narrows down the current setting value is configured to be executable, and this setting suggestion effect can be executed while an operation warning is being executed. According to this, it becomes easier to determine whether or not to continue playing when the amount of profit (gaming currency) that can be obtained is decreasing. In this embodiment, the machine is configured to execute a setting suggestion animation (suggestion text animation, suggestion stamp animation) when the number of balls is less than 95,000. However, in order to achieve this effect, the setting suggestion animation may be prevented from being executed in that case. Furthermore, as described above, the difference in the number of balls according to this embodiment may be the increase in the number of game balls from the point in time when the number of game balls decreased the most during the game (the so-called MY value).
[0214] Therefore, in the gaming machine 10, it is possible to set one of several types of gaming performance (setting values), and the game is stopped when the MY value, which is the increase in gaming media from the state where the gaming media has decreased the most, exceeds a specific threshold (100,000 units). The multiple types of gaming performance include a first gaming performance (any of setting values 1 to 3) and a second gaming performance (setting value 6) that is more advantageous than the first gaming performance. It is possible to execute predetermined effects (suggestive text effects, suggestive stamp effects) that can be performed when the second gaming performance is set but not when the first gaming performance is set. A predetermined notification (operation warning) may be started when the MY value becomes a predetermined threshold (95,000 units) that is smaller than the specific threshold, and a predetermined effect may be executed while the predetermined notification is being executed.
[0215] In particular, as described above, in this embodiment, when both the operation warning and the suggestive text display are being executed, the suggestive stamp display is executed with a higher probability than when the operation warning is executed but the suggestive text display is not. According to this, in situations where the profit to be obtained is decreasing, the setting suggestion effects (suggestion text effects, suggestion stamp effects) according to this embodiment can be recognized in stages, making it easier to narrow down the current setting value. This contributes to enhancing the effect of making it easier for the player to decide whether or not to continue playing the game. In order to achieve this effect, the suggestive stamp effect may be executed when both the operation warning and the suggestive text display are being executed, while the suggestive stamp effect may not be executed when the operation warning is executed but the suggestive text display is not being executed.
[0216] Therefore, in the gaming machine 10, the predetermined effects (setting suggestion effects) include a first predetermined effect (suggestion text effect) and a second predetermined effect (suggestion stamp effect). Regarding the execution of the second predetermined effect, in situations where both the predetermined notification (operation warning) and the first predetermined effect are executed, the second predetermined effect is more likely to be executed than in situations where the predetermined notification is executed but the first predetermined effect is not executed. Alternatively, in situations where both the predetermined notification and the first predetermined effect are executed, the second predetermined effect may be executed. In situations where the predetermined notification is executed but the first predetermined effect is not executed, the second predetermined effect will not be executed.
[0217] Furthermore, in this embodiment, if the suggestive stamp effect is executed while both the operation warning and the suggestive text effect are being executed, the suggestive text effect and the suggestive stamp effect will be executed in parallel (see also the timing charts shown in Figures 30 to 32). This enhances the effect of making it easier to narrow down the current setting value by allowing the user to recognize the setting suggestion presentation according to this embodiment in stages. Furthermore, in order to achieve this effect, if the suggestive stamp effect is executed while both the operation warning and the suggestive text effect are being displayed, it is acceptable that the suggestive text effect and the suggestive stamp effect are not executed in parallel.
[0218] Therefore, in a situation where both a predetermined notification (operation warning) and a first predetermined performance (suggestive text performance) are performed in the gaming machine 10, if a second predetermined performance (suggestive stamp performance) is performed, then the first predetermined performance and the second predetermined performance can be performed in parallel.
[0219] Furthermore, in the present embodiment, during the execution of the operation notice, the suggestive telop effect is not executed, while the suggestive stamp effect can be executed. According to this, in a situation where the profit obtained is extremely reduced (a situation where only the game media obtained in the current jackpot game can be acquired), by suppressing the variations of the set suggestive effects, it is possible to make the player recognize the set suggestive effects while suppressing the sense of disappointment given to the player.
[0220] Therefore, the predetermined effect includes a first predetermined effect (suggestive telop effect) and a second predetermined effect (suggestive stamp effect). The first predetermined effect can be executed during the execution of the predetermined notification (operation warning) and cannot be executed during the execution of the specific notification (operation notice). The second predetermined effect can be executed either during the execution of the predetermined notification or during the execution of the specific notification.
[0221] <Behavior of the set suggestive effect at the end of the operation warning> Next, with reference to FIGS. 30 to 32, the behavior of the set suggestive effects (suggestive telop effect, suggestive stamp effect) at the end of the operation warning will be described. FIG. 30 is a timing chart showing the behavior of the set suggestive effect when the operation warning ends with the number of balls in the ball hopper being 100,000 or more other than during the jackpot game. FIG. 31 is a timing chart showing the behavior of the set suggestive effect when the operation warning ends with the number of balls in the ball hopper being less than 90,000. FIG. 32 is a timing chart showing the behavior of the set suggestive effect when the operation warning ends due to a power failure recovery without RAM clearing processing.
[0222] As shown in FIG. 30, in a situation where the suggestive telop effect and the suggestive stamp effect are being executed in parallel, when the operation warning ends with the number of balls in the ball hopper being 100,000 or more other than during the jackpot game, both the suggestive telop effect and the suggestive stamp effect that have been executed until then end simultaneously with the end of the operation warning. In this case, the operation notification is started simultaneously with the end of the operation warning. In Figure 30, an example is given where the suggestive text display and the suggestive stamp display are running in parallel. However, if the suggestive text display is running but the suggestive stamp display is not, the suggestive text display will end simultaneously with the end of the operation warning. Furthermore, if the suggestive text display is not running but the suggestive stamp display is running, the suggestive stamp display will end simultaneously with the end of the operation warning.
[0223] Next, as shown in Figure 31, when the suggestive text display and the suggestive stamp display are running in parallel, if the number of balls falls below 90,000 and the warning is terminated, the suggestive text display and the suggestive stamp display that were running up to that point will continue to run. In Figure 31, an example is given where the suggestive text display and the suggestive stamp display are running in parallel. However, if the suggestive text display is running but the suggestive stamp display is not, the suggestive text display will continue to run even after the operation warning ends. Furthermore, if the suggestive text display is not running but the suggestive stamp display is running, the suggestive stamp display will continue to run even after the operation warning ends.
[0224] According to these findings, when the warning is terminated due to an increase in the number of balls (a situation where the game stops due to the completion function and further gameplay is not possible), it is less likely that the player will feel regret, while when the warning is terminated due to a decrease in the number of balls, it is easier for the player to decide whether or not to continue playing.
[0225] Therefore, in the gaming machine 10, the predetermined notification (operation warning) may terminate based on whether the MY value exceeds a specific threshold (100,000 units) or whether the MY value falls below a predetermined threshold (95,000 units). In situations where both the predetermined notification and the predetermined performance (suggestive text performance, suggestive stamp performance) are being performed, if the predetermined notification terminates when the MY value exceeds a specific threshold, the predetermined performance may terminate. If the predetermined notification terminates when the MY value falls below a predetermined threshold, the predetermined performance may continue. Furthermore, in the above-mentioned statement, "The above-mentioned predetermined notification may terminate based on the fact that the above-mentioned MY value has become equal to or greater than the above-mentioned specific threshold, or that the above-mentioned MY value has fallen below the threshold equal to or less than the above-mentioned predetermined threshold," the "above-mentioned predetermined threshold" may be the same as the "above-mentioned predetermined threshold."
[0226] Furthermore, as shown in Figure 32, if the setting suggestion animation according to this embodiment is being executed and the operation warning ends due to a power outage and subsequent restoration of power without the execution of a RAM clear process, the setting suggestion animation will be restored. More specifically, in a situation where the suggestive text display and the suggestive stamp display are running in parallel, if the operation warning ends due to a power outage and subsequent restoration without the execution of a RAM clear process, the suggestive text display will not resume, but the suggestive stamp display will resume. In Figure 32, an example is given of a situation where the suggestive text display and the suggestive stamp display are being executed in parallel. However, even when the suggestive text display is being executed but the suggestive stamp display is not, if a power outage and subsequent restoration of power occur without the execution of a RAM clear process, the suggestive text display will not resume. Furthermore, even when the suggestive text display is not being executed but the suggestive stamp display is being executed, if a power outage and subsequent restoration of power occur without the execution of a RAM clear process, the suggestive stamp display will resume.
[0227] According to this, when a power outage occurs without a RAM clear process, such as a momentary power interruption, in a situation where the profits obtained are decreasing, it becomes easier to recognize the suggestive stamp effect, thereby increasing the desire to continue playing. In achieving the said effect, it is also possible to prevent the restoration of the suggestion stamp effect during part of the power failure and restoration event.
[0228] Therefore, in the gaming machine 10, when a power failure and restoration event occurs without executing the RAM clear process in a situation where the MY value is smaller than the specific threshold value (100,000 units), the MY value can be initialized. In a situation where both the predetermined notification (operation warning) and the predetermined effect (suggestion stamp effect) are being executed, when a power failure and restoration event occurs without executing the RAM clear process, it can be said that the predetermined notification does not return, while the predetermined effect can return.
[0229] Furthermore, in the gaming machine 10, when a power failure and restoration event occurs without executing the RAM clear process during the execution of the first predetermined effect (suggestion telop effect), the first predetermined effect does not return. When a power failure and restoration event occurs without executing the RAM clear process during the execution of the second predetermined effect (suggestion stamp effect), it can be said that the second predetermined effect returns.
[0230] <Regarding the relationship between the operation notice and the setting suggestion> Next, using FIGS. 33 and 34, the relationship between the operation notice and the setting suggestion effects (suggestion telop effect, suggestion stamp effect) will be explained. FIG. 33 is a timing chart showing the behavior of the setting suggestion effect when the jackpot game ends during the execution of the operation notice. FIG. 34 is a timing chart showing the behavior of the setting suggestion effect when a power failure and restoration event occurs without executing the RAM clear process during the execution of the operation notice.
[0231] As shown in FIG. 33, when the jackpot game ends during the execution of the operation notice and the suggestion stamp effect during a jackpot game where the number of balls is 100,000 or more, upon the end of the jackpot game, the operation notice and the suggestion stamp effect end, and the operation notification starts. In the example shown in FIG. 33, an operation warning is also executed in parallel with the operation notice, and upon the end of the jackpot game, the operation warning also ends.
[0232] Next, as shown in Figure 34, if a power outage occurs during a jackpot game where the number of balls in the game exceeds 100,000, and the activation notification and suggestive stamp effects are being executed, without a RAM clear process, both the activation notification and suggestive stamp effects will be restored. According to this, even if the power outage and subsequent restoration of power occur, both the operation warning and the suggestive stamp display can be recognized. Furthermore, in order to achieve this effect, it is not necessary for at least one of the operation notification and suggestive stamp effects to be restored in some cases when the power outage is restored. In other words, it is sufficient that the operation notification and suggestive stamp effects are configured to be restored in some cases when the power outage is restored.
[0233] In particular, in this embodiment, when both the operation notification and the suggestive stamp display are restored upon power restoration, the timing of the operation notification's restoration and the timing of the suggestive stamp display's restoration are different. This makes it easier to recognize both the operational reminder and the suggestive stamp display indicating that the system will resume operation after the power outage. In particular, to achieve this effect, it is preferable that the display returns in the order of suggestive stamp effect followed by the activation notification, as shown in Figure 34. This is because there is a risk that the player's concentration may decrease when they recognize the activation notification.
[0234] <Regarding other variations> The following are variations not described above. First, in this embodiment, the setting suggestion effects (suggestion text effects, suggestion stamp effects) were performed in the special symbol variation pattern derivation state PA, which is a game state related to a low probability of normal symbols. However, these setting suggestion effects may also be performed in game states related to a high probability of normal symbols (special symbol variation pattern derivation state PB or special symbol variation pattern derivation state PC).
[0235] Furthermore, in the special symbol win / loss determination according to this embodiment, the machine is configured to allow big wins and not allow small wins. However, it is also possible to configure the machine to allow small wins in place of some of the big wins (a so-called Type 1 and Type 2 mixed machine), or in place of all of the big wins (a so-called Type 2 machine). In such configurations, it is preferable to add a small win game to the big win game in each of the inventions described above.
[0236] Furthermore, although in this embodiment the notifications related to the complete function (operation warning, operation notification, operation notification), suggestive text display, and suggestive stamp display have been described as being executed by the main display unit 81, the embodiment is not limited to this. In other words, these notifications and effects may be performed by a device other than the main display unit 81, such as a speaker 33 or an effect lamp 35, or they may be performed by such a device instead of the main display unit 81.
[0237] Furthermore, in this embodiment and its modified versions, the probabilities, ratios, and frequencies can be such that a lower probability does not result in a win, or a higher probability always results in a win, as long as the respective relationships are ensured. In either case, the lottery itself may not be held. Furthermore, in this embodiment, each lottery value in the illustrated lottery table is merely an example, and any value within that range may be adopted for each lottery value, as long as the relative sizes of the lottery tables are maintained.
[0238] Furthermore, while the above explanation determines the recovery state upon power restoration by referring to the behavior of the RAM clear switch 43 upon power restoration, it is also possible to refer to whether the continuous operation time of the RAM clear switch 43 from the time of power restoration exceeds a specified time (for example, 3 seconds). Doing so can further suppress the occurrence of incorrect RAM clear processing.
[0239] Furthermore, in the above explanation, the state of the middle frame door open sensor 76 (the open / closed state of the middle frame 17) was referred to when determining the recovery state upon power restoration. However, the recovery state may be set without referring to this state. In this case, the recovery state upon power restoration should be set uniformly according to the case where the middle frame door open sensor 76 is ON (the middle frame 17 is in the open state).
[0240] The present invention as described above is not limited to the above description, but also includes various modifications, improvements, and other forms as long as the objectives of the present invention are achieved.
[0241] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine that allows setting one of several types of gaming performance, and which stops the game when the MY value, which is the increase in gaming media from the state where the gaming media has decreased the most, exceeds a specific threshold, The aforementioned multiple types of game performance include a first game performance and a second game performance that is more advantageous than the first game performance. It is possible to perform a predetermined effect that can be executed when the second game performance is set, but not when the first game performance is set. Based on the fact that the MY value becomes greater than or equal to a predetermined threshold that is smaller than the specified threshold, a predetermined notification may be initiated. Based on the fact that the MY value exceeds the specified threshold, a specific notification may be initiated. The aforementioned predetermined performance includes a first predetermined performance and a second predetermined performance. The first predetermined performance may be performed during the execution of the predetermined notification, but may not be performed during the execution of the specific notification. The second predetermined performance may be performed either during the execution of the predetermined notification or during the execution of the specific notification. If a power outage and subsequent restoration of power occur during the execution of the first predetermined performance without the execution of a RAM clear process, the first predetermined performance will not resume. If a power outage and subsequent restoration of power occur during the execution of the second predetermined performance without the execution of a RAM clear process, the second predetermined performance will resume. A gaming machine characterized by the following features. [Explanation of Symbols]
[0242] 10 Gaming Machines 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable ornaments 23 Cylinder lock 25 Transparent component 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 sections 35 (35a, 35b, 35c) Performance Lamp 36 Ball Removal Mechanism 37 Performance Button 38 (38a, 38b, 38c, 38d) Cursor buttons 39 Main control unit 39a Ball dispensing button 39b Return button 40 Power switch 41 Setting board 42 Setting Key Switches 43 RAM Clear Switch 44. Setting board cover 45 Opening and closing cover 46 Game ball tank 47 Tank Rail 48 Dispensing Unit 49. Dispensing passage 50 game boards 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 55 Grand Prize Winners 57 First Starter Port 59 Second Starter Port 61 Standard Electric Mechanism 62 Standard Electric Solenoid Gate 63 65 Special Electric Mechanism 66 Special Electric Solenoid 67 General Prize Winners 69 Outlet 70. First start port sensor 71 Second start port sensor 72 Large Prize Entrance Sensor 73 General Prize Entrance Sensor 74 Gate Sensors 75 Out ball sensor 76. Inner frame door opening sensor 80 Performance display device 81 Main display unit 82 Sub-display section 82a Upper sub-display section 82b Left sub-display section 82c Right sub-display 90 Pattern Display Device 91. First Special Pattern Display Device 92 Second Special Pattern Display Device 93 Standard Pattern Display Device 94. First Special Symbol Hold Lamp 95. Second Special Symbol Hold Lamp 96 Normal Symbol Hold Lamp 97 Main control board monitor 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 Generation Method 120 Main hold control means 125 Pre-determination means 130 Special drawing method 131 Special Feature Approval / Disapproval Determination Method 132 Special Symbol Stopping Symbol Lottery Method 133 Special Pattern Variation Derivation Method 135 General drawing lottery method 140 Jackpot Game Control Means 145 Symbol display control means 150 Electric accessory control means 155 Game state control means 160 Main information storage means 165 Main error control means 170 Main command management means 175 Restoration power-on process execution means 176 Restoration state setting means 177 Setting change means 178 Setting confirmation means 179 Game playable state transition means 180 Power-off process execution means 190 Complete function control means 200 First sub-control board 201 CPU 202 ROM 203 RAM 204 I / O port 209 First sub-control board case 210 Sub-random number generation means 220 Normal performance control means 221 Performance mode control means 222 Performance route determination means 223 Sub-suspension control means 224 Pre-read performance control means 225 Performance content determination means 226 Decoration symbol control means 227 Big win performance control means 230 Sub-error control means 240 Lamp control means 250 Movable accessory control means 260 Sub-information storage means 270 Sub-command management means 300 Second sub-control board 301 CPU 302 ROM 303 RAM 304 I / O port 309 Second sub-control board case 400 payout control board 401 CPU 402 ROM 403 RAM 409 Dispensing control board case 500 Power Control Board 501 Normal power circuit 502 Backup power supply circuit 503 Power outage detection circuit 509 Power Control Board Case 600 setting key kg Operation warning image YG Operation Preview Image HG operation notification image tg suggestive caption image sg suggestive stamp image X First channel Y Second channel
Claims
[Claim 1] A gaming machine that allows setting one of several types of gaming performance, and which stops the game when the MY value, which is the increase in gaming media from the state where gaming media has decreased the most, exceeds a specific threshold, The aforementioned multiple types of game performance include a first game performance and a second game performance that is more advantageous than the first game performance. It is possible to perform a predetermined effect that can be executed when the second game performance is set, but not when the first game performance is set. Based on the fact that the MY value becomes greater than or equal to a predetermined threshold that is smaller than the specified threshold, a predetermined notification may be initiated. Based on the fact that the MY value exceeds the specified threshold, a specific notification may be initiated. The aforementioned predetermined performance includes a first predetermined performance and a second predetermined performance. The first predetermined performance may be performed during the execution of the predetermined notification, but may not be performed during the execution of the specific notification. The second predetermined performance may be performed either during the execution of the predetermined notification or during the execution of the specific notification. If a power outage and subsequent restoration of power without a RAM clear process occurs during the execution of the first predetermined performance, the first predetermined performance will not resume. If a power outage and subsequent restoration of power occur during the execution of the second predetermined performance without the execution of a RAM clear process, the second predetermined performance will resume. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2023111043A