Gaming machine
The gaming machine addresses compatibility issues by entering a stopped state at a threshold and providing parallel notifications for power interruptions, ensuring seamless operation and notification recognition.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-10-15
- Publication Date
- 2026-04-27
AI Technical Summary
Gaming machines with a 'complete function' to stop games when a threshold of game balls is reached face compatibility issues when combined with existing functions, leading to new problems.
A gaming machine that enters a stopped state when a specific threshold is reached, with parallel notifications for power interruptions and RAM clear processing errors, enhancing compatibility with existing functions.
The solution allows for improved compatibility with existing functions while ensuring notifications are recognized during power interruptions, maintaining game state awareness.
Smart Images

Figure 2026069990000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.
Background Art
[0002] Gaming machines typified by pachinko machines and slot machines are configured to be able to launch game balls, and when the launched game balls win in a winning hole, a corresponding number of game balls (bonus balls) are awarded. For example, see Patent Document 1.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such gaming machines, recently, in order to suppress the probability of winning, it has been required to have a function (so-called complete function) that makes the game stop when the number of difference balls exceeds a predetermined threshold value. However, such a complete function is a new function that did not exist in the past, and new problems that did not exist in the past occur when combining the complete function with existing functions.
[0005] Therefore, the present invention has been made in view of the above problems, and provides a gaming machine that can enhance the compatibility with existing functions while having the above-described complete function.
Means for Solving the Problems
[0006] According to the present invention, there is a gaming machine that puts the game into a stopped state based on a predetermined value relating to a gaming medium reaching a specific threshold, wherein a specific notification is executed when the predetermined value reaches the specific threshold, and when a power interruption and restoration without execution of RAM clear processing occurs after the predetermined value reaches the specific threshold, and an error notification is executed after the restoration, the specific notification may be started after the error notification is started, and the error notification and the specific notification may be executed in parallel. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that has a complete function while also being able to improve compatibility with existing functions. [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 a lottery table for determining whether a special symbol win or loss occurs; Figure 8(b) schematically shows a lottery table for determining the stopping symbols used when a big win is determined in the special symbol win or loss determination for special symbol 1; Figure 8(c) schematically shows a lottery table for determining the stopping symbols used when a small win is determined in the special symbol win or loss determination for special symbol 2; and Figure 8(d) schematically shows a lottery table for determining the stopping symbols used when a big win is determined in the special symbol win or loss determination for special symbol 2. [Figure 9] Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA, and Figure 9(b) schematically shows the special symbol variation pattern lottery table used when special symbol variation pattern HNP is determined in symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA. [Figure 10] Figure 10(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is active, and Figure 10(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is active. [Figure 11] Figure 11(a) schematically shows the special symbol variation pattern lottery table used for symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active, and Figure 11(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active. [Figure 12] Figure 12(a) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 12(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 13] Figure 13 shows the flow of the game stop flag setting process related to the complete function. [Figure 14] Figure 14 shows the flow of the game stop process related to the complete function. [Figure 15] FIG. 15 is a diagram showing a general flow in which notification related to the complete function is executed. [Figure 16] FIG. 16(a) is a diagram showing a flow in which notification related to the complete function is executed when the game stop flag becomes ON during a big win game, and FIG. 16(b) is a diagram showing another mode of the operation notification. [Figure 17] FIG. 17 is a flow chart of the operation warning execution process. [Figure 18] FIGS. 18(a) to 18(e) are diagrams showing the notification modes of the operation warning. [Figure 19] FIG. 19 is a flow chart of the operation warning end process. [Figure 20] FIG. 20 is a flow chart of the operation notice start process. [[ID=I8]] [Figure 21] FIG. 21 is a flow chart of the operation notification start process. [Figure 22] FIG. 22 is a timing chart showing the return order of the operation notification and the special error notification when a power failure recovery occurs without executing the RAM clear process in the special drawing variation pattern derivation state PB. [Figure 23] FIG. 23 is a timing chart showing the return order of the operation notification and the special error notification when a power failure recovery occurs without executing the RAM clear process in the special drawing variation pattern derivation state PC. [Figure 24] FIG. 24(a) is a table organizing the items that can be set in the batch customization related to the normal mode and their details, FIG. 24(b) is a table organizing the items that can be set in the batch customization related to the challenge mode and their details, and FIG. 24(c) is a table organizing the items that can be set in the batch customization related to the RUSH mode and their details. [Figure 25] FIG. 25 is a table organizing the items that can be set in the individual customization and their details. [Figure 26] FIG. 26 is a diagram showing the flow of content change related to the batch customization. [Figure 27] FIG. 27 is a diagram showing the flow of content change related to the individual customization. [Figure 28] Figures 28(a) and 28(b) are timing charts showing the timing of control restrictions related to changes in customization content when a game stop state related to the complete function is set in the special feature variation pattern derivation state PB. Figure 28(a) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the right general prize pocket. Figure 28(b) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the second start pocket. [Figure 29] Figures 29(a) and 29(b) are timing charts showing the timing of control restrictions related to changes in customization content when a game stop state related to the complete function is set in the special feature variation pattern derivation state PC. Figure 29(a) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the right general prize pocket. Figure 29(b) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the second start pocket. [Figure 30] Figure 30(a) shows a specific example of a cut-in animation related to a weak cut-in, and Figure 30(b) shows a specific example of a cut-in animation related to a strong cut-in. [Figure 31] Figure 31(a) shows the flow of the cut-in effect control process, and Figure 31(b) is a schematic diagram showing the lottery table used for the lottery related to the development effect. [Figure 32] Figure 32(a) is a timing chart showing the sequence of events when a game stop state related to the complete function is set while a cut-in animation related to a weak cut-in is being performed, and Figure 32(b) is a timing chart showing the sequence of events when a game stop state related to the complete function is set while a cut-in animation related to a strong cut-in is being performed. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings. In all drawings, the same reference numerals are used for similar components, and their descriptions will be omitted as appropriate. In the following description, unless otherwise specified, "front," "rear," "left," "right," "top," and "bottom" refer to the gaming machine 10 as viewed from the front (player side), as shown in Figure 1. In the following explanation, "advantageous (degree of advantage)" refers to being advantageous to the player, and unless otherwise specified, it refers to being advantageous in terms of the amount of prize balls (game currency) obtained (including not only game balls but also medals), excluding so-called premium images and other visual effects.
[0010] <About the features of this invention> Before describing the details of the gaming machine 10 in this embodiment, the features of the invention described in this embodiment will be explained. In describing the features, the configurations in parentheses are illustrative examples of the configurations in this embodiment corresponding to the preceding configuration, and configurations may be described in parentheses in a similar manner in subsequent descriptions of the gaming machine 10.
[0011] The present invention A gaming machine that puts the game into a stopped state when a predetermined value (number of balls) related to the gaming medium reaches a specific threshold (100,000 balls), When the above predetermined value reaches the above specific threshold, a specific notification (operation notification) is executed. When the above predetermined value reaches the above specific threshold, and a power outage and subsequent restoration of power occurs without the execution of a RAM clear process, and an error notification (special error notification) is executed after the power restoration, the above specific notification may be started after the error notification is started, and the error notification and the above specific notification may be executed in parallel. This is a gaming machine characterized by the following features.
[0012] According to the present invention, when a power interruption and subsequent restoration occur without the execution of RAM clearing processing, such as a momentary power outage, both the specific notification and the error notification can be recognized, while making the error notification easier to recognize. Furthermore, according to the present invention, it is possible to make it easier for a person who is paying attention to the error notification to continue paying attention until the start of the specific notification, thereby making it easier for them to recognize the specific notification.
[0013] The gaming machine according to this embodiment, described later, is a pachinko machine that dispenses actual game balls as prize balls. However, 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).
[0014] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.
[0015] <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 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.
[0016] 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."
[0017] 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.
[0018] 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)).
[0019] 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 integrally provided with the front frame 20. In this embodiment, a full-capacity detection sensor (not shown) for detecting when the lower ball receiving tray 29 is full with discharged game balls is provided upstream of the lower discharge port 30 that discharges game balls into the lower ball receiving tray 29. 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.
[0020] Although not shown in Figures 1 to 5, the middle frame 17 has a middle frame open sensor 76 that detects whether the middle frame 17 is open or closed relative to the outer frame 15, and a front frame open sensor 77 that detects whether the front frame 20 is open or closed relative to the middle frame 17. In this embodiment, both of these open sensors are ON when open and OFF when closed. However, these open sensors may be configured to be OFF when open and ON when closed. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15, and the open / closed state of the front frame 20 relative to the middle frame 17.
[0021] Furthermore, as shown in Figure 3, a group of operation buttons operated by the player are arranged on the upper surface of the upper ball receiving 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 and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, middle cursor button 38e) for instructing operations up, down, left, and right, which are electrically connected to the first sub-control board 200 (described later). Each operation unit is equipped with a sensor to detect operation, and the connected control board detects operation of each operation unit by changes in the detection state of the sensor. Furthermore, a movable decorative body 22, operated by an actuator such as a motor (not shown), is provided on the side of the upper ball receiving tray 27. The movable decorative body 22 is configured to accept input from the player, similar to the operation buttons described above.
[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 frame lamps 35 (35a, 35b, 35c) are provided inside them, respectively. The speakers 33 and frame lamps 35 can emit sound or light up or turn off in conjunction with effects or error notifications 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 pattern sequence (decorative pattern) shown on the main display unit 81, the displayed decorative pattern consists of three pattern sequences. In this embodiment, the direction of the display of each pattern sequence is downward, but this direction is not particularly limited. For example, it may be upward, left or right, in the depth direction, or a combination of these (diagonal direction). 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 sub-display unit 82 is configured to be movable from these initial positions until the entire display area of the sub-display unit 82 overlaps with the display area of the main display unit 81. However, even in the initial positions shown in Figure 4, approximately the upper half of the display area (the left display area 821 and the right display area 822, described later) of the sub-display units 82 (especially the left sub-display unit 82b and the right sub-display unit 82c) is visible to the player.
[0027] Furthermore, the display device 80 in this embodiment (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) is equipped with lenticular lenses on its surface, enabling stereoscopic viewing with the naked eye using the lenticular method. As a result, a portion of the image displayed on the display device 80 can be displayed as a 3D image or a 2D image.
[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 related to the held special symbol 1, the second special symbol hold lamp 95 can identify the number of symbol changes related to the held special symbol 2, and the normal symbol hold lamp 96 can identify the number of symbol changes of 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 during a portion of a jackpot game initiated when a jackpot is determined by the special symbol win / failure determination described later, or during a portion of a minor win game initiated when a minor win is determined by the special symbol win / failure determination, thereby allowing balls 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 and minor win games in which the opportunity to win prize balls is greatly increased can be said to be advantageous game states. Furthermore, as will be described in detail later, minor win games in this embodiment can generate jackpot games. In a jackpot game, the special electric mechanism 65 is alternately set to an open state and a closed state. One open state (sometimes referred to as a "round game," and the total number of round games that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number of game balls (10 in this embodiment) enter the large prize pocket 55, and the special electric mechanism 65 closes. Furthermore, one open state in a jackpot game also 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 pocket 55. On the other hand, in a minor win game, the game ends when the special electric mechanism 65 remains open for 1.8 seconds, or when 10 game balls enter the large prize slot 55. Therefore, in a minor win game, it is less likely for game balls to enter the large prize slot 55 compared to a major win game.
[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 based on the detection result of the first start opening sensor 70, it is determined that a ball has entered the first start opening 57, and a number of prize balls (2 in this embodiment) associated with the first start opening 57 are awarded. In at least some cases when a ball has entered the first start opening 57, a symbol change related to special figure 1 occurs. 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 a prize is awarded to the second starting port 59 based on the detection result of the second starting port sensor 71. The number of prize balls awarded is the number of prize balls associated with the second starting port 59 (2 in this embodiment), and this number of prize balls is less than the number of prize balls (6) awarded to the general prize port 67 (right general prize port 67b) which will be described later. In at least some cases when a prize is awarded for entering the second starting gate 59, a symbol change related to special figure 2 will occur. 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 standard electric mechanism 61 opens when the result of the standard symbol win / loss determination described later is a standard symbol win (hereinafter sometimes simply referred to as "standard symbol win"), and as a result, entry into the second start opening 59 is permitted. In this way, when the standard electric mechanism 61 is open, entry into the second start opening 59 is possible, so the number of game balls can be reduced by prize balls, while the opportunities for the symbol changes related to special symbol 2 to be executed can be greatly increased.
[0041] Gate 63 is located in the right-center part of the game area 50a. Gate 63 is equipped with a gate sensor 74, and a win in gate 63 is determined by the detection result of the gate sensor 74. In at least some cases when a win in gate 63 is determined, the symbols on the regular display change.
[0042] The general prize slots 67 consist of a left general prize slot 67a and a right general prize slot 67b. The left general prize slot 67a is located in the lower left of the game area 50a, and the right general prize slot 67b is located in the lower right of the game area 50a. Each general prize slot 67 is equipped with a general prize slot sensor 73. The detection result of the general prize slot sensor 73 determines whether a ball has entered the general prize slot 67, and a number of prize balls (6 in this embodiment) associated with the general prize slot 67 are awarded. Furthermore, due to their arrangement, in the low probability state described later (excluding during a jackpot game), balls are more likely to enter the left general prize slot 67a, while in the jackpot game and high probability state, balls are more likely to enter the right general prize slot 67b. These entries can also turn on the game stop flag described later.
[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 addition to the sensors mentioned above, the game board 50 is also equipped with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (neither of which are shown in the diagram) to prevent fraudulent activities such as illegally receiving prize balls.
[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, and a payout control board case 409 housing the payout control board 400. In addition to the backs of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 is detachably attached to cover a portion of the back of the main control board case 109. Furthermore, the main control board 100 is provided with a RAM clear switch 43. Furthermore, the circuit board cases and covers that enclose each circuit board are made of transparent materials, allowing the corresponding circuit board to be seen through each case and cover.
[0046] 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.
[0047] 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.
[0048] <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.
[0049] 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.
[0050] 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 described later. Specifically, among the information stored in RAM103, various information is backed up so that when power is restored after a power outage (when the power is turned on), the gaming machine 10 can be restored to the state it was in immediately before the power outage. 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 or playable state) and the current normal symbol lottery state, is backed up. This information is cleared (initialized) by the RAM clear process. Therefore, after the RAM is cleared, the special symbol variation pattern derivation state PA (normal symbol low probability described later) will be newly set. Furthermore, when the RAM clear process is executed, the symbol sequence related to decorative symbols will be displayed in a state where the initial symbol combination is stopped, and the initial symbol combination will also be displayed in a state where the RAM clear process is not executed when the power is turned on and the symbol variation was not being executed at the time of the previous power outage. Furthermore, this initial symbol combination is only displayed when the power is turned on, and is not displayed when the symbols change.
[0051] 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) is backed up, as well as the area where the checksum complement and backup flag related to the game-related area of RAM 103 are stored (sometimes referred to as the backup information area related to games of RAM 103). When power is restored, the gaming machine 10 recovers using the various information stored in the backed-up game-related area of RAM 103 and the backup information area related to games 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.
[0052] 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 door open sensor 76, the front frame door open sensor 77, etc., and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104. Although not shown in the diagram, in addition to these sensors, the main control board 100 is also electrically connected to the full tank detection sensor, the magnetic detection sensor, and the radio wave detection sensor, and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104.
[0053] 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 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 the RAM clear switch 43, and is configured to detect operations performed by the main operation unit 39.
[0054] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected 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.
[0055] 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, the cursor button 38, and the movable decorative body 22, and is configured to detect the operation of these control units.
[0056] Furthermore, the first sub-control board 200 generates image control commands that instruct the second sub-control board 300 to display images, audio control commands that instruct the audio control board 310 to output audio, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82, etc., in the performance control processing 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 and the voice control board 310 so as to be able to communicate bidirectionally. Each control command (image control command, voice control command) is transmitted from the first sub-control board 200 to the second sub-control board 300 or the voice control board 310, while in response, an acknowledgment command (ACK command) indicating that the control command has been successfully received is transmitted from each control board (second sub-control board 300, voice control board 310) to the first sub-control board 200.
[0057] Furthermore, the first sub-control board 200 is electrically connected to the frame lamp 35 and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured to be controlled to light up by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0058] The second sub-control board 300, although not shown in the figures, includes a CPU that performs various calculations related to image rendering based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, a RAM that functions as a work area and buffer memory for temporary storage, and I / O ports that input and output signals to and from peripheral boards and various devices. The CPU is configured to execute the main controls related to image rendering according to the control program stored in the ROM. Furthermore, the second sub-control board 300 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, 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. The VDP is a so-called image processor that reads image data stored in the image ROM in response to instructions from the CPU, processes it, and transmits the generated image data to the main display unit 81 and the sub-display unit 82. In addition, a high-speed VRAM used for expanding and processing the image data read from the image ROM is connected to this VDP.
[0059] The voice control board 310 includes a CPU 311 that performs various calculations related to voice effects based on voice control commands from the first sub-control board 200, a ROM 312 that stores voice control programs and voice data, a RAM 313 that functions as a work area and buffer memory for temporary storage, and I / O ports 314 that input and output signals to and from peripheral boards and various devices. The CPU 311 is configured to execute the main controls related to voice effects according to the control program stored in the ROM 312. Therefore, the voice control board 310 can read the voice data stored in the ROM 312 in response to voice control commands received from the first sub-control board 200, synthesize the read voice data, transmit the final synthesized voice data to the speaker 33 via an amplifier, and output sound to the speaker 33.
[0060] The dispensing control board 400 is mainly composed of a CPU, ROM, and RAM (none of which are shown in the illustration). 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.
[0061] 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.
[0062] <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 and 9 will be referred to as needed.
[0063] 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.
[0064] First, 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.
[0065] 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. Furthermore, when the ball entry determination means 110 determines that a game ball has entered a prize slot, such as the large prize slot sensor 72, it generates a performance control command (prize entry command) that includes information that can identify the type of sensor involved in the prize entry, and stores the command in the transmission command storage area of the main information storage means 160.
[0066] The main random number generation means 115 is capable of generating multiple types of random numbers with different update ranges 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 stop symbols, and random numbers for drawing regular symbol variation patterns, as described later, in the corresponding storage area of the main information storage means 160. Furthermore, the random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated correctly. If an update error occurs where the random numbers are not updated correctly, information indicating that the error has occurred is written to a specific memory area of the random number circuit 105. Therefore, the CPU 101 is able to detect that an update error has occurred in the random number circuit 105.
[0067] 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 also performs the same control as described above for Figure 2 and the general figure, separately from Figure 1. The hold counter in Figure 2 is referred to as the Figure 2 hold counter, and the upper limit of the value of the Figure 2 hold counter in this embodiment is 4. Furthermore, in the following explanation, "holding of operation hold information" may be expressed as "holding of symbol change," or simply as "hold." 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 variation is performed in which the operation hold information corresponding to Figure 2 is used preferentially. However, instead of this priority variation, a prize-winning order variation may be adopted in which the operation hold information is used in the order in which it was held, regardless of whether it corresponds to Figure 1 or Figure 2, or a simultaneous variation may be adopted in which the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are used simultaneously when both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held.
[0068] 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. The pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the predetermined pre-determination timing, and is therefore transmitted following the hold command described above. Here, the predetermined pre-determination timing is, for example, the timing when the operation hold information for the special figure is held. In this embodiment, if the operation hold information for special figure 1 is held during the normal figure high probability period described later, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the operation hold information for special figure 2 is held during the normal figure low probability period described later, the pre-determination may or may not be restricted.
[0069] 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 the player is not in a jackpot game, neither Special Symbol 1 nor Special Symbol 2 is currently performing a symbol variation (including the period during which the symbol variation related to Special Symbol 1 or Special Symbol 2 is stopped), and that there is operation hold information for at least one of Special Symbol 1 or Special Symbol 2.
[0070] Figures 8 and 9 schematically show the lottery table used in the main control board 100, and will be referred to as needed 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 included 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, if there are items listed for the sake of explanation, or if "-" or "0" are listed as lottery values, these do not necessarily represent data stored in each ROM. Furthermore, it is not possible to win a result where "-" or "0" is listed as the lottery value. 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 necessary 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 itself become unnecessary.
[0071] 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 lottery table for special symbol win / loss determination to determine whether it will be a big win, a small win, or a loss. Figure 8(a) schematically shows the lottery table for determining whether a special symbol wins or losses. This lottery table differs between Special Symbol 1 and Special Symbol 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in the special symbol win / loss determination for Special Symbol 1, a big win is determined with a probability of 205 / 65536 (approximately 1 / 320), and any other result is a loss, with no small wins. On the other hand, in the special symbol win / loss determination for Special Symbol 2, a big win is determined with a probability of 205 / 65536 (approximately 1 / 320), a small win is determined with a probability of 1820 / 65536 (approximately 1 / 36.0), and any other result is a loss. In this embodiment, as will be described later, a big win can occur via a minor win, so the probability of a big win being determined in the special symbol win / failure determination is set to the above-mentioned probability 1.
[0072] The special symbol stop symbol lottery means 132, when the result of the special symbol win / loss determination is a big win or a small win, determines the special symbol stop symbol by lottery using a random number for special symbol stop symbol lottery (in this embodiment, in the range of 0 to 999) and a lottery table for special symbol stop symbol lottery. Specifically, as shown in Figure 8(b), a schematic diagram illustrating the lottery table for determining the stopping symbols used when a jackpot is determined in the special symbol win / loss determination for special symbol 1, when a jackpot is determined in the special symbol win / loss determination for special symbol 1, symbol A is determined as the stopping symbol with a probability of 100 / 1000 (1 / 10), and symbol B is determined as the stopping symbol with a probability of 900 / 1000 (approximately 1 / 1.11). In this case, regardless of whether symbol A or symbol B is determined, after the jackpot game corresponding to these stopped symbols ends, the game enters the normal symbol high probability state described later. However, the number of symbol changes during which the normal symbol high probability state continues (hereinafter referred to as the "prescribed number of normal symbol high probability states") is 80 times if the jackpot game ends when symbol A is determined, and 40 times if the jackpot game ends when symbol B is determined. Furthermore, the number of rounds for the jackpot game corresponding to symbol A is 10, while the number of rounds for the jackpot game corresponding to symbol B is 4. Therefore, symbol A is more advantageous than symbol B in terms of both the number of rounds and the prescribed number of normal symbol high probability states.
[0073] As shown in Figure 8(c), a schematic diagram of the lottery table used for determining the stopping symbols when a minor win is determined in the special symbol win / loss determination related to special symbol 2, when a minor win is determined in the special symbol win / loss determination related to special symbol 2, symbol a is determined as the stopping symbol with a probability of 700 / 1000 (approximately 1 / 1.43) and symbol b is determined with a probability of 300 / 1000 (approximately 1 / 3.33). Here, symbol a is a stopping symbol in which the number of rounds of the big win game that occurs in the small win game related to that symbol is 10, and after the big win game ends, it becomes a normal symbol high probability state, and the prescribed number of times for this normal symbol high probability state is 80. On the other hand, symbol b is a stopping symbol in which the number of rounds of the big win game that occurs in the small win game related to that stopping symbol is 4, and after the big win game ends, it becomes a normal symbol high probability state, and the prescribed number of times for this normal symbol high probability state is 80. Therefore, it can be said that symbol a is more advantageous than symbol b in terms of the number of rounds. Furthermore, when a jackpot occurs during a minor win, the number of rounds in that jackpot is calculated by treating the minor win as one round. In addition, in the following explanation, a jackpot occurring during a minor win related to symbol a will be referred to as a "jackpot related to symbol a," and a jackpot occurring during a minor win related to symbol b will be referred to as a "jackpot related to symbol b."
[0074] As shown in Figure 8(d), which schematically illustrates the lottery table for determining the stopping symbols used when a jackpot is determined in the special symbol win / loss determination related to special symbol 2, when a jackpot is determined in the special symbol win / loss determination related to special symbol 2, symbol c is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, symbol c is a stopping symbol for which the number of rounds in the jackpot game corresponding to the stopping symbol is 10, and which becomes a normal symbol high probability after the end of the jackpot game, and the prescribed number of times for this normal symbol high probability is 80.
[0075] Furthermore, the special symbol stop symbol lottery means 132 determines symbol C as the stop symbol if the result of the special symbol win / loss determination for special symbol 1 is a loss, and determines symbol d as the stop symbol if the result of the special symbol win / loss determination for special symbol 2 is a loss.
[0076] Thus, in the embodiment described above, jackpot games that occur during the symbol variation related to Special Feature 2 tend to be more advantageous than jackpot games that occur during the symbol variation related to Special Feature 1. Therefore, the enjoyment of the game can be further enhanced by transitioning from one Special Feature Variation Pattern Derivation State PA to another Special Feature Variation Pattern Derivation State, as described later.
[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 special symbol variation pattern for the current time. 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. Here, variation time refers to the time from when the variation of the symbols related to the special symbol (special symbol 1 or special symbol 2) begins until the variation of the symbols ends. 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 related to special figure 1 in special figure variation pattern derivation state PA, and for the pattern variation related to special figure 2 in special figure variation pattern derivation state PB and special figure variation pattern derivation state PC. On the other hand, in the symbol variation of the other special symbol (the special symbol to which the above-described method for determining the special symbol variation pattern is adopted) in each special symbol variation pattern derivation state, a predetermined special symbol variation pattern is determined according to the result of the special symbol win / failure judgment. In particular, in this embodiment, in the symbol variation of special symbol 2 in special symbol variation pattern derivation state PA, if the result of the special symbol win / failure judgment for the symbol variation is a loss, a variation pattern with a variation time of 1000ms is determined, and if the result of the special symbol win / failure judgment for the symbol variation is anything other than a loss, a variation pattern with a variation time of 2000ms is determined.
[0078] Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 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. As shown in Figure 9(a), in the symbol variation related to Special Feature 1 when the Special Feature variation pattern derivation state PA is reached, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-C can be determined. Specifically, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA, there is a 900 / 1000 (approximately 1 / 1.11) probability of special symbol variation pattern HNP, a 52 / 1000 (approximately 1 / 19.2) probability of special symbol variation pattern HRP, a 13 / 1000 (approximately 1 / 76.9) probability of special symbol variation pattern HSP1-A, and an 11 / 1000 (approximately 1 / 90.9) probability of special symbol variation pattern HS For P1-B, there is a 9 / 1000 (approximately 1 / 111) probability that special symbol variation pattern HSP2-A will be determined, a 7 / 1000 (approximately 1 / 143) probability that special symbol variation pattern HSP2-B will be determined, a 5 / 1000 (1 / 200) probability that special symbol variation pattern HSP3-A will be determined, and a 3 / 1000 (approximately 1 / 333) probability that special symbol variation pattern HSP3-B will be determined. In these cases, special symbol variation patterns ASP1-A to ASP-C will not be determined. Further details will be described later using Figure 9(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 1 reserve counter at the start of the current symbol variation. On the other hand, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a jackpot, then there is a probability of 90 / 1000 (approximately 1 / 11.1) that it will be special symbol variation pattern ASP1-A, a probability of 110 / 1000 (approximately 1 / approximately 9.09) that it will be special symbol variation pattern ASP1-B, a probability of 135 / 1000 (approximately 1 / 7.41) that it will be special symbol variation pattern ASP2-A, and a probability of 165 / 1000 (approximately 1 / approximately 6 There is a probability of 0.06) that special pattern variation ASP2-B will be determined, a probability of 180 / 1000 (approximately 1 / 5.56) that special pattern variation ASP3-A will be determined, a probability of 220 / 1000 (approximately 1 / 4.56) that special pattern variation ASP3-B will be determined, and a probability of 100 / 1000 (1 / 10) that special pattern variation pattern ASP-C will be determined. In these cases, special pattern variation patterns HNP to HSP3-B will not be determined. Thus, in this embodiment, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a loss, one of the special symbol variation patterns HRP to HSP3-B is determined at a rate of 100 / 1000 (1 / 10), and special symbol variation pattern HNP is determined at a rate of 900 / 1000 (approximately 1 / 1.11). Furthermore, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a jackpot, one of the special symbol variation patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). In the description of the special symbol variation patterns of this embodiment, when two special symbol variation patterns are described separated by a "~", the description of the special symbol variation pattern that lies between the special symbol variation pattern described earlier and the special symbol variation pattern described later is omitted, in accordance with the order described in the drawing relating to the special symbol variation pattern lottery table for each special symbol variation pattern derivation state. Furthermore, in the description of the special symbol variation patterns of this embodiment, if the names of the special symbol variation patterns are different, regardless of whether the corresponding variation time is described or not, it means that different special symbol variation patterns are different.
[0079] Figure 9(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9(b), the special symbol variation patterns HNP that can be determined in the symbol variation related to special symbol 1 when the special symbol variation pattern derivation state PA include special symbol variation pattern HNP-A with a variation time of 3200 ms (milliseconds), special symbol variation pattern HNP-B with a variation time of 5600 ms, special symbol variation pattern HNP-C with a variation time of 8000 ms, and special symbol variation pattern HNP-D with a variation time of 11200 ms, with the variation time increasing in this order. Specifically, if the Special Symbol 1 Reserve Counter = 3 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the Special Symbol 1 Reserve Counter = 2 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and Special Symbol Change Pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the Special Symbol 1 Reserve Counter = 1 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), and Special Symbol Change Pattern HNP-B is determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special symbol variation pattern HNP-B is determined by probability, and the special symbol variation pattern HNP-C is determined by probability of 800 / 1000 (1 / 1.25). If the special symbol 1 reserve counter = 0 at the start of the current symbol variation, the special symbol variation pattern HNP-B is determined by probability of 50 / 1000 (1 / 20), the special symbol variation pattern HNP-C is determined by probability of 100 / 1000 (1 / 10), and the special symbol variation pattern HNP-D is determined by probability of 850 / 1000 (approximately 1 / 1.18). In the following explanation, if the value of the special symbol reserve counter being referenced is 3, it will be referred to as "Reserve 3", if the value of the special symbol reserve counter is 2, it will be referred to as "Reserve 2", if the value of the special symbol reserve counter is 1, it will be referred to as "Reserve 1", and if the value of the special symbol reserve counter is 0, it will be referred to as "Reserve 0". Thus, when the special symbol variation pattern HNP is determined in the special symbol variation pattern derivation state PA, 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 at the start of the current symbol variation. More specifically, the smaller the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a longer symbol variation is to be determined (the larger the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a shorter variation time is to be determined). Furthermore, as will be described later, such special feature variation patterns HNP (hereinafter sometimes referred to as "basic special feature variation patterns") also exist in special feature variation pattern derivation states PB and PC. In these special feature variation pattern derivation states, the referenced hold counter differs from that in special feature variation pattern derivation state PA, and in both cases, the value of the special feature 2 hold counter is referenced.
[0080] Figure 10(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is reached, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 10(a), in the symbol variation related to Special Feature 2 when the Special Feature variation pattern derivation state PB is reached, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-F can be determined. Specifically, in the special symbol variation state PB, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 2, there is a 960 / 1000 (approximately 1 / 1.04) probability that special symbol variation pattern HNP will be determined, a 20 / 1000 (1 / 50) probability that special symbol variation pattern HSP-D will be determined, a 15 / 1000 (approximately 1 / 66.7) probability that special symbol variation pattern HSP-E will be determined, and a 5 / 1000 (1 / 200) probability that special symbol variation pattern HSP-F will be determined. In this case, special symbol variation patterns ASP-D to ASP-F will not be determined. Further details will be described later using Figure 10(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 2 reserve counter at the start of the current symbol variation. This method of determining the special symbol variation pattern using the special symbol 2 reserve counter is the same in the special symbol variation pattern derivation state PB, which will be described later. On the other hand, when the special symbol variation pattern derivation state PB is reached, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 is a big win or a small win, special symbol variation pattern ASP-D is determined with a probability of 500 / 1000 (1 / 2), special symbol variation pattern ASP-E with a probability of 350 / 1000 (approximately 1 / 2.86), and special symbol variation pattern ASP-F with a probability of 150 / 1000 (approximately 1 / 6.67). In this case, special symbol variation patterns HNP to HSP-F will not be determined. Thus, in this embodiment, when the symbol variation related to special symbol 2 in special symbol 2 during the special symbol variation pattern derivation state PB results in a miss, one of the special symbol variation patterns HSP-D to HSP-F is determined at a rate of 40 / 1000 (1 / 25), and special symbol variation pattern HNP is determined at a rate of 960 / 1000 (approximately 1 / 1.04). Furthermore, when the special symbol variation pattern derivation state PB results in a big win or a small win, one of the special symbol variation patterns ASP-D to ASP-F is determined at a rate of 1000 / 1000 (1 / 1). In the special symbol variation pattern derivation state PB, the special symbol variation pattern is determined in principle by the ratio explained using Figure 10(a). However, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 on the first rotation of the special symbol variation pattern derivation state PB is a loss, a special symbol variation pattern for a predetermined time (30,000 ms in this embodiment) is determined. This is for the purpose of executing the time count acquisition performance described later.
[0081] Figure 10(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is active. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 10(a)) is 0 to 999. As shown in Figure 10(b), the special symbol variation pattern HNP that can be determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PB includes special symbol variation pattern HNP-E with a variation time of 3000ms and special symbol variation pattern HNP-F with a variation time of 15000ms. Specifically, if the Special Symbol 2 Reserve Counter = 3 at the start of the symbol variation, if the Special Symbol 2 Reserve Counter = 2 at the start of the symbol variation, or if the Special Symbol 2 Reserve Counter = 1 at the start of the symbol variation, then the Special Symbol variation pattern HNP-E is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol variation pattern HNP-F will not be determined. On the other hand, if the Special Symbol 2 Reserve Counter = 0 at the start of the symbol variation, then the Special Symbol variation pattern HNP-F is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol variation pattern HNP-E will not be determined. Furthermore, special symbol variation patterns HNP-E and HNP-F are different from both the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA described above, and the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to the special symbol variation pattern derivation state PC described later.
[0082] Figure 11(a) schematically shows the special symbol variation pattern lottery table used for symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 11(a), in the symbol variation related to Special Feature 2 when the Special Feature Variation Pattern Derivation State PC is active, Special Feature Variation Patterns HNP to Special Feature Variation Patterns ASP-I can be determined. Specifically, in the special symbol variation pattern derivation state PC, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 2, there is a 950 / 1000 (approximately 1 / 1.05) probability that special symbol variation pattern HNP will be determined, a 25 / 1000 (1 / 40) probability that special symbol variation pattern HSP-G will be determined, a 15 / 1000 (approximately 1 / 66.7) probability that special symbol variation pattern HSP-H will be determined, and a 10 / 1000 (1 / 100) probability that special symbol variation pattern HSP-I will be determined. In this case, special symbol variation patterns ASP-G to ASP-I will not be determined. On the other hand, when the special symbol variation pattern derivation state PC is active, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 is a big win or a small win, then regardless of the number of spins in the special symbol variation pattern derivation state PC, special symbol variation pattern ASP-G is determined with a probability of 500 / 1000 (1 / 2), special symbol variation pattern ASP-H with a probability of 350 / 1000 (approximately 1 / 2.86), and special symbol variation pattern ASP-I with a probability of 150 / 1000 (approximately 1 / 6.67). In this case, special symbol variation patterns HNP to HSP-I will not be determined.
[0083] Figure 11(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 during the special symbol variation pattern derivation state PC. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 11(a)) is 0 to 999. As shown in Figure 11(b), the special symbol variation pattern HNP that can be determined in the symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PC is in place includes special symbol variation pattern HNP-G with a variation time of 2000ms and special symbol variation pattern HNP-H with a variation time of 10000ms. Specifically, if the Special Symbol 2 Reserve Counter = 3 at the start of the symbol variation, if the Special Symbol 2 Reserve Counter = 2 at the start of the symbol variation, or if the Special Symbol 2 Reserve Counter = 1 at the start of the symbol variation, then the Special Symbol Variation Pattern HNP-G is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol Variation Pattern HNP-H will not be determined. On the other hand, if the Special Symbol 2 Reserve Counter = 0 at the start of the symbol variation, then the Special Symbol Variation Pattern HNP-H is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol Variation Pattern HNP-G will not be determined. Furthermore, special symbol variation patterns HNP-G and HNP-H are different from both the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA described above, and the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 during the special symbol variation pattern derivation state PB described above.
[0084] 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.
[0085] The regular symbol lottery means 135, similar to the special symbol lottery means 130, reads the earliest operational pending information from the operational pending 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 / failure determination to determine whether the regular symbol is a winner or loser. Based on the result of the regular symbol win / failure determination and information such as the current special symbol variation pattern derivation state, it determines various parameters related to the regular symbol (regular symbol variation time, regular symbol stop display time, etc.). In the determination of whether the regular drawing wins or losses occurs, there are two states: one where the regular drawing state is high probability (sometimes abbreviated as "high regular drawing probability") and one where the regular drawing state is low probability (sometimes abbreviated as "low regular drawing probability"). The lottery table is not shown in this embodiment, but in the high regular drawing probability state, there is a 65535 / 65536 chance of winning the regular drawing and a 1 / 65536 chance of losing. In the low regular drawing probability state, there is a 1 / 65536 chance of winning the regular drawing and a 65535 / 65536 chance 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).
[0086] The jackpot game control means 140 controls the progress of the jackpot game. Specifically, it manages the jackpot start demo period, which is set up at the start of the jackpot game and ends after a certain amount of time has elapsed, and the jackpot end demo period, which is set up immediately before the end of the jackpot game and also ends after a certain amount of time has elapsed, as well as the progress of the round period during these periods and during which the round game described above is executed. In particular, at the start of the jackpot game (at the start of the jackpot start demo period), the jackpot game control means 140 generates a performance control command that includes the number of rounds of the jackpot game and the subsequent special symbol variation pattern derivation state, and stores this command in the transmission command storage area of the main information storage means 160. Furthermore, at the start of the round period, at the end of the round period (at the start of the jackpot end demo period), and at the end of the jackpot game (at the end of the jackpot end demo period), the jackpot game control means 140 also generates performance control commands that include the corresponding information, and stores them in the transmission command storage area of the main information storage means 160. As a result, in this embodiment, the first sub-control board 200 can grasp the progress of the jackpot game.
[0087] Furthermore, the jackpot game control means 140 starts a minor win game if the result of the special symbol win / loss determination is a minor win, and if the game ball passes through the V-entry area (not shown) provided in the major prize opening 55 during the minor win game, it enables the start of the jackpot game corresponding to the minor win after the minor win game ends. Therefore, in this embodiment, the minor win game functions to generate a jackpot game. However, if the game ball does not pass through the V-entry area during the minor win game, the jackpot game will not start after the minor win game ends.
[0088] 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 corresponding to the determined 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 corresponding to the determined special symbol variation pattern of special symbol 2, 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. Here, the stop display time (interval) for symbol changes related to special symbols refers to the time from when a special symbol is stopped until the symbol changes of the next special symbol can begin (if the result of the special symbol win / fail judgment is a loss), or the time from when the symbol changes of a special symbol end until a big win game or a small win game begins (if the result of the regular symbol win / fail judgment is a regular symbol win). In this embodiment, the stop display time for symbol changes related to special symbols is uniformly 300ms, regardless of the type of special symbol or the result of the special symbol win / fail judgment. Furthermore, 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, and 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 a confirmed stop display of the decorative symbol, and stores the command in the transmission command storage area of the main information storage means 160. Here, the confirmed stop display of a decorative symbol refers to the final stop display of a decorative symbol during a symbol variation, and is different from the temporary stop display of a decorative symbol that may occur during the execution of a symbol variation. Furthermore, in the case of a temporary stop display of a decorative symbol, for example, the stopped decorative symbol may shake up and down in small increments (so-called shaking variation), whereas in the case of a confirmed stop display of a decorative symbol, the stopped decorative symbol may not shake. In other words, even if the same decorative symbol is displayed as stopped, the manner of the stop display of a confirmed stop display and the manner of the stop display of a temporary stop display are different. Therefore, players can recognize whether the stop display of a decorative symbol is a confirmed stop display or a temporary stop display.
[0089] Furthermore, the pattern display control means 145 causes the regular pattern to be displayed on the regular pattern display device 93 in a variable state according to the variable state variation time corresponding to the determined regular pattern variation pattern, and after the variable state time has elapsed, the regular pattern is stopped and displayed with the determined stop pattern. The symbol display control means 145 has a symbol game timer for managing the time related to the symbol (symbol variation time, symbol stop display time, etc.).
[0090] The electric mechanism control means 150 outputs a control signal to the special electric mechanism solenoid 66 during the aforementioned big win game and small win game, causing the special electric mechanism 65 to open according to the opening pattern corresponding to the stopping symbol of the special feature.
[0091] The game state control means 155 controls the normal symbol lottery state. Specifically, at the start of a jackpot game, the game state control means 155 sets the normal symbol to low probability regardless of the stopping symbols of the special symbols related to the jackpot game. When prescribed conditions such as the end of a jackpot game are met, the normal symbol is set to high probability until a prescribed number of symbol changes related to the normal symbol high probability are performed, and then sets the normal symbol to low probability when the prescribed number of symbol changes related to the normal symbol high probability have finished. Here, as will be described later, in this embodiment, the number of symbol changes performed that is used to determine whether or not the prescribed number of times related to the normal symbol high probability has been reached is the number of symbol changes performed related to special symbol 2. However, the number of symbol changes performed that is used to determine this may be the number of symbol changes performed related to special symbol 2 plus the number of symbol changes performed related to special symbol 1. Furthermore, in this embodiment, during a minor win game, the normal symbol lottery state for the symbol variation that caused the minor win game is maintained.
[0092] This general drawing state changes in conjunction with the special symbol variation pattern derivation state described above, and the transition of the special symbol variation pattern derivation state is managed by the game state control means 155. The transition of the special symbol variation pattern derivation state will be explained below with reference to Figures 12(a) and 12(b). Figure 12(a) is a state transition diagram showing the transition of the special symbol variation pattern derivation state, and Figure 12(b) is a diagram showing the relationship of average variation time for each special symbol variation pattern derivation state. As shown in Figure 12(a), the special symbol variation pattern derivation states include special symbol variation pattern derivation state PA, which corresponds to the normal symbol low probability state, and special symbol variation pattern derivation states PB and special symbol variation pattern derivation state PC, which correspond to the normal symbol high probability state. Except during jackpot gameplay, one of these special symbol variation pattern derivation states is set. Furthermore, 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 (v).
[0093] Specifically, transition condition (i) is the end of a jackpot game related to symbol B, transition condition (ii) is the end of a jackpot game related to symbol A, transition condition (iii) is the end of a jackpot game related to symbol a, symbol b, or symbol c, transition condition (iv) is the end of a symbol variation where the number of symbol variations related to special symbol 2 performed without a jackpot game in normal symbol high probability mode is 40 (the prescribed number for normal symbol high probability mode in special symbol variation pattern derivation state PB), and transition condition (v) is the end of a symbol variation where the number of symbol variations related to special symbol 2 performed without a jackpot game in normal symbol high probability mode is 80 (the prescribed number for normal symbol high probability mode in special symbol variation pattern derivation state PC). Furthermore, if a jackpot game occurs in the Special Symbol Variation Pattern Derivation State PC, the system will transition back to the Special Symbol Variation Pattern Derivation State PC after the jackpot game ends, and the number of symbol variations related to Special Symbol 2 that can be performed up to the specified number of times related to the normal symbol high probability state in the Special Symbol Variation Pattern Derivation State PC will be reset. Although not shown in the diagram, if a jackpot game does not occur in a minor win game that occurs in the Special Symbol Variation Pattern Derivation State PC, and if a jackpot game does not occur in a minor win game related to transition condition (iii), the current Special Symbol Variation Pattern Derivation State will end upon the end of the minor win game, and the system will transition to the Special Symbol Variation Pattern Derivation State PA.
[0094] As shown in Figure 12(b), the average variation times for each of the special symbol variation pattern derivation states PA, PB, and PC decrease in the order of PA, PB, and PC. This is due to the length of the variation time related to the basic special symbol variation pattern that is most easily determined in each special symbol variation pattern derivation state. Here, the average variation time refers to the sum of the variation times derived by multiplying each variation time related to a special symbol variation pattern that can be selected in a given 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). However, in this embodiment, if there is only one special symbol variation pattern that can be selected in a given special symbol variation pattern derivation state, the variation time related to that special symbol variation pattern is treated as the average variation time.
[0095] Furthermore, when a transition occurs between the normal drawing state and the special symbol variation pattern derivation state, the game state control means 155 generates a performance control command (game state specification command) that includes the state after the transition, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, the game state control means 155 counts the number of times the symbol variation is executed in each special symbol variation pattern derivation state, and each time a symbol variation starts, it generates a performance control command that includes the counted number of symbol variations, and stores the command in the transmission command area of the main information storage means 160. The information included in the performance control command may also be included in the variation start command described above.
[0096] 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.
[0097] 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. In this embodiment, error states determined by the main error control means 165 include, for example, a main board error based on the occurrence of the update abnormality described above, a magnetic error based on magnetic detection by a magnetic detection sensor, a radio wave error based on radio wave detection by a radio wave detection sensor, a right-hand shooting error based on the detection of game balls by the gate sensor 74 or the second start port sensor 71, a door opening error based on the detection of the opening of the middle frame 17 by the middle frame opening sensor 76 or the opening of the front frame 20 by the front frame opening sensor 77, a full tank error based on the detection of game balls by the full tank detection sensor, and a remaining prize ball error that occurs when there are remaining prize balls. The occurrence or absence of an error state according to this embodiment is monitored during the playable state, which will be described later. To summarize the conditions under which some of these errors occur, the main board error, as mentioned above, is an error state indicating an update abnormality in the random number circuit 105, and occurs when such an update abnormality occurs. Next, the magnetic error is an error state that occurs when magnetic detection by the magnetic detection sensor occurs for 500ms continuously, and the radio wave error is an error state that occurs when the number of radio wave detections by the radio wave detection sensor (cumulative number since the previous power-on) totals 5 times. Furthermore, the right-hand shooting error is an error state that occurs when the gate sensor 74 detects a game ball 3 times during normal operation (special symbol variation pattern derivation state PA, special symbol low probability and normal symbol low probability) (the number of detections is reset 1000ms after the last detection), or when the second start port sensor 71 detects a game ball once during normal operation, and the full tank error is an error state that occurs when the full tank detection sensor is ON, that is, when a game ball is detected by the full tank detection sensor.
[0098] Furthermore, in this embodiment, among these error states, the main board error, magnetic error, and radio wave error are treated as error states of relatively high importance (hereinafter simply referred to as "high-importance error states"). Therefore, when one of these high-importance error states occurs, the main error control means 165 performs a process to turn on the security signal, as well as a game progress restriction process to prevent the game from progressing, such as restricting the firing of game balls by the payout control board 400. Here, the security signal is a type of signal output from an external terminal board (not shown) provided on the gaming machine 10 toward devices outside the gaming machine (data display unit or hall computer). Including 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 prevent the security signal from being turned OFF before a certain amount of time has elapsed since the security signal was turned ON. In addition, in this embodiment, if a magnetic error or radio wave error occurs, the process of turning the security signal ON may be executed, and the payout control board 400 may not execute the above-mentioned game progress restriction process. Furthermore, if any of these high-priority error conditions occur, the first sub-control board 200 and the second sub-control board 300 will execute a notification display that identifies which error condition has occurred. Furthermore, these high-priority error conditions can only be cleared (terminated) by shutting off and then powering on the device (a so-called power outage and restoration), and the security signals associated with these error conditions will turn OFF when the power is cut off (they will remain ON until the power is cut off). The above-mentioned high-priority error conditions are just examples, and other error conditions may be defined as such.
[0099] On the other hand, in the case of relatively low-priority error conditions (hereinafter simply referred to as "low-priority error conditions"), such as right-hand shooting errors, door opening errors, full tank errors, and remaining prize ball errors, the launch of game balls is not restricted, and the game can continue. When any of these error conditions occur, the first sub-control board 200 and the second sub-control board 300 will execute a notification display that identifies which error condition has occurred. Furthermore, a right-hand hit error is terminated when the execution of the notification effect related to the error state is completed, a door open error is terminated when the middle frame door open sensor 76 detects the middle frame 17 to be closed, or when the front frame door open sensor 77 detects the front frame 20 to be closed, a remaining prize ball error is terminated when there are no remaining prize balls, and a full tank error is terminated when the full tank detection sensor no longer detects any game balls. When the termination conditions for any of these error states are met, an effect control command (return command) indicating that the termination conditions have been met is stored in the transmission command storage area of the main information storage means 160. Furthermore, the low-priority error states described above are just examples, and other error states may be provided, such as an abnormal entry error that occurs when a game ball is detected by the large entry sensor 72 after a predetermined time has elapsed since the large entry opening 55 closed during a jackpot game. If these error states are provided, a notification effect related to the error state will be executed. In the case of an abnormal entry error, similar to the right-hand shooting error described above, the notification effect related to the error state may be terminated when the execution of the notification effect related to that error state is completed.
[0100] In this embodiment, notifications that can identify a high-priority error state are executed with priority over notifications that can identify a low-priority error state, and notifications that can identify a low-priority error state are executed with priority over other effects (including the operation warnings described later) that are performed during the symbol change, including the effects described later. However, the operation announcements and operation notifications described later are executed with priority over low-priority error states.
[0101] Furthermore, in this embodiment, door open errors, full tank errors, and remaining prize ball errors (hereinafter referred to as "special errors") continue even when a game stop state related to the complete function described later is set (error notifications related to special errors also continue). Moreover, special errors may occur anew even in the game stop state related to the complete function, in which case the error command is stored in the transmission command storage area of the main information storage means 160 (this initiates a new error notification related to the special error). On the other hand, errors other than the special errors such as the main board error, magnetic error, radio wave error, and right-hand shooting error mentioned above (hereinafter referred to as "normal errors") are terminated when the game stop state related to the complete function is set (error notifications related to normal errors also terminate). Furthermore, normal errors do not occur when the game stop state related to the complete function is set.
[0102] 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.
[0103] The power restoration processing execution means 175 includes a recovery state setting means 176 and a game-ready state transition means 179.
[0104] The recovery state setting means 176 executes a recovery state setting process to set a recovery state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of the power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the middle frame door open sensor 76 when power is restored. The recovery states set by this process include a game stop state and a game-ready state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, the game stop state is set regardless of the state of RAM clear switch 43 and the state of middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is ON (pressed), the RAM clear process is executed and the game-ready state is set, provided that the middle frame door open sensor 76 is ON when power is restored (if the middle frame door open sensor 76 is OFF when power is restored, the RAM clear process is not executed and the game-ready state is set). If there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed), the RAM clear process is not executed and the game-ready state is set. Here, a "game stop state" refers to a state in which the game cannot proceed because the processing corresponding to the detection results of the sensors installed at each prize entry point is not performed (it is not even necessary to look at the detection results of the sensors themselves), and in this state, the launch of game balls is also prohibited. On the other hand, the "playable state" is a restored state in which gameplay can be resumed by executing processing according to the detection results of sensors installed at each prize entry point. In particular, if the RAM clear process is not executed when power is restored, the game returns to the playable state it was in at the time of the previous power outage. For example, if a big win game or a small win game was in progress at the time of the previous power outage, the game will return to the big win game or small win game that was in progress. If a symbol change was in progress at the time of the previous power outage, the game will return to the symbol change that was in progress.
[0105] 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.
[0106] 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 process of turning the security signal output OFF and the initial device setup are performed. 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.
[0107] 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 RAM 103 related to gameplay, the following processes are executed: deriving the checksum of the area, storing the complement of the checksum in the backup information area of RAM 103 related to gameplay, and turning on a backup flag to indicate that power-off processing has been performed on the area (storing the backup flag in the backup information area of RAM 103 related to gameplay).
[0108] 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.
[0109] 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 245, a sub-information storage means 260, a customization control means 265, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 as described with reference to Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by means provided in the first sub-control board 200, and data derived by calculations performed by said means, in corresponding storage areas. Furthermore, 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 the reception of performance control commands.
[0110] 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.
[0111] 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.
[0112] The performance mode control means 221, upon receiving a game state specification command, 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. In this embodiment, the performance modes are broadly classified into Normal Mode, Challenge Mode, and RUSH Mode. Normal Mode corresponds to Special Symbol Variation Pattern Derivation State PA, Challenge Mode to Special Symbol Variation Pattern Derivation State PB, and RUSH Mode to Special Symbol Variation Pattern Derivation State PC.
[0113] When the performance route determination means 222 receives a pre-determination command, it determines (sets) the performance route corresponding to the currently held 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 included in the variation start command (for example, if the special symbol variation pattern derivation state is PA, then special symbol variation patterns HNP-A to special symbol variation patterns HNP-D). 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.
[0114] In this embodiment, the 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 (the result of the special symbol win / loss judgment in the current symbol variation is neither a big win nor a small win), and a "big win" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a big win or a small win. Furthermore, the miss performance route is divided into a "non-development miss" performance route, in which no development performance is performed, and a "development miss" performance route, in which a development performance is performed. As will be described later, if a big win performance route is determined, a development performance will be performed unless otherwise specified. Here, a development sequence refers to a sequence that is executed after the decorative symbols enter a reach state (a state where all but one row of symbols are stopped and displayed, and the remaining row of symbols is displayed in motion), and which, at the end of the sequence, announces whether the result of the special symbol hit / miss judgment in the current symbol change is a big win or a small win. Therefore, in a development sequence corresponding to a development miss sequence route, a series of sequences corresponding to that development sequence are executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a big win nor a small win. On the other hand, in a development sequence corresponding to a big win sequence route, a series of sequences corresponding to that development sequence are executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is either a big win or a small win. Furthermore, as will be described later, in this embodiment, in one performance mode, each of the determined special symbol variation patterns is associated with a different performance route. Therefore, in the following explanation, the performance route for a special symbol variation pattern may simply be represented by the special symbol variation pattern. However, multiple performance routes may be associated with a single special symbol variation pattern, in which case one performance route can be determined from the multiple performance routes corresponding to the determined special symbol variation pattern.
[0115] When the sub-hold control means 223 receives a hold command (hereinafter sometimes simply referred to as the occurrence of a hold win), it sets performance data 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 in the hold display area (not shown) of the main display unit 81, based on the information of the special figure 1 hold counter and the 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 occurring.
[0116] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the so-called pre-reading effect based on the result of the pre-determination included in the command.
[0117] When the performance content determination means 225 receives a variation start command, it determines the content of the performance to be executed in the current symbol variation, in addition to the performance route already determined by the performance route determination means 222, according to the settings (reflection status) of the batch customization and individual customization described later. More specifically, the performance content determination means 225 determines a reference performance pattern lottery table for each performance execution timing in the symbol variation, based on the performance route determined by the performance route determination means 222, the settings for batch customization, and the settings for individual customization. The content of the performance is then determined by a lottery using the determined performance pattern lottery table. In particular, this method allows for changes to the content of the performance related to (and executed according to) the determined performance route, and also allows for connections between performances in a single symbol variation. Furthermore, even if the same performance route is determined, the performances executed can be varied according to the settings for batch customization, individual customization, etc.
[0118] When the decorative pattern control means 226 receives a variation start command, it determines the final combination of decorative patterns (left pattern, middle pattern, right pattern) that will be displayed as a confirmed stop, based on the determined stop pattern of the special pattern. Specifically, in the symbol variation related to Special Feature 1, one of the symbol combinations related to decorative symbols excluding the 7 symbol is determined for symbols A and B, and a symbol combination related to the 7 symbol is determined for symbol C. Therefore, in this embodiment, even if a symbol combination related to decorative symbols excluding the 7 symbol is displayed as a stop, it is not possible to accurately determine the subsequent performance mode, that is, the performance mode set when the jackpot game related to that symbol combination ends, from the displayed symbol combination. On the other hand, if a symbol combination related to the 7 symbol is displayed as a stop, the player can determine that the RUSH mode will be set afterward. Furthermore, in the symbol variation related to Special Feature 2, for symbols a and c, one of the symbol combinations related to decorative symbols excluding the 7 symbol is determined, and for symbols b and d, one of the symbol combinations related to decorative symbols including the 7 symbol is determined. Therefore, in this embodiment, if a symbol combination related to decorative symbols excluding the 7 symbol is displayed as stopped, it is not possible to accurately determine the number of rounds in the jackpot game related to that symbol combination. On the other hand, if a symbol combination related to the 7 symbol is displayed as stopped, the player can determine that the number of rounds in the jackpot game related to that symbol combination is 10.
[0119] The jackpot performance control means 227, upon receiving a jackpot start command, determines the content of the performance during the jackpot game based on the information contained in the command. The performance during the jackpot game includes a jackpot start performance that can identify the jackpot start demo period, a round performance that can identify the round period, and a jackpot end performance that can identify the jackpot end demo period.
[0120] 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, it generates an image control command based on that performance data and stores the command in the transmission command storage area of the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, it generates an audio control command related to sound based on that performance data and stores the command in the transmission command storage area of the sub-information storage means 260. Furthermore, the normal performance control means 220 reads performance data to notify that the game has become playable after the RAM clear process is executed if the recovery state after power is restored becomes playable after the RAM clear process is executed. If the recovery state after power is restored becomes playable without the RAM clear process being executed, the normal performance control means 220 reads performance data to notify that the game has become playable without the RAM clear process being executed. In addition, if the recovery state after power is restored becomes play-stopped, the normal performance control means 220 reads performance data to notify that the game has become play-stopped and that the RAM clear process is required. The details of these notifications are omitted here, but it is preferable that they continue to be executed for a certain period of time (for example, 30s) after execution begins, and the performance device that executes the notification is not limited. In addition to these effects, the normal performance control means 220 also performs operation warnings, operation notifications, and operation previews as notifications related to the complete function described above, and the details of these notifications will be described later.
[0121] The sub-error control means 230, when an error command is transmitted in the playable state or the play stopped state, determines an error notification pattern corresponding to the error state identified by the error command and reads out performance data for executing the error notification according to the error notification pattern. Furthermore, error notifications are executed in priority over reel spinning effects. Here, reel spinning effects are effects executed during reel spinning that allow the player to infer the result of the special symbol win / loss determination during the reel spinning (in particular, whether or not a big win or small win has been determined). Moreover, the execution of error notifications in priority includes not only cases where only error notifications are executed on the device that executes error notifications and the device that executes reel spinning effects, when the device is the same device (where the execution of reel spinning effects is restricted by the execution of error notifications), but also cases where error notifications are executed on the device in a manner that is more easily recognized than reel spinning effects. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not the gaming machine 10 is in an error state, and if it determines that it is in an error state, it may read out performance data to execute an error notification.
[0122] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads the lamp control data based on that performance data and transmits the read lamp control data to the lamp to be executed.
[0123] The movable mechanism control means 245, if the performance data read by the normal performance control means 220 contains performance data corresponding to a movable mechanism, reads from the ROM 202 based on the performance data to control the movement of the movable decorative body 22 and the sub-display unit 82, transmits the read movable mechanism control data to the movable decorative body 22 and the sub-display unit 82, and controls the movement of the movable decorative body 22 and the sub-display unit 82.
[0124] 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.
[0125] The customization control means 265 performs control related to changes in the content of batch customization and individual customization that affect the content of the performance determined by the performance content determination means 225. As will be described in detail later, these controls related to changes in the content of customization are performed based on operations on the cursor buttons 38 and the movable ornaments 22.
[0126] The subcommand management means 270 receives performance control commands transmitted from the main control board 100 and stores the received performance commands in the received command storage area of the subinformation storage means 260. Furthermore, if an image control command is stored in the transmission command storage area of the subinformation storage means 260, the subcommand management means 270 transmits the image control command to the second sub-control board 300. Additionally, if an audio control command or volume adjustment command is stored in the same storage area, the subcommand management means 270 transmits these commands to the audio control board 310. These commands are, in principle, transmitted in the order they are stored in the transmission command storage area of the subinformation storage means 260.
[0127] As explained above, the gaming machine 10 according to this embodiment has a complete function that calculates the difference in the number of balls using the balls that go out and the balls that go in, and stops the game when the calculated difference in the number of balls exceeds a specific threshold. This contributes to suppressing the gambling aspect of the game, but because this function is a function that has not existed before, various problems arise in relation to the functions of existing gaming machines. In contrast, the present invention has a function that solves the problems that arise when a complete function is installed in an existing gaming machine, and the details of this function will be explained below.
[0128] <Regarding processing related to the complete function> First, using Figures 13 and 14, 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 13 shows the flow of the game stop flag setting process related to the complete function. This process is executed when the game stop flag, which will be described later, is OFF, but not when the game stop flag is ON. Figure 14 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, and if the game stop flag setting process related to the complete function is executed, this process is executed immediately after that.
[0129] As shown in Figure 13, in step S102, which is the first step in the game stop flag setting process related to the complete function, the 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) upon power outage and restoration, regardless of whether the RAM clear process is performed. Similarly, "safe balls" refers to the total number of prize balls awarded when game balls enter the prize pockets, and the safe balls are reset to an initial value (5000 in this embodiment) upon power outage and restoration, regardless of whether the RAM clear process is performed. In other words, the difference in ball count, which will be described later, is initialized upon power outage and restoration, regardless of whether the RAM clear process is performed.
[0130] In step S104, 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.
[0131] In step S106, 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 S108; otherwise, the process proceeds to step S110.
[0132] In step S108, 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 with the execution of a RAM clear process, and will not be cleared by powering on without the execution of a RAM clear process.
[0133] In step S110, 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.
[0134] Next, as shown in Figure 14, in step S202, 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 S204; otherwise, the game stop process related to the complete function is terminated. In step S204, it is determined whether the game is in the middle of a big win or a small win. If the condition is not met, the process proceeds to step S206. If the condition is met, the game stop process related to the complete function is terminated. In step S206, the game stop state is set. In step S208, 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.
[0135] 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 big win or small win game. On the other hand, if the situation occurs during a big win or small win game, the game is stopped when the winning game ends. In particular, in this embodiment, there are no negative values for the number of balls in the net gain, but since the initial value of safe balls is 5000, it can be said that the number of balls in the net gain can effectively be up to -5000. This initial value may be set to any value (a value determined for each gaming machine) depending on the performance of the gaming machine. However, the initial value of safe balls may be set to zero, similar to the initial value of out balls. This allows the game to be stopped based on the increase in the number of game balls (so-called MY) from the point in time when the number of game balls was at its lowest during gameplay. Furthermore, in the above explanation, when setting the game stop flag, the value (difference in ball count) is subtracted from the number of balls that have been played out and added to the value with the number of balls that have been played in the game, and it is determined whether the value is equal to or greater than a threshold (specific threshold). However, this is not the only way. Specifically, when setting the game stop flag, the value may be set to an initial value of 95000, the value may be added to the number of balls that have been played out and subtracted to the value with the number of balls that have been played in the game, and it may be determined whether the value is equal to or less than a threshold (zero). In this case, the value may not be greater than the initial value, or it may not be greater than 100000 (it may be a value between 95001 and 100000). In other words, the complete function according to the present invention can be described as a function that "stops the game based on the fact that a predetermined value related to the game medium has reached a specific threshold." It can also be described as a function that "stops the game based on the fact that a predetermined value indicating the increase in the game medium from the situation in which the game medium has decreased the most, based on the difference from the initial value, has reached a specific threshold."
[0136] <Notifications related to the Complete function> 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 15 to 21. Figure 15 shows the general flow of notifications related to the complete function. Figure 16(a) shows the flow of notifications related to the complete function when the game stop flag is turned ON during a jackpot game, and Figure 16(b) shows another form of the activation notification. Figure 17 shows the flow of the operation warning execution process, which is executed when a command related to the complete function is received. Figures 18(a) to 18(e) show the various modes of notification for operational warnings. Figure 19 shows the flow of the operation warning termination process, which is executed while the operation warning is running. Figure 20 shows the flow of the activation notification start process, which is executed during a jackpot game. Figure 21 shows the flow of the operation notification start process, which is executed when the game is ready to play.
[0137] As shown in Figure 15, operation warnings and operation notifications are performed using the main display unit 81. More specifically, the operation warning is implemented by displaying an operation warning image jg 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 15 to the scene in the top middle). The operation notification is implemented by displaying a normal operation notification image tg1 containing the text "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 (the flow from the scene at the top right of Figure 15 to the scene at the bottom left). Note that operation warnings and operation notifications are not performed on the sub-display unit 82, including the left sub-display unit 82b and the right sub-display unit 82c. The same applies to operation announcements, which will be described later.
[0138] Next, as shown in Figure 16(a), 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 realized by displaying an activation notification image yg containing the text, "Today's game will end after this jackpot game ends" (the sequence from the leftmost scene to the middle scene in Figure 16(a)). The activation warning ends simultaneously with the start of the activation notification. Although not shown in the illustration, in this embodiment, if the game stop flag is turned ON during a minor jackpot game, the activation notification does not start at that time. Instead, the activation notification starts at the timing when the jackpot game that occurs during that minor jackpot game begins, i.e., at the end of the minor jackpot game. At the end of the subsequent jackpot game, the previously running activation notification ends and switches to the activation announcement (the transition from the middle scene to the rightmost scene in Figure 16(a)).
[0139] Furthermore, in addition to the normal operation notification image tg1, the operation notification in this embodiment also includes a special operation notification image tg2, as shown in Figure 16(b), which contains the text "We are very sorry, today's game is over." The special operation notification image tg2 is the notification mode for the operation notification that is executed when the number of balls exceeds 100,000 in the special symbol variation pattern derivation state PC. The normal operation notification image tg1 is the notification mode for the operation notification that is executed when the number of balls exceeds 100,000 in a state other than the special symbol variation pattern derivation state PC, such as when the number of balls exceeds 100,000 in the special symbol variation pattern derivation state PA or special symbol variation pattern derivation state PB.
[0140] In particular, the special operation notification image tg2 has a common part with the normal operation notification image tg1 (the text portion that says "Today's game has ended"). This design, while providing both a normal operation notification image tg1 and a special operation notification image tg2, makes it easier to recognize when the number of balls exceeds 100,000. The common portion mentioned above is preferably a part of the content (text) of each announcement, but it does not need to have meaning on its own as long as it is a part that constitutes each announcement.
[0141] Next, we will explain the details of the operation warning execution process, which controls the execution of operation warnings. As shown in Figure 17, in step S302, which is the first step of the operation warning execution process, it is determined whether or not the game stop flag is ON. If this condition is met, the operation warning execution process is terminated; otherwise, the process proceeds to step S304. In step S304, it is determined whether or not an operational warning is currently being issued. If the condition is met, the process proceeds to step S310; otherwise, the process proceeds to step S306. In step S306, it is determined whether the net number of balls is 95,000 or more. If this condition is met, the process proceeds to step S308. If the condition is not met, the operation warning execution process is terminated. In step S308, the operation warning is initiated by setting the animation data related to the operation warning, and then the operation warning execution process is terminated.
[0142] In step S310, 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 jg, which corresponds to the operation warning, will be changed to one of the display methods shown in Figures 18(a) to 18(e).
[0143] 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 jg will be displayed in a manner in which hatching is applied to all of the following areas, as shown in Figure 18(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 jg will be displayed in the following manner, as shown in Figure 18(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 jg will be displayed in the following manner, as shown in Figure 18(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 jg will be displayed in the following manner, as shown in Figure 18(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 jg will be displayed in a manner that, as shown in Figure 18(e), with hatching (coloring) applied to the area corresponding to 0 to 1,000, and without hatching applied to 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.
[0144] As described above, in this embodiment, the system is configured to issue an operational warning that can specify the remaining number of balls in a specific number (1,000 in this embodiment) until the game stop flag is turned ON (until the number of balls in the game reaches 100,000 or more). This operational warning is initiated when the number of balls in the game reaches 95,000 or more, regardless of the game state at that time. The value of the specific number is not restricted, but it is preferable that it be smaller than the maximum number of prize balls awarded in a single jackpot game (1,500 in this embodiment, corresponding to a jackpot game with 10 rounds).
[0145] Next, we will explain the details of the operation warning termination process, which controls the termination of the operation warning. As shown in Figure 19, in step S402, 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 S406; otherwise, the process proceeds to step S404. In step S404, it is determined whether the net number of balls is less than 90,000. If this condition is met, the process proceeds to step S406. If the condition is not met, the operation warning termination process is terminated. In step S406, the operation warning is terminated, and then the operation warning termination process is terminated.
[0146] Thus, in this embodiment, the operation warning ends when the game stop flag is turned ON, or when the number of balls in the game falls below 90,000. In this embodiment, the threshold value for the termination condition of the activation warning (90,000 units) is set to a smaller value than the threshold value for the start condition of the activation warning (95,000 units). This prevents the event from occurring where the number of balls decreases and the activation warning terminates immediately after the activation warning is started when the number of balls exceeds the threshold value for the start condition. In particular, the difference between the threshold value for the termination condition of the activation warning and the threshold value for the start condition of the activation warning (5,000 units) is preferably a larger value than the maximum number of prize balls awarded in a single jackpot game (1,500 units in this embodiment, corresponding to a jackpot game with 10 rounds), unlike the specific number mentioned above. However, the threshold value for the termination condition of the activation warning may be the same as the threshold value for the start condition of the activation warning.
[0147] Next, we will explain the details of the operation notification start process, which controls the start of the operation notification. As shown in Figure 20, in step S502, 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 S504; otherwise, the operation notification start process ends.
[0148] In step S504, 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 S506. If the condition is not met, the process of 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.
[0149] In step S506, the operation notification is started by setting the performance data related to the operation notification, and then the operation notification start process is terminated.
[0150] Thus, in this embodiment, the notification of activation begins when the game stop flag is turned ON during the middle stage of a jackpot game, or when the game stop flag is turned ON during the initial stage of a jackpot game and the initial stage ends, leading into the middle stage. This approach ensures that the excitement associated with the start of a jackpot game is not diminished. In particular, if the game stop flag is turned ON during the final stages of a big win, the operation notification will not be executed, and the operation notification will start afterward, as described below. This makes it easier for players to recognize the operation notification that starts afterward. Furthermore, this is not the only option; the notification of activation may be initiated as soon as the game stop flag is turned ON, regardless of the situation during the jackpot game (early stage, middle stage, or late stage).
[0151] Next, we will explain the details of the operation notification start process, which controls the start of the operation notification. As shown in Figure 21, in step S602, 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 S604; otherwise, the operation notification start process ends. In step S604, it is determined whether or not a jackpot game is in progress. If the condition is met, the activation notification start process is terminated. If the condition is not met, the process proceeds to step S606. In step S606, the operation notification is started by setting the performance data related to the operation notification, and then the operation notification start process is terminated.
[0152] Thus, in this embodiment, except during a jackpot game, the operation notification is initiated when the game stop flag is turned ON, that is, when the net number of balls reaches 100,000. In particular, if the game stop flag is turned ON during a jackpot game, the activation notification will start based on the end of that jackpot game.
[0153] As described above, in this embodiment, by making full use of operation warnings, operation announcements, and operation notifications, the player is made aware of states related to the complete function that were not present in the conventional system (such as the state of the game stop flag or that the game stop state related to the complete function is approaching).
[0154] <Regarding the order of resetting operation and error notifications during power outages and subsequent power restoration> As described above, in this embodiment, the special error notification is an error notification that can identify the special error currently occurring, and can be executed even in the game stop state related to the complete function. Therefore, there may be a period in which the operation notification and the special error notification are executed in parallel, and in this embodiment, the order in which these notifications are restored is devised in the event of a power interruption and subsequent restoration that does not involve the execution of RAM clear processing such as a momentary power outage during that period. The details of this function (hereinafter referred to as the "first invention") will be explained below with reference to Figures 22 and 23. Figure 22 is a timing chart showing the recovery sequence of operation and special error notifications when a power interruption and restoration occur without RAM clearing in the special pattern variation derivation state PB. Figure 23 is a timing chart showing the recovery sequence of operation notification and special error notification when a power interruption and restoration occur in the special pattern variation derivation state PC without the execution of RAM clear processing.
[0155] First, as shown in Figures 22 and 23, regardless of whether the current special feature variation pattern derivation state is special feature variation pattern derivation state PB or special feature variation pattern derivation state PC, when the number of balls reaches 100,000, the ongoing variation animation ends, and if a normal error notification is being executed, that normal error notification also ends (timing t11, timing t21). Here, the normal error notification is an error notification that can identify the normal error currently occurring. Furthermore, in the examples shown in Figures 22 and 23, the type of prize slot into which the game balls entered when the net number of balls reached 100,000 is irrelevant.
[0156] Next, as shown in Figure 22, during the period when the operation notification (normal operation notification image tg1) and the special error notification, which were started in the special pattern variation derivation state PB, are being executed in parallel, if a power interruption and restoration (timing t12 to timing t13) occurs without the execution of RAM clear processing, the operation notification (normal operation notification image tg1) will resume at timing t14 after the power interruption and restoration, and the special error notification will resume at the subsequent timing t15. According to this, in the special symbol variation pattern derivation state PB (a state in which the number of balls cannot reach 100,000 compared to the special symbol variation pattern derivation state PC due to its lower advantage), when a power interruption and subsequent restoration occurs without the execution of RAM clear processing such as a momentary power outage, it is possible to make the operation notification easier to recognize while still allowing both the operation notification and the special error notification to be recognized. Furthermore, for this effect to be achieved, it is not necessary for the special error notification to be executed at the time of the power outage; the special error notification may be initiated based on the restoration of power. This is also true in the invention described later using Figure 23. Furthermore, it is not necessary for the operation notification and special error notification to be restored in that order after the power outage and subsequent restoration of power; in some cases, these notifications may be restored simultaneously during the power outage and subsequent restoration of power.
[0157] Therefore, in the gaming machine 10, when a predetermined value (number of balls) reaches a specific threshold (100,000 balls), a specific notification (operation notification) is executed, and in the second period (special symbol variation pattern derivation state PB), when a power outage and restoration without the execution of RAM clear processing occurs after the predetermined value reaches the specific threshold, and an error notification (special error notification) is executed after the restoration of power, the error notification may be started after the specific notification is started. Furthermore, the second period described above, including the inventions described later, is not particularly limited as long as it is a period during which the game is playable. For example, the second period does not need to be a normal high probability period as in this embodiment; it may be a normal low probability period. The same applies to the first period described later.
[0158] In particular, in this embodiment, as shown in Figure 22, an operation notification that resumes after a power outage and restoration without the execution of a RAM clear process, and a special error notification are executed in parallel. According to this, it is possible to keep those who are paying attention to the operational notification focused on it until the special error notification begins, making it easier for them to recognize the special error notification.
[0159] Therefore, in the gaming machine 10, when a predetermined value (number of balls) reaches a specific threshold (100,000 balls), a specific notification (operation notification) is executed, and in the second period (special symbol variation pattern derivation state PB), when a power outage and restoration without the execution of RAM clear processing occurs after the predetermined value reaches the specific threshold, and an error notification (special error notification) is executed after the restoration of power, the error notification may be started after the specific notification is started, and the specific notification and the error notification may be executed in parallel.
[0160] On the other hand, as shown in Figure 23, during the period when the operation notification (special operation notification image tg2) and the special error notification, which were started in the special pattern variation derivation state PC, are being executed in parallel, if a power interruption and restoration (timing t22 to timing t23) occurs without the execution of RAM clear processing, the special error notification will resume at timing t24 after the power interruption and restoration, and the operation notification (normal operation notification image tg1) will resume at the subsequent timing t25. According to this, in the case of a power interruption and subsequent restoration that does not involve the execution of RAM clearing processing such as a momentary power outage, when a power interruption and restoration occur in the special symbol variation pattern derivation state PC (a state in which the number of balls is more likely to reach 100,000 compared to the special symbol variation pattern derivation state PB due to its higher advantage), both operation notification and special error notification can be recognized, while making it easier to recognize the special error notification. Furthermore, in order for this effect to be achieved, it is not necessary for the special error notification and the operation notification to be restored in that order after the power outage and subsequent restoration of power; in some cases, these notifications may be restored simultaneously during the power outage and subsequent restoration of power.
[0161] Therefore, in the gaming machine 10, when a predetermined value (number of balls) reaches a specific threshold (100,000 balls), a specific notification (operation notification) is executed, and in the first period (special symbol variation pattern derivation state PC), when a power outage and restoration without the execution of RAM clear processing occurs after the predetermined value reaches the specific threshold, and an error notification (special error notification) is executed after the restoration, the specific notification may be started after the error notification is started.
[0162] In particular, in this embodiment, as shown in Figure 23, an operation notification that resumes after a power outage and restoration without the execution of a RAM clear process, and a special error notification are executed in parallel. According to this, it is possible to make it easier for those who are paying attention to special error notifications to continue paying attention until the start of the operational notification, thereby making it easier for them to recognize the operational notification.
[0163] Therefore, in the gaming machine 10, when a predetermined value (number of balls) reaches a specific threshold (100,000 balls), a specific notification (operation notification) is executed. In the first period (special symbol variation pattern derivation state PC), when a power outage and subsequent restoration without RAM clear processing occurs after the predetermined value reaches the specific threshold, and an error notification (special error notification) is executed after the restoration, the specific notification may be started after the error notification is started, and the error notification and the specific notification may be executed in parallel. Furthermore, the phrase "when a predetermined value reaches a specific threshold, a specific notification is executed" includes the fact that when a predetermined value reaches a specific threshold, the notification mode of the notification (operation warning) that was being executed up to that point changes, thereby functioning as a specific notification (operation notification).
[0164] In particular, in this embodiment, the special feature variation pattern derivation state PC is more advantageous than the special feature variation pattern derivation state PB. According to this, in the diagram variation pattern derivation state PC, where the number of balls is more likely to reach 100,000 compared to the special diagram variation pattern derivation state PB, operation notifications are more easily recognized, and it is possible to make special error notifications more easily recognized than operation notifications.
[0165] Therefore, in the gaming machine 10, the first period (special symbol variation pattern derivation state PC) is more advantageous than the second period (special symbol variation pattern derivation state PB).
[0166] Furthermore, in this embodiment, as shown in Figures 22 and 23, the notification mode of the operation notification that starts in the special pattern variation derivation state PB (normal operation notification image tg1) and the notification mode of the operation notification that starts in the special pattern variation derivation state PC (special operation notification image tg2) are different. According to this, the mode of notification of operation makes it easier to determine whether or not the operation notification was initiated in the special figure variation pattern derivation state PC. Furthermore, in order to achieve this effect, in some cases when the operation notification is initiated in the special pattern variation derivation state PC, it is permissible for the notification mode of said operation notification to be the normal operation notification image tg1.
[0167] Therefore, in the gaming machine 10, there are two types of specific notifications (operation notifications): a first specific notification (normal operation notification image tg1) and a second specific notification (special operation notification image tg2) which has a different notification method from the first specific notification. In the first period (special symbol variation pattern derivation state PC), when a predetermined value (number of balls) reaches a specific threshold (100,000 balls), the first specific notification is executed in at least some cases, and in the second period (special symbol variation pattern derivation state PB), when a predetermined value reaches a specific threshold, the first specific notification is not executed, and the second specific notification is executed.
[0168] In particular, in this embodiment, as shown in Figure 23, the notification mode of the operation notification that returns when a power outage and restoration without RAM clearing occurs during the execution of an operation notification (special operation notification image tg2) started in the special pattern variation derivation state PC is the same as the notification mode of the operation notification that returns when a power outage and restoration without RAM clearing occurs during the execution of an operation notification (normal operation notification image tg1) started in the special pattern variation derivation state PB. According to this, while providing both a normal operation notification image tg1 and a special operation notification image tg2 as notification modes for operation notifications, the same operation notification is restored when a power interruption and subsequent restoration occur without the execution of RAM clear processing, such as a momentary power outage. This makes it easier to recognize the operation notification at the time of such power interruption and restoration. This also leads to easier recognition of the special error notification itself when it is restored. Furthermore, in order to achieve this effect, the notification mode of the operation notification that returns when a power outage and subsequent restoration without RAM clearing occurs during the execution of an operation notification started in the special figure variation pattern derivation state PC may differ from the notification mode of the operation notification that returns when a power outage and subsequent restoration without RAM clearing occurs during the execution of an operation notification started in the special figure variation pattern derivation state PB. Furthermore, it is preferable that the notification mode for the operation notification that returns when a power outage and subsequent restoration without RAM clearing occurs during the execution of an operation notification started in the special figure variation pattern derivation state PC, and the notification mode for the operation notification that returns when a power outage and subsequent restoration without RAM clearing occurs during the execution of an operation notification started in the special figure variation pattern derivation state PB, are the same as the notification mode for the operation notification started in the special figure variation pattern derivation state PB, as in this embodiment. However, these notification modes may be different from both the notification mode for the operation notification started in the special figure variation pattern derivation state PB and the notification mode for the operation notification started in the special figure variation pattern derivation state PC.
[0169] Therefore, in the gaming machine 10, the same specific notification (normal operation notification image tg1) may be executed in the case where, in the first period (special symbol variation pattern derivation state PC), a power outage and restoration without the execution of a RAM clear process occurs after a predetermined value (number of balls) reaches a specific threshold (100,000 balls), and an error notification is executed after the power is restored; and in the second period (special symbol variation pattern derivation state PB), a power outage and restoration without the execution of a RAM clear process occurs after a predetermined value reaches a specific threshold, and an error notification is executed after the power is restored.
[0170] Although specific examples are not shown, in the special symbol variation pattern derivation state PB, the Challenge Mode profit information display, which allows for the identification of the total number of prize balls awarded in the jackpot game that triggered the setting of the special symbol variation pattern derivation state PB, is displayed in the display area of the right sub-display unit 82c (a device different from the device that performs the operation notification). As shown in Figure 22, the profit information display during Challenge Mode continues to be displayed even after the timing when the number of balls exceeds 100,000 (timing t11), and is displayed in parallel with the operation notification. Furthermore, if a power outage and subsequent restoration without a RAM clear process occurs during the period when the operation notification and the profit information display during Challenge Mode are being executed in parallel, both the operation notification and the profit information display during Challenge Mode will be restored, and the display mode of the profit information display during Challenge Mode after the power restoration will be the same as the display mode of the profit information display during the power outage. This makes it possible to highlight the differences in the display of profit information during RUSH mode when a power interruption and subsequent restoration occur that does not involve the execution of RAM clearing processes such as momentary power outages, as described later. Furthermore, in order to achieve this effect, it is not necessary to always restore the display of profit information in Challenge Mode when a power outage and subsequent restoration occur without the execution of a RAM clear process; it is acceptable to restore the display of profit information in Challenge Mode in some cases.
[0171] Therefore, in the gaming machine 10, during the execution of the second notification (profit information display during challenge mode) in the second period (special symbol variation pattern derivation state PB), if a power outage and subsequent restoration without RAM clear processing occurs after a predetermined value (number of balls) reaches a specific threshold (100,000 balls), the same second notification as the one at the time of the power outage may be started, and the started second notification and the specific notification (operation notification) may be executed in parallel. The content of the second notification described above is not restricted, as long as it can be executed in parallel with the specific notification described above. However, it is preferable that the second notification is such that it can identify information regarding the profits obtained, as is the case with the profit information display during Challenge Mode. Here, information regarding the profits obtained refers to the total number of prize balls awarded during the target period (in the case of the special symbol variation pattern derivation state PB, the jackpot game that triggered the setting of the special symbol variation pattern derivation state PB), the number of game balls actually increased during the target period, etc., as in this embodiment, and this is the same for the second notification described later.
[0172] Although specific examples are not shown, in the Special Symbol Variation Pattern Derivation State PC, the RUSH Mode profit information display, which can identify both the total number of prize balls awarded in jackpot games during the period from the transition from the Special Symbol Variation Pattern Derivation State PA to the present (excluding the new Special Symbol Variation Pattern Derivation State PA) and the number of jackpot games that occurred during that period (the so-called number of consecutive wins), is displayed in the display area of the right sub-display unit 82c. As shown in Figure 23, the profit information display during RUSH mode continues to be displayed even after the timing when the number of balls exceeds 100,000 (timing t21), and is displayed in parallel with the operation notification. Furthermore, if a power outage and subsequent restoration without a RAM clear process occurs during the period when the operation notification and the profit information display during RUSH mode are being executed in parallel, both the operation notification and the profit information display during RUSH mode will be restored, and the display mode of the profit information display during RUSH mode after the power restoration will be different from the display mode of the profit information display during the power outage. According to this, if a power interruption and subsequent restoration of power occur during a period when the operation notification and the display of profit information in RUSH mode are being executed in parallel, and the power interruption and restoration do not involve the execution of RAM clearing processes such as momentary power outages, it becomes easier to recognize the occurrence of such power interruption and restoration. Furthermore, it becomes less likely that users will feel any discomfort due to the change in the notification method of the operation notification before and after the power interruption and restoration. Furthermore, in order to achieve this effect, it is not necessary to always restore the profit information display in RUSH mode when a power outage and subsequent restoration occur without the execution of a RAM clear process; it is acceptable to restore the profit information display in RUSH mode in some cases.
[0173] Therefore, in the gaming machine 10, during the execution of the first notification (profit information display during RUSH mode) in the first period (special symbol variation pattern derivation state PC), if a power outage and subsequent restoration without RAM clear processing occurs after a predetermined value (number of balls) reaches a specific threshold (100,000 balls), a first notification with a different notification mode than the first notification at the time of the power outage may be started, and the started first notification and the specific notification (operation notification) may be executed in parallel. The content of the first notification described above is not restricted, as long as it can be carried out in parallel with the specific notification described above. However, it is preferable that the first notification, like the second notification described above, is one that can identify information relating to the benefit.
[0174] Furthermore, in this embodiment, the period Ta (see Figure 22) from when the operation notification returns to when the special error notification returns when a power outage and restoration occurs in the special pattern variation derivation state PB without the execution of RAM clear processing, and the period Tb (see Figure 23) from when the special error notification returns to when the operation notification returns when a power outage and restoration occurs in the special pattern variation derivation state PC without the execution of RAM clear processing, are of different lengths. This helps to make the differences in the order of these returns more noticeable. In particular, in this embodiment, the period Tb is longer than the period Ta, which makes it easier to recognize the above-mentioned return sequence in the special figure variation pattern derivation state PC.
[0175] <Regarding the timing of restrictions on customization when a game stop state related to the complete function is set> As described above, the gaming machine 10 according to this embodiment is configured to allow the contents of the overall customization and individual customization that affect the performance content during symbol changes to be changed based on game operation. Furthermore, the timing at which control related to changes in these customizations is restricted when a game stop state related to the complete function is set is devised. The details of this function (hereinafter referred to as "the second invention") will be explained below with reference to Figures 24 to 29.
[0176] First, we will explain the details of batch customization and individual customization using Figures 24 and 25. Figure 24(a) is a table summarizing the items that can be set in bulk customization related to normal mode and their details, Figure 24(b) is a table summarizing the items that can be set in bulk customization related to challenge mode and their details, and Figure 24(c) is a table summarizing the items that can be set in bulk customization related to RUSH mode and their details. Figure 25 is a table summarizing the configurable items and their details in individual customization.
[0177] As shown in Figures 24(a) to 24(c), in this embodiment, the items that can be set by batch customization differ depending on the performance mode. As shown in Figures 24(a) and 24(b), the items that can be set in the bulk customization for Normal Mode and Challenge Mode are Normal, Active, and Simple, and the frequency of execution (occurrence frequency) of the effects during symbol changes changes depending on the item that is set. More specifically, using the Normal setting as a baseline, when Active is set, the frequency of performance animations during symbol changes increases, and when Simple is set, the frequency of performance animations during symbol changes decreases. Therefore, using the Normal setting as a baseline, when Active is set, the reliability of performance animations during symbol changes decreases, and when Simple is set, the reliability of performance animations during symbol changes increases. Here, the reliability of a performance refers to the expected probability that a jackpot will occur in the symbol change corresponding to that performance (if the performance is not a pre-read performance, it is the symbol change currently being performed; if the performance is a pre-read performance, it is the symbol change that the pre-read performance is targeting), that is, the expected probability that a jackpot or minor win will be derived in the symbol change corresponding to that performance. On the other hand, as shown in Figure 24(c), the items that can be set in the batch customization related to RUSH mode include Normal and Active, and the contents of these items are as described above.
[0178] As shown in Figure 25, the items that can be individually customized include no pre-reading, increased instant notification, auto button, and 3D display, and each item can be set to either ON or OFF. Depending on the settings of these items, the execution status and frequency of the corresponding effects will change. More specifically, if the "No Pre-read" option is ON, the pre-read animation will not occur, and if the option is OFF, the execution of the pre-read animation will be permitted. When the "Instant Notification UP" option is ON, the frequency (probability) of instant notification effects is higher compared to when the "Instant Notification UP" option is OFF. Here, an instant notification effect is an effect in which, at the time of execution, a big win is triggered by the symbol change that triggers the effect; in other words, it is confirmed that a big win or a small win will be derived from that symbol change. If the Auto Button option is set to ON, the Auto Button is activated. When the Auto Button is activated, if an effect is performed during a symbol change that requires an operation on the effect button 37, the effect corresponding to that operation will be executed without any operation on the control unit. If the 3D display option is ON, the target image will be displayed as a 3D image; if the option is OFF, the target image will be displayed as a 2D image.
[0179] Thus, in this embodiment, with regard to batch customization, the number of configurable items in the special figure variation pattern derivation state PA and special figure variation pattern derivation state PB differs from the number of configurable items in the special figure variation pattern derivation state PC. On the other hand, with regard to individual customization, the content of the customization (more specifically, the types of items related to individual customization) is the same regardless of which special figure variation pattern derivation state is used. Furthermore, in each special figure variation pattern derivation state, the number of configurable items for batch customization (2 or 3) differs from the number of configurable items for individual customization (4). Furthermore, while we will omit listing each game animation subject to individual customization, in this embodiment, the number of game animations subject to individual customization is greater than the number of game animations subject to batch customization. Here, the game animations subject to customization refer to those whose execution probability, animation style, etc., are directly affected by changes in the customization content. Furthermore, in this embodiment, both batch customization and individual customization can be performed during both non-game and gameplay. Here, non-game refers to a state in which no symbol changes are being performed and neither a big win game nor a small win game is being performed, while gameplay refers to any state other than non-game.
[0180] Next, using Figure 26, we will explain in detail the flow of content changes related to bulk customization. Figure 26 is a diagram illustrating the flow of content changes related to bulk customization.
[0181] As shown in Figure 26, the contents of the batch customization can be changed by operating the left cursor button 38c and the right cursor button 38d, as well as by operating the effect button 37 and the movable ornament 22. Specifically, as shown in the upper left scene of Figure 26, when the contents of the batch customization can be changed (when operations related to changing the contents of the batch customization are enabled), an operation recommendation image ssg is displayed in the display area of the main display unit 81, indicating that batch customization can be performed by operating the left cursor button 38c or the right cursor button 38d. In particular, the recommended operation image ssg is displayed in a way that allows it to identify that batch customization can be performed by operating the left cursor button 38c or the right cursor button 38d, and that individual customization can be performed by operating the up cursor button 38a or the down cursor button 38b, when the batch customization content can be changed and the individual customization content can be changed (when operations related to changing the individual customization content are enabled), as shown in the scene at the top left of Figure 26. Furthermore, when the contents of the batch customization cannot be changed, but the contents of the individual customization can be changed, the recommended operation image ssg will display in a way that only identifies that individual customization can be performed by operating the up cursor button 38a or the down cursor button 38b (the recommended operation image ssg shown in the upper left scene of Figure 26, with the words "Batch Customization" and the arrows extending from those words removed). Also, in this embodiment, when the contents of the individual customization cannot be changed, the contents of the batch customization cannot be changed, so there is no state in which the contents of the batch customization can be changed and the contents of the individual customization cannot be changed. Therefore, there is no display way for the recommended operation image ssg that only identifies that batch customization can be performed by operating the left cursor button 38c or the right cursor button 38d.
[0182] As shown in the upper middle scene, when the right cursor button 38d is pressed while the recommended operation image ssg is displayed, a batch customization image ikg is displayed that identifies the batch customization item being set (in this embodiment, the same as the one set immediately before the operation, which in this example is "Normal"). As will be described later, when the performance button 37 is pressed while the batch customization image ikg is displayed, the item identified by the currently displayed batch customization image ikg will be determined as the batch customization item. Therefore, the batch customization image ikg can be said to be an image that identifies items that can be set as batch customization (candidates for batch customization settings). Although not shown in the diagram, even if the left cursor button 38c is operated in this state, the same batch customization image ikg will be displayed. Furthermore, in this embodiment, when the right cursor button 38d is operated to start displaying the batch customization image ikg (an operation on the left cursor button 38c or the right cursor button 38d), the batch customization image ikg that identifies the item set immediately before the operation is displayed. However, at that point, the batch customization image ikg that identifies the item following the item set immediately before the operation may be displayed. In other words, the items related to batch customization may be switched by the operation.
[0183] When the right cursor button 38d is pressed in the state shown in the middle of the top row, the batch customization image ikg switches to a display mode that allows the next item (active in this example) to be identified, as shown in the top right row. When the right cursor button 38d is pressed in the state shown in the upper right scene, the batch customization image ikg switches to a display mode that allows the next item to be identified (in this example, it is simple because it indicates that the current performance mode is normal mode or challenge mode, but if the current performance mode is RUSH mode, it will be normal). When the right cursor button 38d is pressed in the state shown in the bottom left scene, the batch customization image ikg switches to a display mode that allows the next item (in this example, Normal) to be identified, as shown in the bottom middle scene. When the performance button 37 is pressed in the state shown in the bottom center scene, the items identified in the batch customization image ikg that were displayed immediately before are determined as batch customization items, and the batch customization image ikg becomes hidden as shown in the bottom right scene. The determined batch customization items are reflected when a new symbol change begins. Therefore, the performance content of the newly started symbol change is determined by referring to the determined batch customization items. Furthermore, when the left cursor button 38c is pressed in the state shown in the bottom middle scene, the batch customization image ikg switches to a display mode that allows the user to identify the item in front (in this example, Simple). In other words, when the left cursor button 38c is pressed, the batch customization items switch in the reverse order compared to when the right cursor button 38d is pressed.
[0184] Thus, in this embodiment, when the contents of the batch customization can be changed, the contents of the batch customization can be changed by operating the left cursor button 38c and the right cursor button 38d, as well as the performance button 37, and a batch customization image ikg is displayed that allows the batch customization being set (applied) and the batch customization candidates (candidates for confirmation) to be identified.
[0185] Furthermore, in this embodiment, the batch customization image ikg is hidden after a certain period of time (5000ms in this embodiment) has elapsed since the most recent operation related to changing the contents of the batch customization (operation on the left cursor button 38c or the right cursor button 38d). In this case, the items identified by the batch customization image ikg that were displayed immediately before are not determined as items for the batch customization. Furthermore, in the present embodiment, when an operation is performed on the movable decoration 22 while the batch customization image ikg is being displayed (while the content of the batch customization is being changed), the batch customization image ikg becomes non-displayed and the change of the content of the batch customization ends. In this case, default items (which are normal in the present embodiment and are constant regardless of the type of the current special drawing variation pattern derivation state) are set as the items for the batch customization. That is, the operation on the movable decoration 22 during the display of the batch customization image ikg functions as an operation for initializing the batch customization.
[0186] Subsequently, with reference to FIG. 27, the detailed process of content change related to individual customization will be described. FIG. 27 is a diagram showing the process of content change related to individual customization.
[0187] As shown in FIG. 27, individual customization is realized by performing operations on the upper cursor button 38a or the lower cursor button 38b, in addition to operations on the middle cursor button 38e, the effect button 37, and the movable decoration 22. Specifically, as shown in the scene at the left end of the upper row in FIG. 27, in a state where the content of individual customization during non-game and during game can be changed, an operation recommendation image ssg is displayed in the display area related to the main display unit 81, similar to the scene at the right end of the upper row in FIG. 26.
[0188] As shown in the scene in the middle of the upper row in FIG. 27, when an operation is performed on the lower cursor button 38b while the operation recommendation image ssg is being displayed, an individual customization image kkg that can specify the ON / OFF setting status of each item related to individual customization (which is the same as that set immediately before the operation in the present embodiment, and in this example, all items are OFF), and a predetermined first selection item (the item indicated by shading, and in this example, no advance reading) is displayed. Although not shown in the figure, even if an operation is performed on the upper cursor button 38a in this state, the same individual customization image kkg is displayed. In addition, the individual customization image kkg includes the text "※Switch with the middle button" indicating that the ON / OFF of the selected item can be switched by operating the middle cursor button 38e.
[0189] When an operation is performed on the lower cursor button 38b in the state shown in the scene in the middle of the upper row, as shown in the scene at the right end of the upper row, the individual customization image kkg switches to the state where the next item (in this example, One-shot Notification UP) is selected. When an operation is performed on the lower cursor button 38b in the state shown in the scene at the right end of the upper row, as shown in the scene at the left end of the lower row, the individual customization image kkg switches to the state where the next item (in this example, Auto Button) is selected. Although not shown in the figure, when an operation is performed on the upper cursor button 38a in the state shown in the scene at the right end of the upper row, the individual customization image kkg switches to the state where the previous item (in this example, Without Preview) is selected.
[0190] When an operation is performed on the middle cursor button 38e in the state shown in the scene at the left end of the lower row, as shown in the scene in the middle of the lower row, for the individual customization image kkg, the ON / OFF of the selected item is switched (in this example, the item of the Auto Button is switched from OFF to ON), and the text "※Switch with the middle button" included in the individual customization image kkg is switched to the text "※Determine with the PUSH button". The text "※Determine with the PUSH button" indicates that the ON / OFF selection status of the current each item is determined as the result of this individual customization by operating the effect button 37.
[0191] When the performance button 37 is operated in the state shown in the bottom middle scene, the individual customization image kkg will be hidden, as shown in the bottom right scene, and the ON / OFF selection status of each item at the time of the operation (in this example, as shown in the bottom middle scene, the auto button item is ON and the other items are OFF) will be determined as a result of the change in the individual customization content. The determined ON / OFF selection status of each item of the individual customization will be reflected when a new symbol change begins. Therefore, in the newly started symbol change, the performance content will be determined by referring to the determined ON / OFF selection status of each item of the individual customization.
[0192] Thus, in this embodiment, when the content of individual customization can be changed, individual customization is realized by operating the upper cursor button 38a or the lower cursor button 38b, as well as operating the middle cursor button 38e and the effect button 37. When the upper cursor button 38a or the lower cursor button 38b is operated, an individual customization image kkg is displayed that allows the status of the individual customization being set or selected to be identified. This allows players to make changes to their individual customization settings both while not playing and while playing, and to be aware of the customization status of their individual customizations (whether the items related to the individual customization being set or selected are turned ON or OFF). In this embodiment, the individually customized image kkg will be hidden after a certain period of time (10,000 ms, which is shorter than the same time for batch customization) has elapsed since the most recent operation related to individual customization (operation on the upper cursor button 38a, lower cursor button 38b, or middle cursor button 38e), even if the performance button 37 is not operated. In this case, the ON / OFF settings for each item related to individual customization will not change. Furthermore, in this embodiment, if an operation is performed on the movable ornament 22 while the individually customized image kkg is being displayed (while the content of the individual customization is being changed), the individually customized image kkg will be hidden and the content of the individual customization will be changed, similar to when the batch customization image ikg is being displayed. In this case, the ON / OFF settings for each item related to the individual customization will be set to the default (all items will be OFF). In other words, an operation on the movable ornament 22 while the individually customized image kkg is being displayed functions as an operation to initialize the individual customization.
[0193] Next, using Figures 28 and 29, we will explain in detail the timing at which control is restricted regarding changes to customizations (batch customization, individual customization) when a game stop state related to the complete function is set. Figures 28(a) and 28(b) are timing charts showing the timing of control restrictions related to changes in customization content when a game stop state related to the complete function is set in the special feature variation pattern derivation state PB. Figure 28(a) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the right general prize entry opening 67b. Figure 28(b) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the second start opening 59. Figures 29(a) and 29(b) are timing charts showing the timing of control restrictions related to changes in customization content when a game stop state related to the complete function is set in the special feature variation pattern derivation state PC. Figure 29(a) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the right general prize entry opening 67b. Figure 29(b) is a timing chart showing the timing of control restrictions related to changes in customization content when the game stop state is set by a prize ball resulting from a game ball entering the second start opening 59.
[0194] As shown in Figures 28(a) and 28(b), when a game stop state related to the complete function is set in the special feature variation pattern derivation state PB, regardless of whether the game stop state was set by a prize ball entering the right general prize entry 67b or by a prize ball entering the second start 59, control related to changing the contents of customization (batch customization, individual customization) is restricted at the timing (timing t31, timing t41) when the game stop state related to the complete function is set. Here, restricting control over changes to customization content means that operations related to such changes (operations on the cursor button 38, effect button 37, and movable ornament 22) are disabled, making it impossible to change the customization content. In particular, when control over changes to customization content is restricted, the recommended operation image ssg is hidden. Furthermore, if the batch customization image ikg or individual customization image kkg were displayed (in a situation where customization content was being changed) when control over changes to customization content is restricted, these images will also be hidden. Furthermore, if a game stop state related to the complete function is set in the special symbol variation pattern derivation state PB, neither the advance notification nor the auxiliary notification described later will be executed.
[0195] As shown in Figures 29(a) and 29(b), when a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC, regardless of whether the game stop state is set by a prize ball for a game ball entering the right general prize entry 67b or by a prize ball for a game ball entering the second start 59, control related to changing the contents of customization (batch customization, individual customization) is restricted at a timing (timing t52, timing t53, timing t63, timing t64) later than the timing (timing t51, timing t61) when the game stop state related to the complete function is set. In particular, if a game stop state related to the complete function is set in the special feature variation pattern derivation state PC, the control related to changing the contents of individual customizations will be restricted at a later timing (timing t53, timing t64) than the timing (timing t52, timing t63) when the control related to changing the contents of batch customizations is restricted.
[0196] Furthermore, in this embodiment, if a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC, a notification is started at the timing (timing t51, timing t61) when the game stop state is set. In this embodiment, the notification is a message that reads "Customization will be restricted from now on" and is displayed in the display area of the main display unit 81. The advance notification will continue until the timing at which control related to changes in individual customization content is restricted (timing t53, timing t64), at which point it will terminate.
[0197] Furthermore, in this embodiment, if a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC, and this game stop state is caused by a prize ball entering the second start port 59, an auxiliary notification is started at the timing (timing t61) when the game stop state is set. In this embodiment, the auxiliary notification is an audible message from speaker 33 saying, "The number of balls has exceeded 100,000." The auxiliary notification may end before the timing (timing t63) when control related to changing the contents of the batch customization is restricted. On the other hand, if a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC, and this game stop state is caused by a prize ball entering the right general prize pocket 67b, then the auxiliary notification will not be executed.
[0198] Thus, in this embodiment, a batch customization is included as a way to influence the performance content during symbol variation. Furthermore, when a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC (when the number of balls exceeds 100,000), control related to changing the contents of the batch customization is restricted at a timing later than when the game stop state was set. According to this, in the special feature variation pattern derivation state PC, the surprise caused by the game stopping state related to the complete function being set for players who have made changes to the contents of the batch customization can be reduced. Furthermore, when a game stop state related to the complete function is set, the restrictions do not necessarily apply to all of the control related to changing the contents of the batch customization. For example, the operation related to changing the contents of the batch customization itself may be allowed to remain valid, while restricting the display of the image related to the batch customization (batch customization image ikg), thus restricting at least a part of the control related to changing the contents of the batch customization. This also applies to subsequent inventions, and to cases where the control related to changing the contents of individual customizations, as described later, is restricted. Furthermore, in this embodiment, in all cases where a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC, control related to changing the contents of batch customization is restricted at a timing later than the timing at which the game stop state is set, but is not limited to this. Specifically, in some cases where a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC, control related to changing the contents of batch customization may be restricted at the timing at which the game stop state is set.
[0199] Therefore, in the gaming machine 10, there is a first customization (batch customization) as a customization option, and in the first period (special symbol variation pattern derivation state PC), when a predetermined value (number of balls) exceeds a specific threshold (100,000 balls), at least a part of the control related to changing the content of the first customization can be restricted at a timing later than the timing when the predetermined value exceeds the specific threshold. As mentioned above, the first period is not particularly limited as long as it is a period during which the game is playable. For example, the first period does not need to be a normal high probability period as in this embodiment; it may be a normal low probability period. The same applies to the second period, which will be described later.
[0200] Furthermore, in this embodiment, if a game stop state related to the complete function is set in the special symbol variation pattern derivation state PB (when the difference in balls becomes 100,000 or more), control related to changing the contents of the batch customization is restricted at the timing when the game stop state is set. According to this, the timing at which control related to the change of the contents of the batch customization in the special feature variation pattern derivation state PC is restricted can be emphasized, and the effect of reducing surprise when the game stop state related to the complete function is set can be enhanced. Furthermore, this makes it easier to recognize which special feature variation pattern derivation state (special feature variation pattern derivation state PB or special feature variation pattern derivation state PC) triggered the game stop state related to the complete function, depending on the timing at which control related to changes in the contents of the batch customization is restricted.
[0201] Therefore, in the gaming machine 10, when the predetermined value (number of balls) exceeds a specific threshold (100,000) during the second period (special symbol variation pattern derivation state PB), which is different from the first period (special symbol variation pattern derivation state PC), at least a part of the control related to the change in the content of the first customization (batch customization) is restricted at the moment the predetermined value exceeds the specific threshold.
[0202] Furthermore, if a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC (when the difference in balls becomes 100,000 or more), control related to changes in the content of individual customizations will be restricted at a time after the timing when the game stop state is set, similar to batch customization. Furthermore, when a game stop state related to the complete function is set in the special figure variation pattern derivation state PB, control related to changing the content of individual customization is restricted at the timing when the game stop state is set. According to this, in the special figure variation pattern derivation state PC, it is possible to reduce the surprise when a game stop state related to the complete function is set for a player who is changing the content of individual customization. This leads to reducing the surprise when looking at the entire special figure variation pattern derivation state PC.
[0203] Therefore, in the gaming machine 10, as customization, it has a second customization (individual customization) different from the first customization (batch customization). In the above first case, at a timing after the timing when a predetermined value (number of difference balls) becomes equal to or greater than a specific threshold value (100,000), at least part of the control related to changing the content of the second customization can be restricted. In the above second case, at the timing when the predetermined value becomes equal to or greater than the specific threshold value, at least part of the control related to changing the content of the second customization is restricted. In other words.
[0204] Also, in the present embodiment, when a game stop state related to the complete function is set in the special figure variation pattern derivation state PC (when the number of difference balls becomes 100,000 or more), the timing when control related to changing the content of batch customization is restricted and the timing when control related to changing the content of individual customization is restricted are different. According to this, it is possible to make it easier to recognize that control related to changing the content of batch customization has been restricted and that control related to changing the content of individual customization has been restricted, respectively. In achieving the said effect, it is acceptable for the former timing to be after the latter timing.
[0205] Therefore, in the gaming machine 10, the first timing in which at least a part of the control related to changing the content of the first customization (bulk customization) is restricted is different from the second timing in which at least a part of the control related to changing the content of the second customization (individual customization) is restricted, based on the timing in which a predetermined value (difference in balls) becomes equal to or greater than a specific threshold (100,000 balls).
[0206] In particular, in this embodiment, as described above, the number of game effects subject to individual customization is greater than the number of game effects subject to batch customization. Furthermore, using the timing at which the game stop state related to the complete function is set as a reference, the latter timing is later than the former timing. This makes it easier to recognize that control over changes to individual customizations, which involve a large number of gameplay effects, has been restricted.
[0207] Therefore, in the gaming machine 10, the number of game performances subject to the second customization (individual customization) is greater than the number of game performances subject to the first customization (bulk customization), and the timing at which a predetermined value (number of balls) exceeds a specific threshold (100,000 balls) is used as the basis for stating that the second timing is later than the first timing.
[0208] Furthermore, in this embodiment, when a game stop state related to the complete function is set in the special symbol variation pattern derivation state PC (when the difference in balls becomes 100,000 or more), a notification is started at the timing when the game stop state is set, and the notification is terminated after the timing when control related to changing the contents of the batch customization is restricted. This makes it easier to recognize when the timing for restricting control over changes to the contents of bulk customizations is approaching. Furthermore, the content of the advance notice is irrelevant as long as it is carried out within the aforementioned execution period.
[0209] Therefore, in the gaming machine 10, it is possible to perform a notification, and the notification may be performed at the first time described above, and the notification ends after the timing at which at least a part of the control related to the change in the content of the first customization (individual customization) is restricted.
[0210] In particular, in this embodiment, the advance notification continues until the timing at which control related to changes in the content of individual customization is restricted, and the advance notification ends at that timing. This makes it easier to recognize the timing when control over changes to the contents of individual customizations will be restricted, in addition to the timing when control over changes to the contents of bulk customizations will be restricted.
[0211] Furthermore, in the special symbol variation pattern derivation state PC of this embodiment, when the game stop state related to the complete function is set by the prize balls (2 balls) for the game ball entering the second start opening 59 (when the difference in the number of balls becomes 100,000 or more), an auxiliary notification is started. On the other hand, when the game stop state related to the complete function is set by the prize balls (6 balls) for the game ball entering the right general prize opening 67b, the auxiliary notification is not executed. According to this, when the number of balls exceeds 100,000 due to prize balls entering prize slots with a small number of prize balls, it becomes easier to recognize when such a situation occurs. Furthermore, in order to achieve this effect, it is not necessary for the auxiliary notification to be executed in all cases when the game stop state related to the complete function is set by the prize balls that enter the second starting port 59 in the special symbol variation pattern derivation state PC; it is sufficient for the auxiliary notification to be executed in some of these cases.
[0212] Therefore, in the gaming machine 10, there is a first prize entry point (right general prize entry point 67b) and a second prize entry point (second start entry point 59) that awards fewer balls than the first prize entry point, and it is possible to perform a predetermined notification (auxiliary notification). In the first period (special symbol variation pattern derivation state PC), when a predetermined value (difference in balls) becomes equal to or greater than a specific threshold (100,000 balls) due to the entry of gaming balls into the first prize entry point, the predetermined notification is not performed, and in the first period, when the predetermined value becomes equal to or greater than the specific threshold due to the entry of gaming balls into the second prize entry point, the predetermined notification may be performed. Furthermore, regarding the first and second prize winning slots mentioned above, as long as the relationship between the number of prize balls is ensured, the types of these prize winning slots are irrelevant, and at least one of the prize winning slots may consist of multiple types of prize winning slots. This also applies to subsequent inventions.
[0213] Furthermore, if the game stop state related to the complete function is set by the prize balls awarded for the entry of game balls into the second starting port 59 in the special feature variation pattern derivation state PC, the auxiliary notification will end before the pre-announcement notification. According to this, in the special feature variation pattern derivation state PC, it is possible to make it easier to recognize that the number of balls has exceeded 100,000 due to the entry of game balls into the right general prize entry opening 67b, while also making it easier to recognize the pre-announcement. In order to achieve this effect, it is preferable that the auxiliary notification ends before the advance notification, but in some cases, it is permissible for these notifications to end simultaneously.
[0214] Therefore, in the gaming machine 10, it is possible to perform a pre-announcement notification, the pre-announcement notification may be performed at the first time described above, the pre-announcement notification may end after the timing at which at least a part of the control related to the change in the content of the first customization (batch customization) is restricted, the predetermined notification (auxiliary notification) may end before the pre-announcement notification at the predetermined time described above, and there may be a period in which the pre-announcement notification is performed without the predetermined notification.
[0215] Furthermore, in this embodiment, when a power outage and subsequent restoration accompanied by a RAM clear process occurs while the game is stopped in a state related to the complete function, and the game becomes playable, the timing at which operations related to changing the contents of batch customization become effective and the timing at which operations related to changing the contents of individual customization become effective are the same. On the other hand, when a power outage and subsequent restoration without a RAM clear process occurs while the game is playable and not in a state related to the complete function, the timing at which operations related to changing the contents of batch customization become effective and the timing at which operations related to changing the contents of individual customization become effective are different. According to this, in the former case, smooth customization is possible by simultaneously enabling operations related to changing the contents of both batch customization and individual customization, while in the latter case, that is, when a power outage and subsequent restoration occur that does not involve the execution of RAM clearing processes such as momentary power interruptions, operations related to changing the contents of customization are enabled in stages, allowing players to perform more accurate customization. In particular, in the latter case, it is preferable that the timing at which operations related to changing the content of individual customizations, which involve a large number of target game effects, become effective is earlier than the timing at which operations related to changing the content of batch customizations become effective.
[0216] <Regarding the timing of the end of the variation animation when the game stop state related to the complete function is set> Figures 22 and 23 showed that the variation animation ends at the timing when the game stop state related to the complete function is set. However, for some variation animations in this embodiment, the timing of termination when the game stop state related to the complete function is set has been modified. The details of this function (hereinafter referred to as the "third invention") will be explained below using Figures 30 to 32. Figure 30(a) shows a specific example of a cut-in animation related to a weak cut-in, and Figure 30(b) shows a specific example of a cut-in animation related to a strong cut-in. Figure 31(a) shows the flow of the cut-in effect control process, which is executed by the effect content determination means 225 upon receiving a variation start command in the special feature variation pattern derivation state PB and the special feature variation pattern derivation state PC. Figure 31(b) is a schematic diagram showing the lottery table used for the lottery related to the development effect, and the range of random numbers used in this lottery is 0 to 999. Figure 32(a) is a timing chart showing the sequence of events when a game stop state related to the complete function is set while a cut-in animation related to a weak cut-in is being performed, and Figure 32(b) is a timing chart showing the sequence of events when a game stop state related to the complete function is set while a cut-in animation related to a strong cut-in is being performed.
[0217] As shown in Figures 30(a) and 30(b), in this embodiment, a cut-in animation is configured to be executable as a variation animation. The cut-in animation is an animation that is executed by operating the animation button 37 at the end of the development animation, and there are two types: weak cut-ins and strong cut-ins. When a cut-in animation is executed, a button image bg prompting the user to operate the animation button 37 is displayed in the display area of the main display unit 81, and a meter image mg indicating the acceptance period (valid period) for the operation is also displayed (see the left-hand scene in Figures 30(a) and 30(b)). If the animation button 37 is operated in this state, the cut-in animation may be executed. The meter image mg is initially displayed entirely in black, and the area (length) of the black region decreases over time. The area of the black region indicates the acceptance period for the operation of the animation button 37.
[0218] As shown in Figure 30(a), in the cut-in animation for the weak cut-in, a weak cut-in image kg1 containing the words "Chance!" is displayed across the display area of the main display unit 81 and the display area of the sub-display unit 82 (more specifically, the left sub-display unit 82b and the right sub-display unit 82c, but in the following explanation, it will simply be referred to as "sub-display unit 82"), and the speaker 33 emits the sound "Chance". As shown in Figure 30(b), in the cut-in animation for the strong cut-in, the strong cut-in image kg2 containing the words "Super Hot!" is displayed across the display area of the main display unit 81 and the display area of the sub-display unit 82, and the speaker 33 emits the sound "Super Hot" (a different sound from the sound for the weak cut-in). In this embodiment, the button image bg itself is always displayed towards the end of the development sequence, and although not shown in the illustration, if the execution of the cut-in sequence has not been decided, the cut-in sequence will not be executed even if the sequence button 37 is operated within the acceptance period. Furthermore, as described above, in this embodiment, sound is emitted from speaker 33 in conjunction with the display of cut-in images (weak cut-in image kg1, strong cut-in image kg2), and this sound ends when the game stop state related to the complete function is set. It is also possible to prevent the sound from being emitted when the cut-in image is displayed.
[0219] Next, as shown in Figure 31(a), in step S702, which is the first step of the cut-in effect control process that controls the execution of the cut-in effect, it is determined whether or not a development effect will be executed in the symbol change related to the change start command that triggers the execution of the cut-in effect control process (hereinafter referred to as "this symbol change"). If the condition is met, the process proceeds to step S704; if the condition is not met, the cut-in effect control process is terminated.
[0220] In step S704, a lottery related to the cut-in animation is performed. As shown in Figure 31(b), the lottery related to the cut-in effect refers to the result of the special symbol win / loss determination in the current symbol variation. Specifically, as shown in Figure 31(b), if the result of the special symbol win / loss judgment in this symbol variation is a win (minor win or big win), a weak cut-in is determined with a probability of 200 / 1000 (1 / 5), a strong cut-in with a probability of 500 / 1000 (1 / 2), and the cut-in effect is not executed with a probability of 300 / 1000 (approximately 1 / 3.33). If the result of the special symbol win / loss judgment during this symbol change is a loss, there is a 100 / 1000 (1 / 10) chance of a weak cut-in, a 100 / 1000 (1 / 10) chance of a strong cut-in, and an 800 / 1000 (1 / 1.25) chance that the cut-in animation will not be performed.
[0221] Returning to Figure 31(a), in step S706, it is determined whether or not the execution of the cut-in animation has been decided. If the condition is met, the process proceeds to step S708; otherwise, the cut-in animation control process is terminated. In step S708, the animation data related to the cut-in animation that has been decided to be executed is set, and then the cut-in animation control process is terminated. As a result, the cut-in animation is executed.
[0222] Thus, the cut-in animation in this embodiment suggests the result of the special symbol win / loss determination in the symbol variation, depending on the animation style. In particular, the cut-in animation related to a strong cut-in is more advantageous than the cut-in animation related to a weak cut-in. Furthermore, the cut-in effect includes cut-in images (weak cut-in image kg1, strong cut-in image kg2), and these cut-in images are displayed across the display area of the main display unit 81 and the display area of the sub-display unit 82. In other words, the image of the cut-in image displayed in the display area of the main display unit 81 and the image of the cut-in image displayed in the display area of the sub-display unit 82 can be said to constitute a single effect.
[0223] Next, as shown in Figure 32(a), if a game stop state related to the complete function is set during the execution of a cut-in animation related to a weak cut-in (when the number of balls exceeds 100,000), both the display of the image shown in the display area of the main display unit 81 of the weak cut-in image kg1 and the display of the image shown in the display area of the sub display unit 82 of the weak cut-in image kg1 will end at the timing (timing t71) when the game stop state is set.
[0224] Although not shown in the diagram, when the cut-in animation finishes normally, that is, when the number of balls remaining is less than 100,000, regardless of whether the cut-in animation is a weak cut-in or a strong cut-in, the images displayed in the display area of the main display unit 81, and then the images displayed in the display area of the sub-display unit 82, among the cut-in images (weak cut-in image kg1, strong cut-in image kg2), are displayed in that order. In particular, the length of the period from when the display of the former image finishes until when the display of the latter image finishes is shorter than the period Tc described later. However, in this case, the image displayed in the display area of the main display unit 81 and the image displayed in the display area of the sub display unit 82 of the cut-in image may be configured to terminate simultaneously.
[0225] On the other hand, as shown in Figure 32(b), if a game stop state related to the complete function is set while a cut-in animation related to a strong cut-in is being performed, the display of the image shown in the display area of the main display unit 81 of the strong cut-in image kg2 ends at the timing when the game stop state is set (timing t81), and the display of the image shown in the display area of the sub display unit 82 of the strong cut-in image kg2 ends at a subsequent timing (timing t82) (after a certain period of time has elapsed). Therefore, in this case, there is a period (period Tc) during which the former image is not visible and the latter image is visible. According to this, if a game stop state related to the complete function is set (when the number of balls exceeds 100,000) during the period when both the image displayed in the display area of the main display unit 81 of the strong cut-in image kg2 and the image displayed in the display area of the sub display unit 82 of the strong cut-in image kg2 are displayed, these events will be terminated in stages, making it less likely for the player to be surprised by the setting of the game stop state. Furthermore, in order to achieve this effect, it is preferable that the period Tc exists for the entire duration when the game stop state related to the complete function is set during the execution of the cut-in animation related to the strong cut-in, but it is also acceptable for the period Tc to exist only for a portion of the duration. The same applies to subsequent inventions.
[0226] Therefore, in the gaming machine 10, there are events visible to the player, namely a first event (an image displayed in the display area of the main display unit 81 of the strong cut-in image kg2) and a second event (an image displayed in the display area of the sub-display unit 82 of the strong cut-in image kg2), and when a predetermined value reaches a specific threshold during a predetermined period in which both the first and second events are visible, there may be a specific period (period Tc) in which the first event is not visible and the second event is visible. In this embodiment, both the first and second events described above were image displays, but the phenomena are not limited to image displays as long as they are visible. That is, at least one of these phenomena may be a visible phenomenon generated by a device other than a liquid crystal display device, such as a lamp. Furthermore, these phenomena may occur by the same device. Unless otherwise specified, these provisions also apply to subsequent inventions. Furthermore, in this embodiment, the first and second events constituted a single integrated effect (strong cut-in image kg2), but this is not limited to this. That is, these events may be events included in different effects (effects with different execution triggers). Unless otherwise specified, the same applies to subsequent inventions.
[0227] In particular, in this embodiment, the first event (the image displayed in the display area of the main display unit 81 of the strong cut-in image kg2) occurs in the main display unit 81, and the second event (the image displayed in the display area of the sub-display unit 82 of the strong cut-in image kg2) occurs in the sub-display unit 82. Furthermore, these events occur with the same trigger (operation on the performance button 37 during the development performance). This makes it easier to recognize the occurrence of these events, as well as the differences in the timing of their completion. Furthermore, this contributes to reducing the likelihood of surprising players with the game stop state settings related to the aforementioned complete function. In order to achieve this effect, it is preferable that the second event occurring in the sub-display unit 82 during period Tc be the same as the event that had occurred up to that point (the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2), however, the event occurring in the sub-display unit 82 during period Tc may be a different event from the second event.
[0228] Therefore, the gaming machine 10 has, as events visible to the player, a first event (an image displayed in the display area of the main display unit 81 of the strong cut-in image kg2) and a second event (an image displayed in the display area of the sub-display unit 82 of the strong cut-in image kg2), and has a first device (main display unit 81) and a second device (sub-display unit 82), the first event may occur in the first device and the second event may occur in the second device, and when a predetermined value (number of balls) reaches a specific threshold (100,000 balls) during a period in which both the first and second events are visible (hereinafter sometimes referred to as the "predetermined period"), there may be a specific period (period Tc) in which the first event is not visible in the first device and a predetermined event identical or different to the second event is visible in the second device, and the first and second events are events that become visible when a specific condition (an operation is performed on the performance button 37 in a development performance in which a strong cut-in is determined) is met.
[0229] Furthermore, as described above, in this embodiment, if a game stop state related to the complete function is set (when the number of balls exceeds 100,000) during the execution of a cut-in animation related to a weak cut-in, that is, during the period when both the image displayed in the display area related to the main display unit 81 of the weak cut-in image kg1 and the image displayed in the display area related to the sub-display unit 82 of the weak cut-in image kg1 are being performed, these events will terminate simultaneously. Furthermore, cut-in animations related to strong cut-ins offer a higher advantage than cut-in animations related to weak cut-ins. According to this, the situation in which the aforementioned period Tc can occur (the situation in which a cut-in animation related to a strong cut-in is being performed) will attract more attention, and the period Tc itself will feel novel. This will contribute to making it less likely for players to be surprised by the aforementioned game stop state setting.
[0230] Therefore, in the gaming machine 10, a third device (main display unit 81) and a fourth device (sub-display unit 82) are provided, the third event (the image displayed in the display area of the main display unit 81 of the weak cut-in image kg1) may occur in the third device, and the fourth event (the image displayed in the display area of the sub-display unit 82 of the weak cut-in image kg1) may occur in the fourth device, and when a predetermined value (number of balls) reaches a specific threshold (100,000 balls) during a period in which both the third and fourth events are visible, the third event in the third device and the fourth event in the fourth device end simultaneously, and the third and fourth events are events that become visible when a predetermined condition (an operation is made on the performance button 37 in a development performance in which a weak cut-in is determined) is met, and when the specific condition (an operation is made on the performance button 37 in a development performance in which a strong cut-in is determined) is met, the advantage is higher than when the predetermined condition is met. In this embodiment, both the third and fourth events described above were image displays, but the event is not limited to an image display as long as it is a visible event. That is, at least one of these events may be a visible event generated by a device other than a liquid crystal display device, such as a lamp. Furthermore, the third device may be the same as the first device. Similarly, the fourth device may be the same as the second device. Furthermore, in this embodiment, the third and fourth events constituted a single integrated effect (weak cut-in image kg1), but this is not limited to this. In other words, these events may be events included in different effects (effects with different execution triggers).
[0231] Furthermore, in this embodiment, as shown in Figure 32(b), the display mode of the image displayed in the display area of the sub-display unit 82 of the strong cut-in image kg2 during period Tc is configured to be different from the display mode of the image that was displayed before period Tc. Specifically, the latter image is in full color (the same applies to the image displayed in the display area of the main display unit 81 of the strong cut-in image kg2 that is displayed in parallel with the latter image), while the former image is in monochrome. According to this, while it has the effect of making it less likely to surprise the player when the game stop state related to the complete function described above is set, it is possible to make it easier for the player, who is paying attention to the image displayed in the display area of the sub-display unit 82 of the strong cut-in image kg2, to recognize the setting of the game stop state. In order to achieve this effect, it is preferable that, in all cases where period Tc occurs, the display mode of the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2 during period Tc is different from the display mode of the image that was displayed before period Tc. However, in some cases, the display mode of the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2 during period Tc may be the same as the display mode of the image that was displayed before period Tc.
[0232] Therefore, in the gaming machine 10, the form of the second event during a specific period (period Tc) can be a specific form that is different from the form of the second event during the predetermined period. Here, the difference in the manner of the second event described above is defined as being visually discernible, regardless of the underlying cause.
[0233] As described above, in this embodiment, when the cut-in animation related to the strong cut-in is completed normally (when the cut-in animation is completed while the number of balls is less than 100,000), the display mode of the latter image during the period from when the display of the image displayed in the display area related to the main display unit 81 of the strong cut-in image kg2 is completed until when the display of the image displayed in the display area related to the sub display unit 82 of the strong cut-in image kg2 is completed is the same as the display mode of the latter image prior to that period. In other words, in this embodiment, the display mode of the latter image is configured to be different from the display mode of the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2 during the period Tc. According to this, it is possible to enhance the effect of making it easier for players who are paying attention to the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2 mentioned above to recognize the setting of the game stop state related to the complete function.
[0234] Therefore, in the gaming machine 10, when the first event (the image displayed in the display area of the main display unit 81 of the strong cut-in image kg2) and the second event (the image displayed in the display area of the sub-display unit 82 of the strong cut-in image kg2) end when the predetermined value (number of balls) is less than a specific threshold (100,000 balls), there may be a period in which the first event is not visible and the second event is visible, and the form of the second event during that period is different from the specific form described above.
[0235] Furthermore, the display of the image shown in the display area of the sub-display unit 82 of the strong cut-in image kg2 may be configured to terminate based on a game operation such as pressing the performance button 37 during the period Tc in which the image is displayed. This makes it easier to recognize the aforementioned operation notification (displayed on the main display unit 81).
[0236] Furthermore, the display mode of the image may be configured to change based on game operations such as operation of the performance button 37 during the period Tc in which the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2 is displayed. This allows the period Tc itself to feel novel. This contributes to making it less likely for players to be surprised by the aforementioned game stop state setting.
[0237] Therefore, in the gaming machine 10, during a specific period (period Tc), the form of the second event (the image displayed in the display area related to the sub-display unit 82 of the strong cut-in image kg2) can be changed by a predetermined operation, or the second event can be terminated by a predetermined operation. Here, a change in the manner of the second event described above means a change that is visually discernible, regardless of the cause.
[0238] <Regarding other variations> The following are variations not described above.
[0239] First, the notifications and effects described in the first, second, and third inventions may be configured to be implemented in other inventions. In other words, the first, second, and third inventions are permitted to be combined with each other.
[0240] Furthermore, unless otherwise specified, each notification according to the present invention may be performed by a device other than the device shown in this embodiment, or by a device different from the device shown in this embodiment.
[0241] Furthermore, in this embodiment, the complete function control means 190 that controls the complete function was a functional configuration of the main control board 100, but some or all of the functional configuration for controlling the complete function may be implemented on a separate board (including a board not built into the gaming machine 10) provided separately from the main control board 100. In this case, information transmission from the separate board to the first sub-control board 200 may be made by connecting the separate board and the main control board 100 to enable information transmission from the main control board to the first sub-control board 200, or by directly connecting the separate board and the first sub-control board 200.
[0242] Furthermore, in the embodiment described above, even if the game stop flag is turned ON, the operation notification is not started during the initial period, but rather during the middle period that follows the initial period. However, the embodiment is not limited to this, and the operation notification may be started during the initial period as long as it does not interfere with the inventions described above.
[0243] Furthermore, although the above-described embodiment is configured so that the operation notification is not started during the final period if the game stop flag is turned ON during that final period, it is not limited to this configuration, and the operation notification may be started during the final period if the game stop flag is turned ON during that final period.
[0244] Furthermore, when setting the game stop state using the complete function described above, all or some of the LEDs constituting the symbol display device 90 (for example, only the first special symbol display device 91 and the second special symbol display device 92) may be turned off or fully lit (neither of these states occurs during normal gameplay except when the power is turned on). This allows the player to recognize that the game stop state has been set, even if the operation notification managed by the first sub-control board 200 is not executed due to reasons such as an abnormality in communication between the main control board 100 and the first sub-control board 200.
[0245] Furthermore, in this embodiment, the operation warning image jg will continue to be displayed after the number of balls exceeds 95,000 until the number of balls reaches at least 100,000, but it is not necessarily required to be displayed at all times. Specifically, the display may be hidden during at least a portion of the so-called standby demo period, when neither symbol changes nor jackpot gameplay are being performed. According to this, in a state where the number of balls has not reached 95,000 and the operation warning has not been issued, where the likelihood of the game not being played is higher than in a state where the operation warning has been issued (a state where the game is likely to transition to a standby demo), burn-in caused by the display of the operation warning image jg can be suppressed. Furthermore, assuming that the standby demo consists of a state in which the combination of decorative symbols that was stopped and displayed before transitioning to the standby demo is displayed (the so-called symbol demo), and a state in which the combination of decorative symbols is not displayed and a movie introducing the machine, etc., is being played (the so-called movie demo), then from the standpoint of making it easier for the player to recognize the operation warning, it is preferable that the operation warning image jg is displayed in the former state, while the operation warning image jg is not displayed in the latter state.
[0246] Furthermore, the gaming machine 10 according to this embodiment employs a so-called Type 1 and Type 2 mixed machine that can derive both a big win and a small win that can generate a big win game in the special symbol win / loss determination, but it is not limited to this, and a machine that can derive only a so-called Type 2 win may also be employed.
[0247] Furthermore, in this embodiment, the probabilities, ratios, frequencies, and the number of occurrences may be such that the smaller value is 0, or the larger value is the maximum value, as long as the respective relationships are guaranteed. In particular, regarding the high and low levels of each ratio mentioned above, the control used to achieve these levels is not limited, as long as the phenomenal aspects are guaranteed. 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 order of the lottery tables is maintained.
[0248] Furthermore, while the above explanation refers to the state of the RAM clear switch 43 at the time of power restoration to determine the recovery state, it may also be possible to refer to whether the time the RAM clear switch 43 has been in the ON state since power restoration exceeds a specified time (for example, 3 seconds). Doing so would further reduce the occurrence of incorrect RAM clear processing.
[0249] 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).
[0250] Furthermore, for each of the customizations mentioned above, the changes related to those changes may be decided at the time the item is modified. Furthermore, in this embodiment, the timing for reflecting the content changes related to each determined customization may be the start timing of a new pattern change, or, if the content change occurs during the execution of a pattern change, it may be the end timing of the pattern change immediately after the content change is determined. Moreover, the content change may be reflected at the time the content change related to each customization is determined.
[0251] The inventions described above are not limited to those described above, but also include various modifications, improvements, and other forms as long as the objective of each invention is achieved.
[0252] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine that puts the game into a stopped state based on a predetermined value related to the gaming medium reaching a specific threshold, When the predetermined value reaches the specified threshold, a specific notification is performed. When a power outage and subsequent restoration of power occur after the predetermined value has reached the specific threshold, without the execution of a RAM clear process, and an error notification is executed after the restoration of power, the specific notification may be started after the error notification is started, and the error notification and the specific notification may be executed in parallel. A gaming machine characterized by the following features. [Explanation of Symbols]
[0253] 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) Frame Lamp 36 Ball Removal Mechanism 37 Performance Button 38 Cursor buttons 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main control unit 39a Ball dispensing button 39b Return button 40 Power switch 43 RAM Clear Switch 45 Opening and closing cover 46 Game ball tank 47 Tank Rail 48 Dispensing Unit 49. Dispensing passage 50 game boards 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 54 Protective component 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 67a Left General Prize Entrance 67b Right General Prize Entrance 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 77 Front frame door open 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 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 Pattern display control means 150 Electric control means for mechanical devices 155 Game state control means 160 Main Information Storage Means 165 Main Error Control Means 170 Main command management method 175 Power restoration processing execution means 176 Recovery state setting means 179 Means for transitioning to a playable state 180 Power interruption processing execution means 200 First Sub-Control Board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 First Sub-Control Board Case 210 Sub-random number generation method 220 Normal performance control means 221 Performance mode control means 222 Means for determining the production route 223 Sub-hold control means 224 Pre-reading effect control means 225 Means for determining production content 226 Decoration symbol control means 227 Big win effect control means 230 Sub-error control means 240 Lamp control means 245 Movable accessory control means 260 Sub-information storage means 270 Sub-command management means 300 Second sub-control board 309 Second sub-control board case 310 Audio control board 311 CPU 312 ROM 313 RAM 314 I / O port 400 payout control board 409 payout control board case 500 power control board 501 normal power circuit 502 backup power circuit 503 power failure detection circuit 509 power control board case 811 display area 812 display area 813 display area X First flow path Y Second flow path <00013
Claims
[Claim 1] A gaming machine that puts the game into a stopped state based on a predetermined value related to the gaming medium reaching a specific threshold, When the predetermined value reaches the specified threshold, a specific notification is performed. When a power outage and subsequent restoration of power occur after the predetermined value has reached the specific threshold, without the execution of a RAM clear process, and an error notification is executed after the restoration of power, the specific notification may be started after the error notification is started, and the error notification and the specific notification may be executed in parallel. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2014128601A