Gaming machine

JP2026125429APending Publication Date: 2026-08-03NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2025-01-22
Publication Date
2026-08-03

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技興趣を向上させることができる従来にないプレミア演出を実行可能な遊技機が提供される。

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Abstract

To provide a gaming machine that can execute unprecedented premium effects that enhance the enjoyment of the game. [Solution] A first event may occur in which the first and second performance elements are executed in parallel, and a second event may occur in which the third and fourth performance elements are executed in parallel. The first event may not occur when no benefit is granted, but may occur when a benefit is granted. The second event may not occur when no benefit is granted, but may occur when a benefit is granted. In the second event, the fourth performance element may start after the third performance element has started, and in the first event, the second performance element may start after the first performance element has started. As a result, the period from the start of the first performance element to the start of the second performance element may be longer than the period from the start of the third performance element to the start of the fourth performance element.
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.

Background Art

[0002] Some gaming machines represented by pachinko machines and slot machines are configured to be able to execute a premium effect as an effect that can identify that a privilege is granted.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Although the premium effect executed in such gaming machines is an effect that attracts a high degree of attention from players, it is a function that has already been installed in many gaming machines, and there is room for improvement from the perspective of improving gaming interest.

[0005] Therefore, the present invention has been made in view of the above problems, and provides a gaming machine capable of executing a novel premium effect that can improve gaming interest.

Means for Solving the Problems

[0006] According to the present invention, there is a gaming machine capable of awarding a prize, having a first performance element and a second performance element, wherein a predetermined event may occur in which the first performance element and the second performance element are executed in parallel, the predetermined event may not occur when the prize is not awarded, and may occur when the prize is awarded, the first performance element may be started when the predetermined event occurs, the second performance element may be started after the first performance element has been started, a specific performance may be executed, and the specific performance may be started during the period from when the first performance element is started until the second performance element is started. [Effects of the Invention]

[0007] According to the present invention, a gaming machine is provided that can perform unprecedented premium effects that can enhance the enjoyment of the game. [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) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 10(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 11] Figure 11(a) is a table summarizing the items that can be set in bulk customization related to normal mode and their details, Figure 11(b) is a table summarizing the items that can be set in bulk customization related to challenge mode and their details, and Figure 11(c) is a table summarizing the items that can be set in bulk customization related to RUSH mode and their details. [Figure 12] Figure 12 is a table summarizing the configurable items and their details in individual customization. [Figure 13] Figure 13 shows the flow of content changes related to bulk customization during non-gameplay. [Figure 14] Figure 14 shows the flow of content changes related to batch customization during the execution of pattern changes. [Figure 15] Figure 15 shows the flow of changes related to individual customization during non-gameplay. [Figure 16]FIG. 16 is a diagram showing the flow of content changes related to individual customization during the execution of symbol variation. [Figure 17] FIG. 17(a) is a timing chart showing the execution mode of a normal premiere performance, FIG. 17(b) is a timing chart showing the execution mode of a special premiere performance, and FIG. 17(c) is a timing chart showing the execution mode of a gas premiere performance. [Figure 18] FIG. 18(a) shows the flow of normal premiere performance control processing, and FIG. 18(b) is a diagram schematically showing the lottery table used for the execution lottery of the normal premiere performance. [Figure 19] FIG. 19(a) shows the flow of special premiere performance control processing, and FIGS. 19(b) and 19(c) are diagrams schematically showing the lottery table used for the execution lottery of the special premiere performance. [Figure 20] FIG. 20(a) is a timing chart showing the execution mode of a specific performance. FIG. 20(b) is a diagram showing the flow of specific performance control processing, and FIG. 20(c) is the lottery table used for the execution lottery of the specific performance. [Figure 21] FIG. 21(a) is a diagram showing the flow of the production element change flag setting process, and FIG. 21(b) is a table summarizing the presence or absence of changes in the production mode related to the production elements constituting the premiere performance and the like when the production element change flag is ON.

MODE FOR CARRYING OUT THE INVENTION

[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In all the drawings, the same reference numerals are given to the same components, and the description will be omitted as appropriate. Further, in the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the state of viewing the gaming machine 10 from the front side (the player side) as shown in FIG. 1 unless otherwise specified. In the following description, "advantageous (degree of advantage)" means being advantageous to the player. Further, unless otherwise specified, it refers to being advantageous in terms of the amount of acquired prize balls (game media) (including not only the payout of game balls but also the payout of medals) excluding the production aspects such as so-called premium images.

[0010] <Features of the Present Invention> Before explaining the details of the gaming machine 10 in the present embodiment, the features of the invention (the present invention) described in the present embodiment will be explained. In explaining the features, the configurations in parentheses are examples of the configurations of the present embodiment corresponding to the immediately preceding configurations, and the configurations may be described in parentheses for the same purpose in the description of the gaming machine 10 after this explanation.

[0011] The present invention is a gaming machine capable of granting a privilege (big win game), having a first production element (a production element related to the main display unit 81 among the production elements constituting the special premium production) and a second production element (a production element related to the speaker 33 among the production elements constituting the special premium production), a predetermined event (special premium production) in which the above first production element and the above second production element are executed in parallel can occur, the above predetermined event does not occur when the above privilege is not granted, and can occur when the above privilege is granted, when the above predetermined event occurs, the above first production element is started, and the above second production element can be started after the above first production element is started, capable of executing a specific production, the above specific production can be started during the period from when the above first production element is started to when the above second production element is started, and is characterized by being a gaming machine.

[0012] According to the present invention, it is possible to make it easier to recognize the production element that is started later for the above predetermined event, which is a never-before-seen premium production.

[0013] Furthermore, the difference in the start timing of the performance elements constituting the above-mentioned predetermined event is not limited to a predetermined time, but may be of multiple lengths, for example, by selecting one length from several different lengths.

[0014] Furthermore, the performance elements constituting the predetermined event may include other performance elements in addition to those described above. Moreover, while it is preferable that the performance elements constituting the predetermined event are executed on different devices, some or all of these performance elements may be executed on a single device.

[0015] Furthermore, while the gaming machine according to this embodiment, which will be described later, is a pachinko machine that dispenses actual game balls as prize balls, the gaming machine according to the present invention may also be a pachinko machine that assigns prize balls as electronic data (a so-called smart pachinko machine). Furthermore, the gaming machine according to the present invention may be a conventional slot machine that performs symbol changes by rotating multiple reels using a predetermined number of tokens and pays out tokens based on the result of the symbol changes (the way the multiple reels stop), or it may be a slot machine that pays out all tokens as electronic data (a so-called smart slot). Furthermore, the above-mentioned benefits are not limited to jackpot games; in the case of pachinko machines, any benefit that is advantageous in terms of acquiring game balls (prize balls), such as minor win games (especially those that result in jackpot games) or regular wins, is acceptable regardless of its content. Similarly, in the case of slot machines, the above-mentioned benefits may include any benefit that is advantageous in terms of acquiring medals, such as big bonuses, regular bonuses, single bonuses, or AT (Assist Time) which notifies the operating conditions of the stop button that are advantageous in acquiring game balls (operation order, operation timing, and combinations thereof).

[0016] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.

[0017] <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.

[0018] 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."

[0019] 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.

[0020] 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)).

[0021] 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 for discharging 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.

[0022] 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.

[0023] Furthermore, as shown in Figure 3, a group of operation buttons operated by the player is 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 electrically connected to the first sub-control board 200 (described later), which can accept player operations to switch between effects that occur during gameplay or to obtain various information related to the gaming machine 10, and cursor buttons 38 (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, respectively. Each operation unit is equipped with a sensor to detect operations, and the connected control board detects the operation of each operation unit by changes in the detection state of the sensor. Furthermore, a movable decorative body 22, which operates (vibrates) 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.

[0024] 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.

[0025] 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.

[0026] 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).

[0027] 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".

[0028] 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, the upper half of the display area 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.

[0029] 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.

[0030] 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.

[0031] 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."

[0032] 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."

[0033] In addition to the display device described above, the symbol display device 90 is also equipped with a first special symbol hold lamp 94, a second special symbol hold lamp 95, and a regular symbol hold lamp 96. The first special symbol hold lamp 94 can identify the number of symbol changes for the held special symbol 1, the second special symbol hold lamp 95 can identify the number of symbol changes for the held special symbol 2, and the normal symbol hold lamp 96 can identify the number of symbol changes for the held normal symbol. In each case, the number of corresponding symbol changes can be identified by the lighting patterns of the two LEDs (in this embodiment, right LED always lit = 1, left and right LEDs always lit = 2, right LED flashing + left LED always lit = 3, left and right LEDs flashing = 4).

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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 (4 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, the symbols in Special Figure 1 will change. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the second channel Y, more game balls roll towards the first starting opening 57 when they roll from the first channel X. Obstacles such as game pins are arranged accordingly.

[0041] The second starting port 59 is located in the lower right of the game area 50a. The second starting port 59 is equipped with a second starting port sensor 71, and based on the detection result of the second starting port sensor 71, it is determined that a ball has entered the second starting port 59, and a number of prize balls (1 in this embodiment) associated with the second starting port 59 are awarded. In at least some cases where a win is determined in the second starting gate 59, the symbols in Special Feature 2 will change. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the first channel X, more game balls roll towards the second starting opening 59 when they roll from the second channel Y, with obstacles such as game pins arranged accordingly.

[0042] 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, which significantly increases the opportunity for the special symbol 2 to change while suppressing the decrease in game balls through prize balls.

[0043] Gate 63 is located in the right-center of the game area 50a. Gate 63 is equipped with a gate sensor 74, and a win 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 will change. Furthermore, in this embodiment, gate 63 can serve as a trigger to start a jackpot game in the jackpot game standby state described later. Specifically, when the entry (passage) of a game ball into gate 63 is detected in the jackpot game state, the standby jackpot game is started. In addition to gate 63, a passage area for game balls that serves as a trigger to start a jackpot game may be provided, but it is preferable that this passage area be provided on the second flow path Y, similar to gate 63.

[0044] The general prize slot 67 is located in the lower left of the game area 50a. The general prize slot 67 is equipped with a general prize slot sensor 73, and a prize is awarded to the general prize slot 67 based on the detection result of the general prize slot sensor 73, according to the number of prize balls associated with the general prize slot 67 (4 in this embodiment). In this embodiment, the obstacles are arranged so that more game balls roll towards the general prize opening 67 when rolling from the first channel X compared to when rolling from the second channel Y. However, the obstacles may also be arranged so that more game balls roll towards the general prize opening 67 when rolling from the second channel Y. Furthermore, multiple general prize openings 67 may be provided.

[0045] The out-out opening 69 is located at the bottom of the game area 50a. Game balls that are hit into the game area 50a and do not enter any of the aforementioned prize-winning openings fall into the out-out opening 69 and are treated as out balls. In this embodiment, an out ball sensor 75 (not shown) is provided for detecting out balls, which are game balls that have entered the prize entry and out exit 69.

[0046] 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.

[0047] 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 visible through each case and cover.

[0048] 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.

[0049] 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.

[0050] <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.

[0051] 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.

[0052] 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. RAM 103 is backed up by a backup power supply generated by the backup power supply circuit 502, which will be described later. Specifically, among the information stored in RAM 103, 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), which will be 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] <Regarding the functional configuration of the gaming machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be explained using Figure 7. Figure 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Figure 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations not shown in Figure 7. Furthermore, when explaining the functional configuration, Figures 8 to 10 will be referred to as needed.

[0065] 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, and a power interruption processing execution means 180. These means functionally represent what is realized by each control configuration on the main control board 100 as explained with reference to Figure 6.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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 themselves become unnecessary.

[0073] 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.

[0074] 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.

[0075] 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."

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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 symbol variation pattern derivation states: special symbol variation pattern derivation state PA, special symbol variation pattern derivation state PB, and special symbol variation pattern derivation state PC. The method for determining the special symbol variation pattern described above is used for the symbol variation of special symbol 1 in special symbol variation pattern derivation state PA, and for the symbol variation of special symbol 2 in special symbol variation pattern derivation state PB and special symbol variation pattern derivation state PC. In each special symbol variation pattern derivation state, for the symbol variation of the other special symbol, one predetermined special symbol variation pattern is determined according to the result of the special symbol win / loss judgment.

[0080] 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 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.

[0081] 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, 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.

[0082] 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.

[0083] 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).

[0084] The jackpot game control means 140 generates a performance control command (jackpot start command) that includes information related to the jackpot game (number of rounds and subsequent special symbol variation pattern derivation state) at the start of the jackpot game and stores it in the transmission command storage area of ​​the main information storage means 160. At the end of the jackpot game, it generates a performance control command (jackpot end command) that includes the demo time related to the end demo of the jackpot game and stores it in the transmission command storage area of ​​the main information storage means 160. This is also the case for jackpot games that are triggered by minor win games.

[0085] 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.

[0086] 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.

[0087] 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.).

[0088] 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.

[0089] 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 low probability state regardless of the stopping symbols of the special symbols related to the jackpot game. When predetermined conditions such as the end of a jackpot game are met, the normal symbol high probability state is maintained until a predetermined number of symbol changes related to the normal symbol high probability state occur. When the predetermined number of symbol changes related to the normal symbol high probability state have ended, the normal symbol low probability state is triggered. In particular, in this embodiment, during a minor jackpot game, the normal symbol lottery state at the time of the symbol change that caused the minor jackpot game is maintained.

[0090] 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 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transition of the special symbol variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship of average variation time for each special symbol variation pattern derivation state. As shown in Figure 10(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).

[0091] 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.

[0092] As shown in Figure 10(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.

[0093] 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.

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

[0095] The main error control means 165 monitors the input information of the I / O port 104 and determines whether or not an error has occurred in the gaming machine 10. If it is determined that an error has occurred, it stores a performance control command (error command) containing information that can identify the error that occurred in the transmission command storage area of ​​the main information storage means 160.

[0096] The main command management means 170 transmits a performance control command to the first sub-control board 200 when a performance control command is stored in the transmission command storage area of ​​the main information storage means 160. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of ​​the main information storage means 160.

[0097] The power restoration processing execution means 175 includes a recovery state setting means 176 and a game-ready state transition means 179.

[0098] 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, the "game stop state" refers to a recovery state in which gameplay cannot proceed because the processing corresponding to the detection results of the sensors installed at each prize entry point is not performed (it is not necessary to even look at the detection results of the sensors themselves). 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.

[0099] Furthermore, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check at the beginning of the recovery state setting process (specifically, determining whether or not a backup flag is stored in the backup information area related to the target area (whether or not the backup flag is ON), and if the backup flag is stored (if the backup flag is ON), deriving a checksum of the complement stored in the target area and the backup information area related to that area, and if the result of this calculation is 0, determining that the target area is normal, and otherwise determining that the target area is abnormal) on the area of ​​RAM103 related to gameplay.

[0100] 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.

[0101] 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).

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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. 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. In particular, in this embodiment, in one performance mode, each of the determined special symbol variation patterns corresponds to a different performance route. Therefore, in the following description, 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.

[0108] 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 (an example of a pre-read performance described later) that changes in various ways to suggest the degree of advantage, such as the expected probability of a big win occurring.

[0109] 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.

[0110] When the performance content determination means 225 receives a variation start command, it determines the content of the performance to be executed in the current symbol variation, 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.

[0111] 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.

[0112] 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 performances during the jackpot game include a round performance that notifies that a round of play is underway, and an end demo performance that notifies the end of the jackpot game. Furthermore, in this embodiment, the jackpot performance control means 227 is configured to determine the content of a performance mode notification performance that announces the performance mode after the jackpot game has ended (a performance mode that can identify the performance mode after the jackpot game has ended), and the details of this performance, including the start conditions, will be described later.

[0113] 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. In particular, in this embodiment, the normal performance control means 220 is configured to execute a premium performance as a variation performance that can identify (notify) that a big win or a small win has been derived by the special symbol win / loss determination related to the variation, that is, that a big win game will occur after the variation ends, before the variation ends (before the matching symbols related to the decorative symbols are temporarily stopped and displayed). Details of the premium performance in this embodiment will be described later, but the frequency of execution of this performance changes depending on the settings of the customization described above.

[0114] 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.

[0115] The sub-error control means 230 determines an error notification pattern when an error command is transmitted and reads out performance data for executing the error notification according to the error notification pattern. Furthermore, error notifications are executed in priority over the variation effects related to symbol changes. Here, "error notifications are executed in priority" means that, when the device that executes the error notification and the device that executes the variation effects are the same device, it is not limited to cases where only the error notification is executed on that device (where the execution of the variation effects is restricted by the execution of the error notification), but also includes cases where the error notification is executed on that device in a manner that is more easily recognized than the variation effects.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] 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, performance buttons 37, and movable decorative elements 22.

[0120] 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.

[0121] As explained above, the game is configured to allow the execution of premium effects as a variable effect that makes it possible to identify when a jackpot will occur, and the frequency of execution of these premium effects changes depending on the settings of the customization (bulk) described above. As mentioned above, the premium effect makes it possible to identify when a jackpot will occur before the reel spinning ends, so it is a spinning effect that attracts the attention of players. However, it is a feature that is already installed in many gaming machines, and there is room for improvement from the perspective of enhancing the enjoyment of the game. In response to this, the gaming machine according to this embodiment is configured to perform special premium effects in addition to conventional premium effects (normal premium effects, which will be described later) in order to solve these problems. The details of this function and the invention related to this function will be described below.

[0122] <Details of bulk customization and individual customization> First, we will explain the details of batch customization and individual customization using Figures 11 and 12. Figure 11(a) is a table summarizing the items that can be set in bulk customization related to normal mode and their details, Figure 11(b) is a table summarizing the items that can be set in bulk customization related to challenge mode and their details, and Figure 11(c) is a table summarizing the items that can be set in bulk customization related to RUSH mode and their details. Figure 12 is a table summarizing the configurable items and their details in individual customization.

[0123] As shown in Figures 11(a) to 11(c), in this embodiment, the items that can be set by batch customization differ depending on the performance mode. As shown in Figures 11(a) and 11(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 (the symbol change currently being performed if the performance is not a pre-read performance, and the symbol change targeted by the pre-read performance if the performance is a pre-read performance), 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 11(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.

[0124] As shown in Figure 12, the items that can be individually customized include no pre-read, premium UP, 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 of the corresponding effects and their frequency 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 "Premium UP" option is ON, the frequency (probability of occurrence) of the aforementioned premium effects (especially the regular premium effects) will be higher compared to when the "Premium UP" option is OFF. 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.

[0125] Thus, in this embodiment, the number of configurable items for batch customization differs between the special figure variation pattern derivation state PA and the special figure variation pattern derivation states PB and PC. On the other hand, for individual customization, the content of the customization (more specifically, the types of items related to individual customization) is the same regardless of the special figure variation pattern derivation state. In this embodiment, both batch customization and individual customization can be performed during non-gameplay and during symbol variation.

[0126] <Flowchart for changing content related to bulk customization> Next, using Figures 13 and 14, we will explain in detail the flow of content changes related to bulk customization. Figure 13 shows the flow of content changes related to bulk customization during non-gameplay. Figure 14 shows the flow of content changes related to batch customization during the execution of pattern changes.

[0127] As shown in Figure 13, the contents of the batch customization during non-gameplay are 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 decorative element 22. Specifically, as shown in the upper left scene of Figure 13, when not playing a game, the display area of ​​the main display unit 81 displays a normal operation recommendation image ssg1 that indicates 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 upper cursor button 38a or the lower cursor button 38b. In particular, the recommended normal operation image ssg1 consists of a recommended bulk customization image (which can identify that an operation to start changing the contents of bulk customization is valid) composed of the words "Batch Customization," an image resembling the left cursor button 38c, an image resembling the right cursor button 38d, and arrows connecting the words and the images resembling these buttons, and an recommended individual customization image (which can identify that an operation to start changing the contents of individual customization is valid) composed of the words "Individual Customization," an image resembling the up cursor button 38a, an image resembling the down cursor button 38b, and arrows connecting the words and the images resembling these buttons. Therefore, it can also be said that the recommended normal operation image ssg1 is an image that can identify that both an operation to start changing the contents of bulk customization and an operation to start changing the contents of individual customization are valid.

[0128] As shown in the upper middle scene, when the right cursor button 38d is pressed while the recommended normal operation image ssg1 is displayed, a batch customization change image ikg is displayed, which allows the user to identify 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 change image ikg is displayed, the item identified by the currently displayed batch customization change image ikg will be determined as the batch customization item. Therefore, the batch customization change image ikg can be said to be an image that allows the user to identify 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 change image ikg will be displayed. Furthermore, in this embodiment, when an operation to start displaying the batch customization change image ikg is performed (an operation on the left cursor button 38c or the right cursor button 38d), the batch customization change image ikg that identifies the item set immediately before the operation is displayed. However, it is also possible to display a batch customization change image ikg that identifies the item following the item set immediately before the operation at that time. In other words, the items related to batch customization may be switched by the operation.

[0129] When the right cursor button 38d is pressed in the state shown in the middle of the top row, the batch customization change 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 change image ikg switches to a display mode that allows you to specify the next item (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 change 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 by the batch customization change image ikg that were displayed immediately before are determined as batch customization items, and the batch customization change 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 change image ikg switches to a display mode that allows the user to identify the item in the foreground (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.

[0130] Next, as shown in Figure 14, changes to the contents of the batch customization during the execution of the symbol change are achieved 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, similar to how changes to the contents of the batch customization are achieved when not playing. Specifically, as shown in the upper left scene of Figure 14, while the pattern changes are in progress, a special operation recommendation image ssg2 is displayed in the display area of ​​the main display unit 81, which indicates that batch customization can be performed by operating the left cursor button 38c or the right cursor button 38d. In particular, the special operation recommendation image ssg2 includes the aforementioned batch customization recommendation image, but does not include the individual customization recommendation image. Therefore, it can be said that the special operation recommendation image ssg2 is an image that makes it possible to identify whether the operation to initiate changes to the contents of batch customization is valid, but does not make it possible to identify whether the operation to initiate changes to the contents of individual customization is valid. Regarding the scenes from the middle of the upper section onwards in Figure 14, the process is the same as changing the contents of the bulk customization during non-gameplay, except that the recommended image for normal operation, ssg1, is replaced with the recommended image for special operation, ssg2. Therefore, the explanation will be omitted.

[0131] <Flowchart for changing customization details> Next, using Figures 15 and 16, we will explain in detail the flow of content changes related to individual customization. Figure 15 shows the flow of changes related to individual customization during non-gameplay. Figure 16 shows the flow of content changes related to individual customization during the execution of pattern changes.

[0132] As shown in Figure 15, individual customization during non-gameplay is achieved by operating the upper cursor button 38a and the lower cursor button 38b, as well as the middle cursor button 38e, the effect button 37, and the movable decorative element 22. Specifically, as shown in the upper left scene of Figure 15, when not playing, the normal operation recommendation image ssg1 is displayed in the display area of ​​the main display unit 81, similar to the upper left scene of Figure 13.

[0133] As shown in the upper middle scene, when the recommended normal operation image ssg1 is displayed and an operation is performed on the down cursor button 38b, an individual customization change image kkg is displayed that allows you to identify the ON / OFF setting status of each item related to individual customization (in this embodiment, it is the same as the setting immediately before the operation, and in this example, all items are OFF), and the predetermined first selected item (the item shown in shaded area, and in this example, no lookup). Although not shown in the diagram, even if the upper cursor button 38a is operated in this state, the same individual customization image kkg will be displayed. Additionally, the individual customization image kkg includes the text "※Toggle with the middle button" indicating that the selected item can be toggled ON or OFF by operating the middle cursor button 38e.

[0134] When the down cursor button 38b is pressed in the state shown in the middle of the top row, the individual customization change image kkg switches to the state where the next item (in this example, Premiere UP) is selected, as shown in the top right row. When the down cursor button 38b is pressed in the state shown in the upper right scene, the individual customization change image kkg switches to the state where the next item (in this example, the auto button) is selected, as shown in the lower left scene. Although not shown in the diagram, when the up cursor button 38a is pressed in the state shown in the upper right corner scene, the individual customization change image kkg switches to a state where the item in front (in this example, no lookahead) is selected.

[0135] When the middle cursor button 38e is operated in the state shown in the bottom left scene, as shown in the bottom middle scene, the ON / OFF state of the selected item in the individual customization change image kkg will be switched (in this example, the item for the auto button will switch from OFF to ON), and the text "※Switch with the middle button" in the individual customization change image kkg will change to "※Confirm with the PUSH button". The text "※Confirm with PUSH button" indicates that the current ON / OFF status of each item will be determined by operating the performance button 37, as a result of this individual customization.

[0136] When the performance button 37 is operated in the state shown in the bottom middle scene, the individual customization change 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 the result of the content change related to this individual customization. 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.

[0137] Next, as shown in Figure 16, changes to the content of individual customizations during the execution of symbol changes are achieved by operating the upper cursor button 38a and lower cursor button 38b, as well as operating the middle cursor button 38e, the effect button 37, and the movable decorative body 22, in the same way as changing the content of individual customizations when not playing. Specifically, as shown in the upper left scene of Figure 16, while the pattern changes are in progress, the special operation recommendation image ssg2 is displayed, similar to the upper left scene of Figure 13. Regarding the scenes from the middle of the upper section of Figure 16 onwards, the process is the same as changing the content of individual customizations during non-gameplay, except that the recommended image for normal operation, ssg1, is replaced with the recommended image for special operation, ssg2. Therefore, the explanation will be omitted.

[0138] As described above, in this embodiment, both during non-gameplay and during symbol variation, the operation to initiate a batch customization change (operation on the left cursor button 38c or the right cursor button 38d) and the operation to initiate an individual customization change (operation on the up cursor button 38a or the down cursor button 38b) are valid. Furthermore, during non-gameplay, a normal operation recommendation image ssg1 is displayed, which includes both a batch customization recommendation image that identifies that the operation to initiate a batch customization change is valid, and an individual customization recommendation image that identifies that the operation to initiate an individual customization change is valid. On the other hand, during symbol variation, a special operation recommendation image ssg2 is displayed, which includes a batch customization recommendation image but does not include an individual customization recommendation image. Although different from this embodiment, the system may be configured to have a period during non-gameplay when neither the batch customization recommended image nor the individual customization recommended image is displayed. In that case, if a symbol change begins during that period, the special operation recommended image ssg2 may be displayed. In other words, in this case, the period during which neither the batch customization recommended image nor the individual customization recommended image is displayed ends when the symbol change begins.

[0139] <About the premium production> Next, we will explain the details of the premium effect in this embodiment using Figures 17 to 19. Figure 17(a) is a timing chart showing the execution pattern of a normal premium effect, Figure 17(b) is a timing chart showing the execution pattern of a special premium effect, and Figure 17(c) is a timing chart showing the execution pattern of a false premium effect. Figure 18(a) shows the flow of the normal premium effect control process, which is executed when a variation start command is received in the special feature variation pattern derivation state PA. Figure 18(b) is a schematic diagram showing the lottery table used for the execution lottery of the normal premium effect. Figure 19(a) shows the flow of the special premium effect control process, which, like the normal premium effect control process, is executed when a variation start command is received in the special variation pattern derivation state PA. Figures 19(b) and 19(c) schematically show the lottery table used for the execution lottery of the special premium effect. The range of random numbers used in the draws related to these draw tables is 0 to 999.

[0140] As shown in Figures 17(a) and 17(b), the premium effects in this embodiment include normal premium effects and special premium effects, and these premium effects are executed using the main display unit 81 and the speaker 33. More specifically, as shown in Figure 17(a), a typical premium effect is an effect that is initiated (executed) when a reach occurs, in which the effect element related to the main display unit 81 and the effect element related to the speaker 33, which are among the effect elements that constitute the premium effect, are initiated at the same time, and the execution periods of these effect elements overlap. Although not shown in the diagram, the former performance element involves the words "Congratulations!" being displayed in the display area of ​​the main display unit 81 (particularly the display area that overlaps with the display area where the decorative symbols constituting the reach state are displayed), while the latter performance element involves the sound "Congratulations" being emitted from the speaker 33. In this embodiment, the timing of the end of these performance elements is the same for the normal premium performance. The same applies to the special premium performance.

[0141] As shown in Figure 17(b), the special premium effect is an effect that is initiated when the symbols start to change (and may start earlier than the normal premium effect), in which the effect element related to the main display unit 81, which is one of the effect elements that make up the premium effect, is initiated, and at the timing when a period T has elapsed from the start of the effect element, the effect element related to the speaker 33, which is one of the effect elements that make up the premium effect, is initiated, and the execution periods of these effect elements overlap. Although not shown in the diagram, the former performance element involves the text "What is this fluctuation?" being displayed in the display area of ​​the main display unit 81, while the latter performance element involves the sound "Confirmed" being emitted from the speaker 33. In this embodiment, the execution period of the special premium effect (the period from when some of the effect elements constituting a specific premium effect are started until all of those effect elements are finished) is configured to be longer than the execution period of a normal premium effect.

[0142] Thus, the premium effects in this embodiment include not only a normal premium effect (conventional premium effect) in which two of the effect elements constituting the premium effect are started simultaneously, but also a special premium effect in which one of the effect elements constituting the premium effect is started before another effect element constituting the premium effect is started. According to this, the enjoyment of the game can be enhanced by unprecedented premium effects (special premium effects). Furthermore, in order to achieve this effect, there may be differences in the start timing of the elements that make up a normal premium effect, as long as the difference in start timing (period T) is shorter than the difference in start timing of the elements that make up the special premium effect. Furthermore, the difference in the start timing of the performance elements that constitute the special premium performance described above does not necessarily have to occur when the special premium performance is executed; the difference in timing may occur only in some cases. Moreover, the difference in timing is not limited to a predetermined amount of time, but may consist of multiple types of durations, for example, by selecting one duration from several different durations. Furthermore, the termination timings of the two performance elements constituting the special premium performance do not need to be the same, as in this embodiment; the termination timings of these performance elements may be different. In particular, if the performance element related to the main display unit 81 (which starts earlier) terminates after the performance element related to the speaker 33 (which starts later) terminates, it is possible to make it clear that the special premium performance is continuing. Also, if the performance element related to the speaker 33 terminates after the performance element related to the main display unit 81 terminates, it is possible to make the performance element related to the speaker 33, which is relatively difficult to recognize, easier to recognize. Similarly, the termination timings of the two performance elements constituting the normal premium performance do not need to be the same, as in this embodiment; the termination timings of these performance elements may be different. Furthermore, in both special premium effects and regular premium effects, the effects elements constituting these premium effects may include other effects elements in addition to those described above. Moreover, while it is preferable that the effects elements constituting special premium effects are executed on different devices, some or all of these effects elements may be executed on a single device, and this is also true for regular premium effects.

[0143] Therefore, the gaming machine 10 has a first performance element (a performance element related to the main display unit 81 among the performance elements that constitute a special premium performance), a second performance element (a performance element related to the speaker 33 among the performance elements that constitute a special premium performance), a third performance element (a performance element related to the main display unit 81 among the performance elements that constitute a normal premium performance), and a fourth performance element (a performance element related to the speaker 33 among the performance elements that constitute a normal premium performance), and a first event (special premium performance) can occur in which the first and second performance elements are executed in parallel, and a second event can occur in which the third and fourth performance elements are executed in parallel. (A regular premium effect) may occur, the first event may not occur when no bonus is awarded, but may occur when a bonus is awarded, the second event may not occur when no bonus is awarded, but may occur when a bonus is awarded, the fourth effect may start after the third effect has started in the second event, and the second effect may start after the first effect has started in the first event, so the period from when the first effect starts until the second effect starts (period T) may be longer than the period from when the third effect starts until the fourth effect starts. In particular, the phrase "the fourth performance element begins after the third performance element has started in the second event" includes the case where the start timing of the third performance element and the start timing of the fourth performance element are the same. In that case, "the period from when the third performance element starts until when the fourth performance element starts" indicates that the length is zero, that is, that such a period does not exist.

[0144] As shown in Figure 17(c), in this embodiment, a false premium effect can be executed in which the performance element related to the main display unit 81 (specifically, the display of the text "What is this variation?") is started, and thereafter (during the execution of the performance element, including the period T), the performance element related to the speaker 33 is not started. According to this, attention to the performance elements related to the main display unit 81, which constitute the special premium performance, can be increased. This contributes to enhancing the effect of improving the enjoyment of the game through unprecedented premium performances (special premium performances). In the following explanation, the performance elements that constitute the false premium effect will also be referred to as "performance elements related to the main display unit 81 among the performance elements that constitute the special premium effect."

[0145] Therefore, in the gaming machine 10, there are times when the second performance element (the performance element related to the speaker 33, which is part of the performance elements that make up the special premium performance) is not started while the first performance element (the performance element related to the main display unit 81, which is part of the performance elements that make up the special premium performance) is being executed.

[0146] In particular, in this embodiment, none of the performance elements that normally constitute a premium performance are executed independently. According to this, it is possible to further increase attention to the performance elements related to the main display unit 81 among the performance elements that constitute the special premium performance described above. However, the elements that typically constitute a premium effect may be executed independently.

[0147] Therefore, in the gaming machine 10, the third performance element (the performance element related to the main display unit 81 among the performance elements that constitute the normal premium performance) and the fourth performance element (the performance element related to the speaker 33 among the performance elements that constitute the normal premium performance) are executed only when their execution periods overlap.

[0148] Next, we will examine the details of the normal premium effect control process. As shown in Figure 18(a), in step S202, which is the first step of the normal premium effect control process, it is determined whether or not a jackpot was derived from the symbol variation corresponding to the variation start command that triggered the execution of the normal premium effect control process (hereinafter referred to as the current symbol variation), that is, whether or not the result of the special symbol hit / fail judgment related to the symbol variation is a jackpot. If the condition is met, the process proceeds to step S204, and if the condition is not met, the normal premium effect control process ends.

[0149] Step S204 is where the lottery for executing the regular premium effect takes place. As shown in Figure 18(b), in the normal premium effect execution lottery, the setting status of the Premium UP item is referenced. If the Premium UP item is OFF, there is a 50 / 100 (1 / 20) chance of winning the execution lottery and a 950 / 1000 (approximately 1 / 1.05) chance of losing the execution lottery. On the other hand, if the Premium UP item is ON, there is a 500 / 1000 (1 / 2) chance of winning the execution lottery and a 500 / 1000 (1 / 2) chance of losing the execution lottery.

[0150] In step S206, it is determined whether or not the lottery for executing the regular premium effect has been won. If the condition is met, the process proceeds to step S208. If the condition is not met, the regular premium effect control process ends. In step S208, the performance data related to the normal premium performance is set, and then the normal premium performance control process is terminated. As a result, the normal premium performance will be executed during this symbol change. As will be explained in more detail later, in this embodiment, the performance data related to the normal premium performance, which is set according to the state of the performance element change flag, changes, and the performance style of the normal premium performance that is executed changes. The same applies to the performance data related to the special premium performance, false premium performance, and specific performance, which will be explained later.

[0151] Next, we will explain the details of the special premium effect control process that controls the special premium effect. As shown in Figure 19(a), in step S302, which is the first step of the special premium effect control process, a lottery is held to determine whether to execute the special premium effect. As shown in Figures 19(b) and 19(c), the lottery for executing the special premium effect refers to the settings of the batch customization, the result of the special symbol win / loss determination for the symbol variation corresponding to the variation start command that triggered the execution of the special premium effect control process (hereinafter referred to as "this symbol variation"), and the result of the special symbol stop symbol lottery related to the said symbol variation. Specifically, as shown in Figure 19(b), in the lottery for executing a special premium effect, if the item set by batch customization is normal or active, the result of the special symbol win / loss judgment related to the current symbol change is a big win, and the result of the special symbol stop symbol lottery related to the current symbol change is symbol A, then there is a 50 / 1000 (1 / 20) chance of winning the special premium effect, and a 950 / 1000 (approximately 1 / 1.05) chance of not winning the execution lottery, in which case the false premium effect will not be won. In the lottery for executing a special premium effect, if the item set by bulk customization is normal or active, the result of the special symbol win / loss judgment related to the current symbol change is a big win, and the result of the special symbol stop symbol lottery related to the current symbol change is symbol B, then there is a 20 / 1000 (1 / 50) chance of winning a false premium effect and a 980 / 1000 (approximately 1 / 1.02) chance of losing the execution lottery, in which case the special premium effect will not be won. In the lottery for executing a special premium effect, if the item set by bulk customization is normal or active, and the result of the special symbol win / loss judgment related to the current symbol change is a loss, there is a 50 / 1000 (1 / 20) chance of winning a false premium effect and a 950 / 1000 (approximately 1 / 1.05) chance of losing the execution lottery, in which case the special premium effect will not be won. Furthermore, as shown in Figure 19(c), in the lottery for executing special premium effects, if the items set by batch customization are simple, and the result of the special symbol win / loss judgment related to the symbol change is a big win, and the result of the special symbol stop symbol lottery related to the symbol change is symbol A, then there is a 25 / 1000 (1 / 40) chance of winning the special premium effect, and a 975 / 1000 (approximately 1 / 1.03) chance of not winning the execution lottery, in which case the false premium effect will not be won. In the lottery for executing a special premium effect, if the items set by bulk customization are simple, the result of the special symbol win / loss judgment related to the current symbol change is a big win, and the result of the special symbol stop symbol lottery related to the current symbol change is symbol B, then there is a 10 / 1000 (1 / 100) chance of winning a false premium effect and a 990 / 1000 (approximately 1 / 1.01) chance of losing the execution lottery, in which case the special premium effect will not be won. In the lottery for executing a special premium effect, if the items set by bulk customization are simple, and the result of the special symbol win / loss judgment related to the current symbol change is a loss, there is a 25 / 1000 (1 / 40) chance of winning a false premium effect and a 975 / 1000 (approximately 1 / 1.03) chance of losing the execution lottery, in which case the special premium effect will not be won.

[0152] Returning to Figure 19(a), in step S304, it is determined whether or not the lottery for executing the special premium effect has been won. If the condition is met, the process proceeds to step S306; otherwise, the special premium effect control process ends. In step S306, the performance data related to the performance (special premium performance, false premium performance) that was won in the special premium performance execution lottery is set, and then the special premium performance control process is terminated. As a result, either a special premium performance or a false premium performance will be executed in the current symbol change.

[0153] Thus, in this embodiment, a false premium effect can be executed in which the performance elements related to the main display unit 81, which constitute the special premium effect, are started, and then the performance elements related to the speaker 33 are not started. Furthermore, the fake premium effect may be executed when a jackpot is determined in the special symbol win / loss determination related to the current symbol change, that is, when a jackpot game occurs after the current symbol change has ended. According to this, it is possible to increase attention to the performance elements related to the main display unit 81, which are among the performance elements that make up the special premium performance.

[0154] Therefore, in the gaming machine 10, even if the second performance element (the performance element related to the speaker 33, which is one of the performance elements that constitute the special premium performance) is not started while the first performance element (the performance element related to the main display unit 81, which is one of the performance elements that constitute the special premium performance) is being executed, a bonus may still be awarded.

[0155] In particular, in this embodiment, if a special premium effect is performed, it is confirmed that a jackpot is derived in the special symbol win / loss determination related to the current symbol change, and that symbol A is determined in the special symbol stop symbol lottery related to the said symbol change. Furthermore, if a false premium effect is performed and a jackpot is derived in the special symbol win / loss determination related to the current symbol change, it is confirmed that symbol B is determined in the special symbol stop symbol lottery related to the said symbol change. According to these findings, attention can be increased to the behavior of the special premium effect after the main display unit 81, which is one of the effect elements that make up the special premium effect, has started (whether or not the effect element related to the speaker 33, which is one of the effect elements that make up the special premium effect, has started). Furthermore, in order to achieve this effect, if the proportion of times when a special premium effect is performed and symbol A is determined is higher than the proportion of times when a false premium effect is performed and a jackpot is determined in the special symbol win / loss judgment related to the symbol change, then it is permissible for symbol B to be determined in some cases when a special premium effect is performed. Furthermore, it is preferable that the proportion of times symbol A is determined when a special premium effect is performed is higher than the proportion of times symbol A is determined when a false premium effect is performed and a jackpot is derived in the special symbol win / loss determination related to the symbol change in this case; however, it is permissible for the former proportion to be lower than the latter proportion.

[0156] Therefore, in the gaming machine 10, there are two types of bonuses (jackpot games): a first bonus (jackpot game related to symbol B) and a second bonus (jackpot game related to symbol A), which is more advantageous than the first bonus. The proportion of bonuses granted when the first event (special premium performance) occurs that are second bonuses is different from the proportion of bonuses granted when the second performance element (performance element related to speaker 33, which is one of the performance elements that constitute the special premium performance) is being executed but the second performance element (performance element related to the main display unit 81, which is one of the performance elements that constitute the special premium performance) is not being started and the bonus is second bonus.

[0157] Furthermore, in the gaming machine 10, the proportion of the bonus (jackpot game) granted when the first event (special premium performance) occurs being the second bonus (jackpot game related to symbol A) is higher than the proportion of the bonus being the second bonus when the bonus is granted without the second performance element (the performance element related to the speaker 33, which is one of the performance elements that constitute the special premium performance) being started while the first performance element (the performance element related to the main display unit 81, which is one of the performance elements that constitute the special premium performance) is being executed.

[0158] <Regarding specific staging> Next, in the gaming machine 10 according to this embodiment, a specific performance is configured to be executable during the period (period T) after the performance element related to the main display unit 81, which is one of the performance elements constituting the special premium performance, has started. This specific performance functions to make the player anticipate that the performance element related to the speaker 33, which is one of the performance elements constituting the special premium performance, will then start. The details of this specific performance will be explained below using Figures 20(a) to 20(c). Figure 20(a) is a timing chart showing the execution method of a specific effect. Figure 20(b) is a diagram showing the flow of the specific effect control process, which is executed when a variation start command is received in the special variation pattern derivation state PA (especially after the special premium effect control process) and when the execution of a special premium effect or a false premium effect is decided. Figure 20(c) is a lottery table used for the execution lottery of a specific effect, and the range of random numbers used in this execution lottery is 0 to 999.

[0159] As shown in Figure 20(a), the specific performance in this embodiment is a performance that is executed using the main display unit 81 and the speaker 33, and is started and ended during the period T. Furthermore, although not shown in the diagram, a specific effect involves the display of the words "Looks hot" in the display area of ​​the main display unit 81, and the sound of "Looks hot" being emitted from the speaker 33. The devices that execute these effect elements are the same as those used for regular premium effects and special premium effects.

[0160] Next, as shown in Figure 20(b), in step S402, which is the first step of the specific performance control process that controls the performance of a specific performance, a lottery is held to determine the execution of the specific performance. Specifically, as shown in Figure 20(c), in the lottery for executing a specific effect, if the execution of a special premium effect is decided, there is a 500 / 1000 (1 / 2) probability of winning the lottery for that effect and a 500 / 1000 (1 / 2) probability of losing the lottery for that effect. If the execution of a false premium effect is decided, there is a 200 / 1000 (1 / 5) probability of winning the lottery for that effect and an 800 / 1000 (1 / 1.25) probability of losing the lottery for that effect.

[0161] In step S404, it is determined whether or not the lottery for executing a specific performance has been won. If the condition is met, the process proceeds to step S406. If the condition is not met, the specific performance control process ends. In step S406, the performance data related to the specific performance is set, and then the specific performance control process is terminated. As a result, the specific performance is executed.

[0162] Thus, in this embodiment, with respect to a special premium effect in which the effect elements related to the speaker 33 are started after the effect elements related to the main display unit 81 are started, a specific effect is started during the period (period T) from when the former effect elements are started until when the latter effect elements are started. According to this, for premium effects (special premium effects) where there is a difference in the timing of the start of such effects elements, it becomes easier to recognize the latter effect element. This contributes to recognizing the entire premium effect. In order to achieve this effect, as in this embodiment, the specific performance may start during the period from the start of the former performance element to the start of the latter performance element in all cases where the special premium performance is executed. Furthermore, the timing of the end of a specific performance is not restricted. In other words, if a specific performance begins during the period between the start of the former performance element and the start of the latter performance element, it is acceptable for the specific performance to end after the end of that period. Furthermore, similar to special premium effects and regular premium effects, the effect elements constituting a specific effect may include other effect elements in addition to the effect elements described above (effect elements related to the main display unit 81 and effect elements related to the speaker 33). Furthermore, as mentioned above, the difference in the start timing of the performance elements that constitute the special premium performance does not necessarily have to occur when the special premium performance is executed; the difference in timing may occur only in some cases. Moreover, the difference in timing is not limited to a predetermined amount of time, but may consist of multiple lengths, for example, by selecting one length from several different lengths.

[0163] Therefore, in the gaming machine 10, a first performance element (a performance element related to the main display unit 81 among the performance elements that constitute a special premium performance) and a second performance element (a performance element related to the speaker 33 among the performance elements that constitute a special premium performance) may occur in which the first performance element and the second performance element are executed in parallel, the predetermined event may not occur when a bonus (jackpot game) is not granted, and may occur when a bonus is granted, the first performance element may start when the predetermined event occurs, the second performance element may start after the first performance element has started, a specific performance may be executed, and the specific performance may start during the period from when the first performance element starts until the second performance element starts.

[0164] In particular, the specific effects according to this embodiment are executed on the device (main display unit 81, speaker 33) on which the effects elements constituting the special premium effects are executed. According to this, the special effects make it easier to recognize the later-starting effects elements (related to speaker 33) among the effects elements that constitute the special premium effects. This contributes to making it easier to recognize the effects elements related to the main display unit 81 and the effects elements related to speaker 33 among the effects elements that constitute the special premium effects as a whole.

[0165] Therefore, in the gaming machine 10, the first performance element is executed by the first device (main display unit 81), the second performance element is executed by the second device (speaker 33), and specific performances are executed using both the first and second devices.

[0166] Furthermore, as described above, in this embodiment, a false premium effect can be executed in which the performance elements related to the main display unit 81, which constitute the special premium effect, are started, and then the performance elements related to the speaker 33 are not started. Moreover, the execution rate of specific effects when the special premium effect is executed is different from the execution rate of specific effects when the false premium effect is executed. This allows the user to focus on whether or not a specific effect is performed. This contributes to making it easier to recognize the effect elements related to the main display unit 81 among the effect elements that make up the special premium effect. Furthermore, in order to achieve this effect, it is permissible that the execution rate of a specific animation when a special premium animation is performed is lower than the execution rate of a specific animation when a false premium animation is performed.

[0167] Therefore, in the gaming machine 10, when the first performance element (the performance element related to the main display unit 81 among the performance elements that constitute the special premium performance) is started, there are some cases when the second performance element (the performance element related to the speaker 33 among the performance elements that constitute the special premium performance) is not started during the execution of the first performance element, and the rate at which a predetermined event (special premium performance) occurs is different depending on whether the specific performance is started during the execution of the first performance element or not.

[0168] In particular, in this embodiment, the execution rate of a specific performance when a special premium performance is executed is higher than the execution rate of a specific performance when a false premium performance is executed. That is, when a specific performance is started while a performance element related to the main display unit 81, which constitutes a special premium performance, is being executed, the execution rate of a performance element related to the speaker 33, which constitutes a special premium performance, is higher than the execution rate of a performance element related to the speaker 33, which constitutes a special premium performance, when a specific performance is not being started while a performance element related to the main display unit 81, which constitutes a special premium performance, is being executed. This can increase attention to specific effects. This can enhance the effect of making it easier to recognize the effects elements related to the main display unit 81, which are among the effects elements that make up the special premium effects.

[0169] Therefore, in the gaming machine 10, the proportion of times a predetermined event (special premium event) occurs when a specific event is started during the execution of the first performance element (the performance element related to the main display unit 81 among the performance elements that constitute the special premium event) is higher than the proportion of times a predetermined event occurs when the specific event is not started during the execution of the first performance element.

[0170] <Regarding the presentation style of the premium features> As described above, in this embodiment, the performance mode of premium effects, etc. (normal premium effects, special premium effects, false premium effects, specific effects) that are executed changes depending on the state of the performance element change flag. The following will explain in detail the flags for changing performance elements and the changes in performance modes related to these performances, using Figures 21(a) and 21(b). Figure 21(a) is a diagram showing the flow of the process for setting the flag for changing the performance element, and this process is executed when it is decided to change the content of individual customization. Figure 21(b) is a table summarizing whether or not there are changes in the performance patterns of the performance elements that make up premium performances, etc., when the performance element change flag is ON.

[0171] As shown in Figure 21(a), step S502, which is the first step of the performance element change flag setting process that manages the setting of the performance element change flag, determines whether the Premier UP item of individual customization has changed from ON to OFF. If the condition is met, the process proceeds to step S504; otherwise, the performance element change flag setting process ends. In step S504, the performance element change flag is set to ON, and then the performance element change flag setting process is terminated. In particular, when executing step S504, if the performance element change flag is ON, the state of the flag is maintained. Thus, in this embodiment, when the Premier UP item in the individual customization changes from ON to OFF, the performance element change flag is set to ON. Furthermore, if the "Premium UP" option in the individual customization settings changes from OFF to ON, the state of the "Performance Element Change Flag" will be maintained (if the "Performance Element Change Flag" is OFF, it will remain OFF). Furthermore, in this embodiment, the condition for the performance element change flag to change from the ON state to the OFF state is that a premium performance (normal premium performance, special premium performance, false premium performance, specific performance) is executed once. However, this condition is not limited to that in this embodiment, and any other condition may be adopted, such as the number of times the symbol changes are executed reaching a predetermined number (for example, 50 times), a jackpot game occurring, or a predetermined amount of time elapsed during non-gameplay.

[0172] Next, as shown in Figure 21(b), when the performance element change flag is ON, the performance mode of the performance element related to the main display unit 81, which is one of the performance elements that make up the normal premium performance, changes, while the performance mode of the performance element related to the speaker 33, which is one of the performance elements that make up the normal premium performance, does not change. This is also true for special premium performances and specific performances. For false premium performances, since there are no performance elements that make up the speaker 33, only the performance mode of the performance element related to the main display unit 81, which is one of the performance elements that make up the false premium performance, changes. In this embodiment, a change in the presentation mode of a performance element related to the main display unit 81 means that the size of the image corresponding to the performance element (the area of ​​the display region where the image is displayed) changes, but the content of the image (the content of the text) does not change. However, in addition to the contents of this embodiment, or in lieu thereof, the difference (change) in the presentation mode may be a change in the color of the image corresponding to the performance element related to the main display unit 81. Furthermore, although it is preferable not to change the content of the image corresponding to the performance element related to the main display unit 81, as in this embodiment, the content of the image may be changed. Furthermore, when the performance element change flag is ON, devices other than the main display unit 81, such as speakers and lamps, may be used to implement the performance element whose performance mode changes. Moreover, in this case, the change in performance mode is defined as creating a difference that the player can perceive, regardless of the factors that cause that difference.

[0173] Thus, in this embodiment, when the Premier UP item related to individual customization is changed from OFF to ON, that is, when the execution frequency of the normal Premier performance increases, the performance mode change flag is not set to ON, and the performance modes of neither the performance elements constituting the normal Premier performance nor the performance elements constituting the special Premier performance change. On the other hand, when the Premier UP item related to individual customization is changed from ON to OFF, that is, when the execution frequency of the normal Premier performance decreases, the performance mode change flag is set to ON, and the performance modes of the performance elements related to the main display unit 81 among the performance elements constituting the normal Premier performance and the performance elements related to the main display unit 81 among the performance elements constituting the special Premier performance change. According to this, when the frequency of execution of the regular premium effect decreases, the manner of execution of the premium effect (regular premium effect, special premium effect) (especially the elements related to the main display unit 81) can be changed to make it easier to recognize that such an event has occurred through the premium effect. In addition, by making it easier to recognize that a premium effect that has decreased in frequency has started, the effect of enhancing the enjoyment of the game through the execution of that premium effect can be increased. In order to achieve these effects, it is not necessary for the performance mode of the performance elements related to the main display unit 81, which constitute the premium performance, to change in all cases where the frequency of execution of the premium performance is normally reduced; the performance mode of the performance elements related to the main display unit 81 may change in some cases.

[0174] Therefore, in the gaming machine 10, the frequency at which the second event (normal premium performance) occurs can be changed by operation (individual customization), and if the frequency at which the second event occurs due to the first operation becomes higher than the frequency at which the second event occurs before the first operation is performed, the performance patterns of the first performance element (the performance element related to the main display unit 81 among the performance elements that constitute the special premium performance), the second performance element (the performance element related to the speaker 33 among the performance elements that constitute the special premium performance), the third performance element (the performance element related to the main display unit 81 among the performance elements that constitute the normal premium performance), and the fourth performance element (the performance element related to the speaker 33 among the performance elements that constitute the normal premium performance) do not change, and if the frequency at which the second event occurs due to the second operation becomes lower than the frequency at which the second event occurs before the second operation is performed, the performance patterns of the first performance element and the third performance element may change.

[0175] In particular, in this embodiment, when the frequency of execution of the normal premium effect decreases (when the effect mode change flag is set to ON), the effect mode of the effect element related to speaker 33 among the effect elements that constitute the normal premium effect, and the effect element related to speaker 33 among the effect elements that constitute the special premium effect, does not change. According to this, even if the frequency of execution of the regular premium effect decreases, the performance patterns of the performance elements related to the main display unit 81 among the performance elements that constitute the regular premium effect, and the performance elements related to the main display unit 81 among the performance elements that constitute the special premium effect, will not change, while at the same time, it will be possible to make it easier to recognize that the effect is a premium effect when a premium effect (regular premium effect, special premium effect) is executed. In order to achieve this effect, it is not necessary to ensure that the performance of the speaker 33 among the performance elements constituting the premium effect does not change in all cases where the frequency of execution of the premium effect is normally reduced and the performance mode of the performance element related to the main display unit 81 among the performance elements constituting the premium effect changes. In fact, the performance mode of the speaker 33 among the performance elements constituting the premium effect may change in some cases.

[0176] Therefore, in the gaming machine 10, when the frequency of the second event (normal premium performance) occurring due to the second operation decreases, and the performance patterns of the first performance element (the performance element related to the main display unit 81 among the performance elements that constitute the special premium performance) and the third performance element (the performance element related to the main display unit 81 among the performance elements that constitute the normal premium performance) change, there are times when the performance patterns of the second performance element (the performance element related to the speaker 33 among the performance elements that constitute the special premium performance) and the fourth performance element (the performance element related to the speaker 33 among the performance elements that constitute the normal premium performance) do not change.

[0177] <Regarding other variations> The following are variations not described above. First, in this embodiment, the normal premium effect and the special premium effect may be performed with the same symbol variation, but they may also be configured so that these premium effects are not performed with the same symbol variation. This also applies to the relationship between the normal premium effect and the false premium effect.

[0178] Furthermore, in this embodiment, the normal premium effect, special premium effect, false premium effect, and specific effect are all executed in the special symbol variation pattern derivation state PA, but are not limited to this. That is, these effects may be configured to be executable in a game state that is more advantageous than the special symbol variation pattern derivation state PA, such as the special symbol variation pattern derivation state PB or the special symbol variation pattern derivation state PC, or they may be configured to be executable in such an advantageous game state instead of the special symbol variation pattern derivation state PA. Furthermore, while these effects begin and end with a single symbol change, some or all of these effects may be effects that span the target symbol change and one or more symbol changes leading to that target symbol change (so-called pre-announcement effects).

[0179] Furthermore, in the invention described above, the first and second performance elements constituting the first event may be executed individually, separate from the first event or the event in which the first performance element is started but the second performance element is not started (false premium performance) (it is possible that one performance element is executed and the other performance element is not). Similarly, in the invention described above, the third and fourth performance elements constituting the second event may be executed individually, separate from the second event. However, it is preferable that the third and fourth performance elements be executed only in the second event. Furthermore, the above-mentioned specific effects may be initiated outside of period T.

[0180] Furthermore, for each of the above-mentioned customizations (bulk customization, individual customization), the content changes related to those changes may be decided at the time the items are modified. Furthermore, in this embodiment, the timing for reflecting the content changes related to each determined customization was the start timing of the new pattern change, but it is not limited to this, and may be the end timing of the pattern change immediately after the content change is decided, or a combination of these (whichever is earlier). Moreover, the content change related to each customization may be reflected at the time the content change is decided.

[0181] Furthermore, as shown in Figures 13 and 14, in this embodiment, the batch customization change image ikg was displayed in the same manner whether it was started during non-gameplay or during symbol variation. However, this is not limited to this. As long as the displayable items are the same, the display manner of the batch customization change image ikg may be different depending on whether it is started during non-gameplay or during symbol variation. Similarly, as shown in Figures 15 and 16, in this embodiment, the individual customization change image kkg was displayed in the same manner whether it was started during non-gameplay or during symbol variation. However, the display manner of the individual customization change image kkg may be different depending on whether it is started during non-gameplay or during symbol variation, as long as the displayable items are the same.

[0182] Furthermore, although this embodiment has described that batch customization and individual customization can be performed during non-gameplay and during symbol variation, these customizations may also be performed during winning games such as minor win games and major win games. Furthermore, during non-gameplay, during symbol variation, and during winning gameplay, it is not necessary for batch customization to be always available (i.e., for operations related to changing the contents of batch customization to be always active). Operations related to changing the contents of the customization may be disabled for a portion of these periods (for example, during the execution of development sequences during symbol variation). Similarly, operations related to changing the contents of individual customizations may be disabled for a portion of these periods. However, it is preferable that operations related to changing the contents of individual customizations be always active during the period when operations related to changing the contents of batch customizations are active.

[0183] 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.

[0184] 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.

[0185] 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.

[0186] 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).

[0187] The present invention as described above is not limited to the above description, but also includes various modifications, improvements, and other forms as long as the objectives of the present invention are achieved.

[0188] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine that can grant special benefits, It has a first and second production element, A predetermined event may occur in which the first performance element and the second performance element are executed in parallel. The aforementioned predetermined event does not occur when the benefit is not granted, and may occur when the benefit is granted. When the predetermined event occurs, the first performance element is started, and the second performance element may be started after the first performance element has started. It is possible to perform specific effects, During the period from the start of the first performance element to the start of the second performance element, the specific performance may be initiated. A gaming machine characterized by the following features. (2) The gaming machine described in (1) above, In some cases when the first performance element is initiated, the second performance element may not be initiated while the first performance element is being executed. The rate at which the predetermined event occurs differs depending on whether the specific performance is initiated during the execution of the first performance element or not. A gaming machine characterized by the following features. (f) The aforementioned first performance element is executed on the first device, The aforementioned second performance element is executed on the second device. The aforementioned specific performance is performed using the first device and the second device. A gaming machine characterized by the following features. (g) The proportion of times the predetermined event occurs when the specific performance is started during the execution of the first performance element is higher than the proportion of times the predetermined event occurs when the specific performance is not started during the execution of the first performance element. A gaming machine characterized by the following features. (h) The bonus may be granted when the second performance element is not started while the first performance element is being executed. A gaming machine characterized by the following. (i) The benefits include a first benefit and a second benefit that is more advantageous than the first benefit. The ratio of the second benefit being granted when the predetermined event occurs and the ratio of the second benefit being granted when the benefit is granted without the second performance element starting during the execution of the first performance element are different. A gaming machine characterized by the following. (j) The ratio of the second benefit being granted when the predetermined event occurs is higher than the ratio of the second benefit being granted when the benefit is granted without the second performance element starting during the execution of the first performance element. A gaming machine characterized by the following.

Explanation of Signs

[0189] 10 Gaming machine 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable decorative body 23 Cylinder lock 25 Transparent member 27 Upper ball receiver 29 Lower ball receiver 31 Operation handle 32 Upper frame part 33(33a, 33b) Speaker 34a, 34b Left and right side frame parts 35(35a, 35b, 35c) Frame lamp 36 Ball extraction mechanism 37 Performance button 38 Cursor button 38a Upper cursor button 38b Lower cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation part 39a Ball lending button 39b Return button 40 Power switch 43 RAM Clear Switch 45 Opening and closing cover 46 Game ball tank 47 Tank Rail 48 Dispensing Unit 49. Dispensing passage 50 game boards 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 55 Grand Prize Winners 57 First Starter Port 59 Second Starter Port 61 Standard Electric Mechanism 62 Standard Electric Solenoid Gate 63 65 Special Electric Mechanism 66 Special Electric Solenoid 67 General Prize Winners 69 Outlet 70. First start port sensor 71 Second start port sensor 72 Large Prize Entrance Sensor 73 General Prize Entrance Sensor 74 Gate Sensors 75 Out ball sensor 76. Inner frame door opening sensor 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 port 105 Random number circuit 109 Main control board case 110 Ball entry determination means 115 Main random number generation means 120 Main hold control means 125 Pre-determination means 130 Special drawing lottery means 131 Special drawing validity determination means 132 Special drawing stop symbol lottery means 133 Special drawing variation pattern derivation means 135 General drawing lottery means 140 Big win game control means 145 Symbol display control means 150 Electric accessory control means 155 Game state control means 160 Main information storage means 165 Main error control means 170 Main command management means 175 Power restoration process execution means 176 Return state setting means 179 Game playable state transition means 180 Power-off process execution means 200 First sub-control board 201 CPU 202 ROM 203 RAM 204 I / O port 209 First sub-control board case 210 Sub random number generation means 220 Normal performance control means 221 Performance mode control means 222 Performance route determination means 223 Sub hold control means 224 Anticipatory performance control means 225 Performance content determination means 226 Decoration symbol control means 227 Big Win Display Control Means 230 Sub-Error Control Means 240 Lamp Control Means 245 Movable Prop Control Means 260 Sub-Information Storage Means 265 Customization Control 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 Dispensing Control Board 409 Dispensing Control Board Case 500 Power Supply Control Board 501 Normal Power Supply Circuit 502 Backup Power Supply Circuit 503 Power Failure Detection Circuit 509 Power Supply Control Board Case 811 Display Area 812 Display Area 813 Display Area X First Flow Path Y Second Flow Path ssg1 Normal Operation Recommended Image ssg2 Special Operation Recommended Image ikg Batch Customization Change Image kkg Individual Customization Change Image

Claims

1. A gaming machine that can grant special benefits, It has a first and second production element, A predetermined event may occur in which the first performance element and the second performance element are executed in parallel. The aforementioned predetermined event does not occur when the benefit is not granted, and may occur when the benefit is granted. When the predetermined event occurs, the first performance element is started, and the second performance element may be started after the first performance element has started. It is possible to perform specific effects, During the period from the start of the first performance element to the start of the second performance element, the specific performance may be initiated. A gaming machine characterized by the following features.

2. A gaming machine according to claim 1, In some cases when the first performance element is initiated, the second performance element may not be initiated while the first performance element is being executed. The rate at which the predetermined event occurs differs depending on whether the specific performance is initiated during the execution of the first performance element or not. A gaming machine characterized by the following features.