Gaming machine

JP2026139549APending Publication Date: 2026-09-01NEWGIN KK
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Patent Information

Application Number
JP2025170398
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-08
Publication Date
2026-09-01

AI Technical Summary

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【0007】 本発明によれば、遊技操作に係る負担を軽減し得る操作手段を備えた遊技機が提供される。

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Abstract

To provide a gaming machine equipped with operating means that can reduce the burden associated with game operation. [Solution] The gaming machine has an operating means capable of receiving multiple operations, capable of receiving a first operation necessary for playing the game, capable of receiving a second operation different from the first operation, capable of receiving a third operation different from the first and second operations, capable of changing at least one of the performance timing, performance frequency, or performance mode based on the second and third operations respectively, and capable of performing performance changes corresponding to each operation when the second and third operations are received simultaneously.
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background Art]

[0002] Gaming machines represented by pachinko gaming machines can be played over a long period of time, and operating means have been proposed for the purpose of reducing the burden on a player related to game operations. See, for example, Patent Document 1. [Prior Art Literature] [Patent Literature]

[0003] [Patent Document 1] Japanese Patent Laid-Open No. 2024-62650 [Summary of the Invention] [Problems to be Solved by the Invention]

[0004] Patent Document 1 discloses an operating means that launches game media by performing a rotation operation in an arbitrary direction. This allows operation input to be performed in the direction that is most comfortable for the player, and reduces the operational burden on the player. The operating means disclosed in Patent Document 1 is merely one embodiment of the invention in light of the above object, and there is room for proposing a new operating means.

[0005] The present invention has been made in view of the above problems, and provides a gaming machine provided with operating means capable of reducing the burden related to game operations. [Means for Solving the Problems]

[0006] The present invention provides a gaming machine having an operating means capable of receiving multiple operations, capable of receiving a first operation necessary for executing a game, capable of receiving a second operation different from the first operation, capable of receiving a third operation different from the first and second operations, capable of changing at least one of the performance timing, performance frequency, or performance mode based on the second operation, capable of changing at least one of the performance timing, performance frequency, or performance mode based on the third operation, and capable of performing performance changes corresponding to each operation when the second and third operations are received simultaneously. [Effects of the Invention]

[0007] According to the present invention, a gaming machine is provided that is equipped with an operating means capable of reducing the burden associated with game operation. [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 is a magnified view of the operating handle shown in Figure 1. [Figure 5] Figure 5 shows a game board installed inside a gaming machine. [Figure 6] Figure 6 is a rear view of the gaming machine. [Figure 7] Figure 7 is a block diagram showing the control configuration of a gaming machine. [Figure 8] Figure 8 is a block diagram showing the functional configuration of a gaming machine. [Figure 9] Figure 9(a) schematically shows the lottery table for determining whether a special symbol is correct, Figure 9(b) schematically shows the lottery table for determining the stop symbol of special symbol 1, and Figure 9(c) schematically shows the lottery table for determining the stop symbol of special symbol 2. [Figure 10]Figure 10(a) schematically shows the special feature variation pattern lottery table used in the special feature variation pattern derivation state PA, and Figure 10(b) schematically shows the special feature variation pattern lottery table used when the special feature variation pattern HNP is determined in the special feature variation pattern derivation state PA. [Figure 11] Figure 11(a) schematically shows the special feature variation pattern lottery table used in the special feature variation pattern derivation state PB, and Figure 11(b) schematically shows the special feature variation pattern lottery table used when the special feature variation pattern HNP is determined in the special feature variation pattern derivation state PB. [Figure 12] Figure 12(a) schematically shows the special feature variation pattern lottery table used in the special feature variation pattern derivation state PC, and Figure 12(b) schematically shows the special feature variation pattern lottery table used when the special feature variation pattern HNP is determined in the special feature variation pattern derivation state PC. [Figure 13] Figure 13(a) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 13(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 14] Figure 14 is a diagram illustrating the display configuration related to the performance customization process in normal mode. [Figure 15] Figure 15 is a diagram illustrating the display configuration related to the performance customization process in normal mode. [Figure 16] Figure 16 is a diagram illustrating the display configuration related to the performance customization process during Chance Time. [Figure 17] Figure 17 is a diagram illustrating the display configuration related to the performance customization process during Chance Time. [Modes 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 constituent elements, and the description thereof will be omitted as appropriate. In the following description, unless otherwise specified, the terms "front", "rear", "left", "right", "upper" and "lower" refer to the gaming machine 10 as viewed from the front side (player side) as shown in Fig. 1. In the following description, the term "advantage (degree of advantage)" refers to being advantageous to the player, and unless otherwise specified, it refers to being advantageous with respect to the amount of prize balls (game media) obtained (including not only the payout of game balls but also the payout of medals), excluding presentation aspects such as so-called premier images.

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

[0011] The gaming machine 10 according to the present invention is a so-called pachinko gaming machine. The gaming machine 10 comprises an operation means (operation handle 31) capable of accepting a plurality of operations, can accept a first operation necessary for executing a game (an operation by a palm detected by a back sensor 31b), can accept a second operation (an operation by an index finger detected by a side sensor 31c) different from the first operation, and can accept a third operation (an operation by a thumb detected by an upper sensor 31a) different from both the first operation and the second operation.

[0012] The gaming machine 10 is characterized in that it can change at least any one of presentation timing, presentation frequency, or presentation mode based on the second operation, can change at least any one of presentation timing, presentation frequency, or presentation mode based on the third operation, and when the second operation and the third operation are accepted at the same time, presentation changes corresponding to the respective operations can be performed. As described above, since the gaming machine 10 (operation handle 31) has an operating means that is configured to simultaneously accept operations related to frequent changes in the game's presentation (operations related to at least one of the timing, frequency, or manner of presentation), the burden on the gaming machine 10 (operating handle 31) related to game operation can be reduced.

[0013] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.

[0014] <About the structure of gaming machine 10> First, the structure of the gaming machine 10 will be explained using Figures 1 to 6. Figure 1 is a front view of the gaming machine 10, Figure 2 shows the symbol 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 is an enlarged view of the operation handle 31 shown in Figure 1, Figure 5 shows the game board 50 installed inside the gaming machine 10, and Figure 6 is a rear view of the gaming machine 10. The configurations shown in Figures 1 to 6 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.

[0015] 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."

[0016] 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.

[0017] 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)).

[0018] The front frame 20 is supported by a hinge mechanism 21 so as to be able to rotate around its left end and open and close relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the middle frame 17 (to the left in this embodiment)). Furthermore, the front frame 20 is equipped with a transparent member 25 positioned to cover the game area 50a, and the transparent member 25 provides transparent protection for the game area 50a and the game board 50. Furthermore, the front frame 20 is equipped with an upper ball receiving tray 27 and a lower ball receiving tray 29 for storing game balls, and the upper ball receiving tray 27 and the lower ball receiving tray 29 are spaced apart vertically and are integrally provided with the front frame 20. Furthermore, the front frame 20 is equipped with an operating handle 31 on the right side of the lower ball receiving tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball receiving tray 27 are launched toward the game area 50a.

[0019] Figure 4 is an enlarged view of the operating handle 31 shown in Figure 1. The upper sensor 31a is a capacitive sensor located on the upper part of the operating handle 31, and is positioned near the thumb when the operating handle 31 is held with the right hand. The rear sensor 31b is a pressure-type sensor located on the back of the operating handle 31, positioned where the palm of the hand makes contact when the operating handle 31 is grasped with the right hand. The side sensor 31c is a capacitive sensor located on the left side of the operating handle 31, and is positioned near the index finger when the operating handle 31 is held with the right hand.

[0020] The palm pressure detected by the rear sensor 31b is an operation necessary for playing the game (an operation controlled by the main control board 100 and the payout control board 400), and in this embodiment, it is an operation related to launching the game ball. The thumb contact detected by the upper sensor 31a and the index finger contact detected by the side sensor 31c are operations necessary for performance control (operations controlled by the first sub-control board 200), and in this embodiment, these are operations related to performance changes (changes relating to at least one of the performance timing, performance frequency, or performance mode). The side sensor 31c can detect contact (tap operation) by the index finger. The upper sensor 31a has a larger size (detectable area) compared to the side sensor 31c, and can detect not only contact by the thumb (tap operation) but also movement of the contact position (slide operation).

[0021] The operating handle 31 is equipped with an upper sensor 31a, a rear sensor 31b, and a side sensor 31c, and is configured to accept the corresponding operations simultaneously when grasped with the right hand. Because of the above configuration, the gaming machine 10 allows for easy operation to change the game's presentation while the game progresses, thereby reducing the workload on the player regarding game operation.

[0022] Therefore, the gaming machine 10 has an operating means (operating handle 31) that can accept multiple operations, and can accept a first operation necessary for playing the game (an operation by the palm detected by the rear sensor 31b), a second operation different from the first operation (an operation by the index finger detected by the side sensor 31c), and a third operation different from the first and second operations (an operation by the thumb detected by the upper sensor 31a). Furthermore, the gaming machine 10 can change at least one of the timing, frequency, or manner of the performance based on the second operation, and can change at least one of the timing, frequency, or manner of the performance based on the third operation, and when the second and third operations are received simultaneously, the performance changes corresponding to each operation can be made. Here, "performance change" is synonymous with "changing at least one of the performance timing, performance frequency, or performance style." In the following explanation, performance changes related to music selection are an example of changing the performance style of the sound (BGM) output from speaker 33, performance changes related to premium mode are an example of changing the performance frequency of premium performances, and performance changes related to color change super hot mode are an example of changing the performance frequency of the hold change performance that changes to a specific color. Performance changes that change the performance timing include, for example, changing the execution timing of the target performance based on the start of the symbol change (such as changing a performance that is executed towards the end of the symbol change to be executed earlier).

[0023] Furthermore, the operating handle 31 has a built-in vibration motor (not shown) that performs control by vibrating the operating handle 31 in response to a portion of the received operation. In the following description, this control may be referred to as feedback control. The feedback control performed by the operating handle 31 is not limited to the operation of the vibration motor described above; it may also include the output of sound effects from the speaker 33 and the illumination of the frame lamp 35.

[0024] Although not shown in Figures 1 to 6, 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.

[0025] Furthermore, as shown in Figure 3, a group of operation buttons operated by the player are arranged on the upper surface of the upper ball receiving tray 27. This group of operation buttons includes a ball dispensing button 39a and a return button 39b for accepting prepaid card return operations, which are provided as a main operation unit 39 electrically connected to the main control board 100 described later. Furthermore, the configuration related to operations electrically connected to the first sub-control board 200, which will be described later, includes, in addition to the sensors (upper sensor 31a, side sensor 31c) provided on the operation handle 31 described above, performance buttons 37 and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, middle cursor button 38e), etc. Furthermore, a movable decorative body 22, which is operated by an actuator such as a motor (not shown), is provided on the side of the upper ball receiving tray 27.

[0026] 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.

[0027] 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 the effects and error effects that occur during gameplay.

[0028] The main display unit 81 is located approximately in the center of the game board 50. The main display unit 81 is a fixed liquid crystal display device.

[0029] 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".

[0030] Furthermore, although the main display unit 81 in this embodiment employs a liquid crystal display device, the present invention is not limited to this. For example, various types of display devices, such as drum type or dot matrix type, can be used.

[0031] 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.

[0032] 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."

[0033] 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."

[0034] 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).

[0035] 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.

[0036] As shown in Figure 5, 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 operation 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.

[0037] The gaming machine 10 is capable of varying the force with which the game balls are launched based on the strength of the pressure (the strength of the player's grip) detected by the operating handle 31 (rear sensor 31b). Various obstacles are arranged in the game area 50a so that the game balls roll along either a first channel X (so-called left-handed play) where the game balls roll when launched with a weak pressure detected by the rear sensor 31b, or a second channel Y (so-called right-handed play) where the game balls roll when launched with a strong pressure detected by the rear sensor 31b.

[0038] Therefore, it can be said that the gaming machine 10 has two modes of operation for the first operation (rear sensor 31b): a first operation mode (an operation mode in which the detected pressure is weak and the player is hit to the left) and a second operation mode (an operation mode in which the detected pressure is strong and the player is hit to the right).

[0039] Figure 5 shows 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.

[0040] 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.

[0041] 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 the jackpot game that begins when a jackpot is determined by the special symbol win / loss judgment described later, and as a result, balls are allowed to enter the large prize pocket 55. Thus, when the special electric mechanism 65 is open, it becomes easier for balls to enter the large prize pocket 55, and the jackpot game, in which the opportunity to win prize balls is greatly increased, can be said to be a favorable game state. During 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 winning opening 55, and the special electric mechanism 65 closes. Furthermore, the opening state ends when a sufficient amount of time (30 seconds in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize slot 55. In this case, when the special electric mechanism 65 is set from an open state to a closed state based on the fact that 10 game balls have entered the winning slot in a single round of play, it cannot immediately close. Therefore, it is possible that more than 10 game balls may enter the large winning slot 55 in a single round of play.

[0042] 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.

[0043] 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.

[0044] A standard electric mechanism 61 is installed in the flow path connected to the second starting port 59. The standard electric mechanism 61 is a component that can switch between an open state, which facilitates the entry of game balls into the second starting port 59, and a closed state, which makes it difficult for game balls to enter. The standard electric mechanism solenoid 62 switches between the open state and the closed state. More specifically, the regular electric mechanism 61 is open in at least part of the regular winning game, which is performed when a win is achieved through a change in the regular symbols, and as a result, entry into the second start opening 59 is permitted. In this way, when the regular electric mechanism 61 is open, entry into the second start opening 59 becomes easier, which can significantly increase the opportunities for the special symbol 2 to change while suppressing the decrease in game balls through prize balls.

[0045] 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.

[0046] 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.

[0047] 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 slot and the out exit slot.

[0048] As shown in Figure 6, 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 equipped with a RAM clear switch 43. Furthermore, the circuit board cases and covers that enclose each circuit board are made of transparent materials, allowing the corresponding circuit board to be seen through each case and cover.

[0049] The power control board 500 consists of a normal power supply circuit 501 that generates a normal power supply to the control board and other electronic and electrical components based on the primary power supply from the power supply equipment of the gaming island, a backup power supply circuit 502 that generates a backup power supply, and a power interruption detection circuit 503 that detects a power interruption (when the voltage supplied by the normal power supply drops to a predetermined voltage). Furthermore, a power switch 40 is connected to the power control board 500. Assuming that primary power is supplied from the power supply equipment of the gaming island, when the power switch 40 is turned ON, normal power is generated by the normal power circuit 501 of the power control board 500, and power is supplied to the electronic and electrical components, including the control boards mentioned above (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). Furthermore, when a power outage is detected by the power outage detection circuit 503, the power control board 500 transmits a power outage signal (NMI signal) to the main control board 100, the first sub-control board 200, and the payout control board 400, respectively. Furthermore, the backup power supply circuit 502 is designed to be charged when power is supplied to the gaming machine 10 from the power supply equipment of the gaming island. The backup power supply circuit 502 may be provided on the dispensing control board 400, and the power outage detection circuit 503 may not be provided on the power supply control board 500, but rather on the main control board 100, the first sub-control board 200, and the dispensing control board 400.

[0050] 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.

[0051] 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.

[0052] <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 7. Figure 7 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Figure 7 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 7.

[0053] 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.

[0054] The CPU 101 reads various control programs stored in the ROM 102 and performs calculations to execute various processes related to the main control of the game. RAM103 is backed up by a backup power supply generated by the backup power supply circuit described later. Specifically, among the information stored in RAM103, various information is backed up so that when power is restored (power is turned on) after a power outage, 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), the current special symbol lottery 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 (special symbol low probability and normal symbol low probability described later) is newly set. Furthermore, if a RAM clear process is performed, the symbol sequence related to the decorative symbols will be displayed in a stopped state with the initial symbol combination (in this embodiment, "Symbol 1 - Symbol 3 - Symbol 5"). The initial symbol combination will also be displayed in a stopped state if a RAM clear process is not performed when the power is turned on and symbol variation was not being performed at the time of the previous power outage. Moreover, this initial symbol combination is displayed in a stopped state only when the power is turned on and is not stopped by the execution of symbol variation.

[0055] 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.

[0056] Furthermore, the main control board 100 is electrically connected to the first start gate sensor 70, the second start gate sensor 71, the big prize gate sensor 72, the general prize gate 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.

[0057] 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.

[0058] 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.

[0059] 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 upper sensor 31a, the side sensor 31c, the performance button 37, and the cursor button 38, and is configured to detect operations performed on each of them.

[0060] Furthermore, the first sub-control board 200 generates image control commands to instruct the second sub-control board 300 to display images, brightness adjustment commands to instruct brightness adjustment, sound control commands to instruct the sound to be output to the sound control board 310, volume adjustment commands to instruct volume adjustment, lamp control data to control the lighting of various lamps such as the frame lamp 35, and movement control data to control the movement of the movable decorative body 22, etc., through 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, brightness adjustment command, voice control command, volume adjustment 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.

[0061] 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 transmits movement control data via the I / O port 204. The movable decorative body 22 is configured so that its movement is controlled by the movement control data transmitted from the first sub-control board 200.

[0062] The second sub-control board 300, although not shown in the figure, 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 for temporary storage and buffer memory, 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. In addition, the second sub-control board 300 is equipped with a VDP (Visual Display Panel) 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 the image data, and transmits the resulting image data to the main display unit 81. A high-speed VRAM is also connected to the VDP, which is used for expanding and processing the image data read from the image ROM.

[0063] 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.

[0064] 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 performs control to dispense game balls by driving the payout unit 48 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 operation of the operating handle 31 (pressure detected by the rear sensor 31b).

[0065] <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 8. Figure 8 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Figure 8 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 8. Furthermore, when explaining the functional configuration, Figures 9 to 13 will be referred to as needed.

[0066] As shown in Figure 8, 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 7.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] The main hold control means 120 controls the hold of symbol changes for special symbols and symbol changes for regular symbols. For special symbol 1, random numbers for determining whether the special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol change patterns, which are acquired when a ball enters the first start opening 57, are held (stored) as operation hold information for special symbol 1. More specifically, the main hold control means 120 includes a hold counter (hereinafter referred to as the "Figure 1 hold counter") which is incremented by 1 each time the operation hold information of Figure 1 is held, and decremented by 1 each time the operation hold information of Figure 1 is used (used in the lottery of the Figure 1 lottery means 130). The main information storage means 160 stores the operation hold information in the storage area corresponding to the current Figure 1 hold counter until the value of the Figure 1 hold counter reaches its upper limit (4 in this embodiment). Each time the operation hold information is used, the main information storage means 160 clears the used operation hold information and controls the remaining operation hold information to be moved (shifted) from the current storage area to the storage area corresponding to a Figure 1 hold counter that is 1 less than the current Figure 1 hold counter, in order from the smallest Figure 1 hold counter. Furthermore, the main hold control means 120 performs the same control as described above for both Figure 2 and the general figure, separately from Figure 1, and the hold counter in Figure 2 is referred to as the Figure 2 hold counter. Furthermore, in the following explanation, "holding of operation hold information" may be expressed as "holding of symbol change," 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 change is performed in which the operation hold information corresponding to Figure 2 is used preferentially.

[0071] 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 refers to a timing that is not during a jackpot game, for example, the timing when the operation hold information for the special symbol is held. In this embodiment, if the operation hold information for special symbol 1 is held during the normal symbol 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 symbol 2 is held during the normal symbol low probability period described later, the pre-determination may or may not be restricted.

[0072] 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.

[0073] Figures 9 to 12 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 ​​contained in the lottery table corresponding to the name is stored in an identifiable manner in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery tables, 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, results with "-" or "0" as lottery values ​​will not result in a win. Moreover, if the same lottery values ​​as the random number range used for the lottery (the number of random numbers that can be obtained within that range) are listed in the lottery table, that result will be derived 100% of the time, so it is not necessarily required to perform a lottery. Furthermore, if the sum of the random values ​​used in a single draw matches the range of random numbers used in the draw, a carry will always occur in the final addition of the random values, so that addition does not need to be performed, and in that case, the random values ​​used in that addition themselves become unnecessary.

[0074] 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 or a loss. Figure 9(a) schematically shows the lottery table used to determine whether a special symbol wins or loses, and this lottery table is used in common for special symbol 1 and special symbol 2. The range of random numbers used in this determination is 0 to 65535, so when the special symbol lottery state is low probability (hereinafter sometimes abbreviated as "special symbol low probability"), a jackpot is obtained with a probability of 205 / 65536 (approximately 1 / 320). Similarly, when the special symbol lottery state is at a high probability (hereinafter sometimes abbreviated as "high probability special symbol"), a jackpot is achieved with a probability of 600 / 65536 (approximately 1 / 109).

[0075] The special symbol stop symbol lottery means 132 reads out a random number for the special symbol stop symbol lottery when the result of the special symbol win / loss determination is a jackpot, and uses the read random number and the special symbol stop symbol lottery table to determine the special symbol stop symbol by lottery. Figure 9(b) schematically shows the lottery table for determining the stopping symbols in Special Feature 1, and the range of random numbers used in this lottery is 0 to 99. Therefore, if a jackpot is achieved in Special Feature 1, symbol A is determined as the stopping symbol with a probability of 50 / 100 (1 / 2), and symbol B is determined with a probability of 50 / 100 (1 / 2). Here, symbol A is a symbol with 4 rounds and, after the jackpot game ends, has a high probability of special symbols and a high probability of normal symbols (hereinafter, it may be referred to as a "probability change symbol," and a jackpot related to this symbol may be referred to as a "probability change jackpot"). On the other hand, symbol B is a symbol with 4 rounds and, after the jackpot game ends, has a low probability of special symbols and a high probability of normal symbols (hereinafter, it may be referred to as a "normal symbol," and a jackpot related to this symbol may be referred to as a "normal jackpot"). Therefore, it can be said that symbol A is a more advantageous symbol than symbol B in the special symbol lottery state after a jackpot game. Figure 9(c) schematically shows the lottery table for the lottery of the stopping symbols in Special Figure 2. The range of random numbers used in this lottery is 0 to 99, the same as in the lottery for the stopping symbols in Special Figure 1. Therefore, if a jackpot is achieved in Special Figure 2, symbol a is determined as the stopping symbol with a probability of 75 / 100 (approximately 1 / 1.33), and symbol b is determined with a probability of 25 / 100 (1 / 4). Here, symbol a is a probability variation symbol with 10 rounds and a high probability of special symbols and normal symbols after the jackpot game ends, while symbol b is a normal symbol with 4 rounds and a high probability of special symbols and normal symbols after the jackpot game ends. Therefore, it can be said that symbol a is more advantageous than symbol b in terms of the number of rounds. In the following explanation, a jackpot related to symbol a may be referred to as a 10R probability variation jackpot, and a jackpot related to symbol b may be referred to as a 4R probability variation jackpot. Furthermore, if the result of the special symbol stop symbol lottery is not a jackpot, the special symbol stop symbol lottery means 132 uniformly determines symbol C as the stop symbol if special symbol 1 is a miss, and symbol c as the stop symbol if special symbol 2 is a miss. Furthermore, in this embodiment, the probability of entering a high probability state for the special symbol after a jackpot game using special symbol 1 (50 / 100) is different from the probability of entering a high probability state for the special symbol after a jackpot game using special symbol 2 (100 / 100) (the symbol variation of special symbol 2 is more advantageous than the symbol variation of special symbol 1). Although the details are omitted, this difference is achieved by providing a function that enters a high probability state for the special symbol after a jackpot game ends when a game ball passes through the V-entry area provided in the large prize entry opening 55 during a jackpot game (when a sensor provided in the V-entry area detects the game ball), and by changing whether or not to provide a round game that makes it easier to pass through the V-entry area (in this embodiment, provided in the 4th round game of the easy-entry period related to a probability variation jackpot) depending on the stopped symbol of the special symbol.

[0076] Thus, in the embodiment described above, a jackpot won in the symbol variation related to Special Feature 2 is more advantageous than a jackpot won in the symbol variation related to Special Feature 1. This makes it possible to further enhance the enjoyment of the game by transitioning from the Special Feature Variation Pattern Derivation State PA to the Special Feature Variation Pattern Derivation State PC, which will be described later.

[0077] The special symbol variation pattern derivation means 133 includes multiple types of special symbol variation pattern lottery tables that are referenced when determining the special symbol variation pattern. Based on the current special symbol variation pattern derivation state and the result of the special symbol win / failure determination, it selects one special symbol variation pattern lottery table to determine the special symbol variation pattern for the current time. Using the selected special symbol variation pattern lottery table and random numbers for special symbol variation pattern lottery, it determines one special symbol variation pattern, and determines the variation time based on the determined special symbol variation pattern. Here, variation time refers to the time from when the variation of the symbols related to the special symbol (special symbol 1 or special symbol 2) begins until the variation of the symbols ends. Details of the transition conditions will be described later, but in this embodiment, there are three special 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.

[0078] Figure 10(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 10(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 when the special symbol variation pattern derivation state PA is reached, 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 HSP1-A, and an 11 / 1000 (approximately 1 / 90) probability. 9) HSP1-B is determined with a probability of 9 / 1000 (approximately 1 / 111), HSP2-A with a probability of 9 / 1000 (approximately 1 / 143), HSP2-B with a probability of 7 / 1000 (approximately 1 / 143), HSP3-A with a probability of 5 / 1000 (1 / 200), and HSP3-B with a probability of 3 / 1000 (approximately 1 / 333). In these cases, special symbol variation patterns ASP1-A to ASP-C will not be determined. Further details will be described later using Figure 10(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 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). Here, 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, regardless of whether the corresponding variation time is described or not, if the names of the special symbol variation patterns are different, it indicates that they are different special symbol variation patterns, but if the corresponding variation time is the same, they may be treated as the same special symbol variation pattern.

[0079] Figure 10(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 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 10(a)) is 0 to 999. As shown in Figure 10(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 state PB and special feature variation pattern derivation state PC. In these special feature variation pattern derivation states, the referenced hold counter differs from that in special feature variation pattern derivation state PA, and in both cases, the value of the special feature 2 hold counter is referenced.

[0080] Figure 11(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is reached, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 11(a), in the symbol variation related to Special Feature 2 when the Special Feature variation pattern derivation state PB, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-F can be determined. Specifically, in the special symbol variation pattern derivation state PB, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 2, there is a 960 / 1000 (approximately 1 / 1.04) probability that special symbol variation pattern HNP will be determined, a 20 / 1000 (1 / 50) probability that special symbol variation pattern HSP-D will be determined, a 15 / 1000 (approximately 1 / 66.7) probability that HSP-E will be determined, and a 5 / 1000 (1 / 200) probability that HSP-F will be determined. In this case, special symbol variation patterns ASP-D to ASP-F will not be determined. Further details will be described later using Figure 11(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 2 reserve counter at the start of the current symbol variation. This method of determining the special symbol variation pattern using the special symbol 2 reserve counter is the same in the special symbol variation pattern derivation state PC, which will be described later. On the other hand, when the special symbol variation pattern derivation state PB is reached, if the result of the special symbol win / loss judgment is a jackpot, the special symbol variation pattern ASP-D is determined with a probability of 500 / 1000 (1 / 2), ASP-E with a probability of 350 / 1000 (approximately 1 / 2.86), and ASP-F with a probability of 150 / 1000 (approximately 1 / 6.67). In this case, the special symbol variation patterns HNP to HSP-F will not be determined. Thus, in this embodiment, when the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PB results in a miss, one of the special symbol variation patterns HSP-D to HSP-F is determined at a rate of 40 / 1000 (1 / 25), and special symbol variation pattern HNP is determined at a rate of 960 / 1000 (approximately 1 / 1.04). Furthermore, when the special symbol variation pattern derivation state PB results in a jackpot, one of the special symbol variation patterns ASP-D to ASP-F is determined at a rate of 1000 / 1000 (1 / 1).

[0081] Figure 11(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 during the special symbol variation pattern derivation state PB. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 11(a)) is 0 to 999. As shown in Figure 11(b), the special symbol variation pattern HNP that can be determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PB includes special symbol variation pattern HNP-E with a variation time of 1500ms and special symbol variation pattern HNP-F with a variation time of 10000ms. Specifically, if the Special Symbol 2 Reserve Counter = 3 at the start of the symbol variation, if the Special Symbol 2 Reserve Counter = 2 at the start of the symbol variation, or if the Special Symbol 2 Reserve Counter = 1 at the start of the symbol variation, then the Special Symbol variation pattern HNP-E is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol variation pattern HNP-F will not be determined. On the other hand, if the Special Symbol 2 Reserve Counter = 0 at the start of the symbol variation, then the Special Symbol variation pattern HNP-F is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol variation pattern HNP-E will not be determined. Furthermore, special symbol variation patterns HNP-E and HNP-F are different from both the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA described above, and the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PC described later.

[0082] Figure 12(a) schematically shows the special symbol variation pattern lottery table used for symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 12(a), in the symbol variation related to Special Feature 2 in the Special Feature Variation Pattern Derivation State PC, Special Feature Variation Patterns HNP to Special Feature Variation Patterns ASP-I can be determined. Specifically, in the case of a symbol variation related to Special Symbol 2 during the Special Symbol Variation Pattern Derivation State PC, if the result of the Special Symbol hit / miss judgment is a miss, there is a 950 / 1000 (approximately 1 / 1.05) probability that Special Symbol Variation Pattern HNP will be determined, a 25 / 1000 (1 / 40) probability that Special Symbol Variation Pattern HSP-G will be determined, a 15 / 1000 (approximately 1 / 66.7) probability that HSP-H will be determined, and a 10 / 1000 (1 / 100) probability that HSP-I will be determined. In this case, Special Symbol Variation Patterns ASP-G to ASP-I will not be determined. On the other hand, when the special symbol variation pattern derivation state PC is active and the result of the special symbol win / loss judgment is a jackpot, the special symbol variation pattern ASP-G is determined with a probability of 500 / 1000 (1 / 2), ASP-H with a probability of 350 / 1000 (approximately 1 / 2.86), and ASP-I with a probability of 150 / 1000 (approximately 1 / 6.67). In this case, the special symbol variation patterns HNP to HSP-I 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 2 during the special symbol variation pattern derivation state PC is a loss, one of the special symbol variation patterns HSP-G to HSP-I is determined at a rate of 50 / 1000 (1 / 20), and special symbol variation pattern HNP is determined at a rate of 950 / 1000 (approximately 1 / 1.05). Furthermore, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 during the special symbol variation pattern derivation state PC is a jackpot, one of the special symbol variation patterns ASP-G to ASP-I is determined at a rate of 1000 / 1000 (1 / 1).

[0083] Figure 12(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PC. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 12(a)) is 0 to 999. As shown in Figure 12(b), the special symbol variation pattern HNP that can be determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PC includes special symbol variation pattern HNP-G with a variation time of 2000ms and special symbol variation pattern HNP-H with a variation time of 12000ms. Specifically, if the Special Symbol 2 Reserve Counter = 3 at the start of the symbol variation, if the Special Symbol 2 Reserve Counter = 2 at the start of the symbol variation, or if the Special Symbol 2 Reserve Counter = 1 at the start of the symbol variation, then the Special Symbol Variation Pattern HNP-G is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol Variation Pattern HNP-H will not be determined. On the other hand, if the Special Symbol 2 Reserve Counter = 0 at the start of the symbol variation, then the Special Symbol Variation Pattern HNP-H is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol Variation Pattern HNP-G will not be determined. Furthermore, special symbol variation patterns HNP-G and HNP-H are different from both the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA described above, and the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PB described later.

[0084] Furthermore, the special symbol variation pattern derivation means 133 generates a performance control command (variation start command) that includes the determined stopping symbol of the special symbol and the determined special symbol variation pattern, based on the result of the special symbol win / loss determination, at the start of the symbol variation, and stores the command in the transmission command storage area of ​​the main information storage means 160.

[0085] The regular symbol lottery means 135, similar to the special symbol lottery means 130, reads the earliest operation hold information from the operation hold information held in the main information storage means 160 when the regular symbol is not changing, and uses the read random number to perform a regular symbol win / loss determination to determine whether the regular symbol is a win or a loss. If the regular symbol win / loss determination results in a regular symbol win where the regular electric mechanism 61 is controlled to an open state, the regular symbol stop symbol lottery is performed to determine the regular symbol stop pattern by lottery, and the regular symbol variation pattern lottery is performed to determine the regular symbol variation pattern (variation time) by lottery. More specifically, in the determination of whether a regular drawing wins or losses, there are two states: one where the regular drawing 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"). Although the lottery table is not shown, in this embodiment, in the high regular drawing probability state, there is a 65535 / 65536 probability of winning the regular drawing and a 1 / 65536 probability of losing. On the other hand, in the low regular drawing probability state, there is a 1 / 65536 probability of winning the regular drawing and a 65535 / 65536 probability of losing. It is also possible to make it so that there is no regular drawing win in the low regular drawing probability state (a 65536 / 65536 chance of losing).

[0086] In the regular stop symbol lottery, similar to the special stop symbol lottery, one stop symbol is determined from multiple types of stop symbols with different opening patterns for the regular electric mechanism 61 by a lottery using a lottery table (not shown) for the regular stop symbol lottery. If the regular stop symbol win / loss judgment is a loss, the stop symbol is determined uniformly, similar to special symbol 1 and special symbol 2.

[0087] Furthermore, in the general pattern variation lottery, similar to the special pattern variation lottery, one general pattern variation is determined from multiple types of general pattern variation patterns by a lottery using a lottery table for general pattern variation lottery (not shown).

[0088] Thus, a high probability of a normal symbol win is considered a more advantageous state than a low probability of a normal symbol win, as the probability of a normal symbol win is higher.

[0089] The jackpot game control means 140, when the result of the special symbol win / loss lottery is a jackpot, determines the demo time for the jackpot start demo and the demo time for the jackpot end demo according to the determined jackpot symbol. Furthermore, the jackpot game control means 140 generates a performance control command (jackpot start command) including a demo time related to the jackpot start demo when a jackpot is started, and stores it in the transmission command storage area of ​​the main information storage means 160. When a jackpot is finished, it generates a performance control command (jackpot end command) including a demo time related to the jackpot end demo, and stores it in the transmission command storage area of ​​the main information storage means 160.

[0090] The symbol display control means 145 causes special symbol 1 to be displayed on the first special symbol display device 91 in accordance with the variation time based on the special symbol variation pattern of special symbol 1, and after the variation time has elapsed, special symbol 1 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Similarly, special symbol 2 is displayed on the second special symbol display device 92 in accordance with the variation time based on the special symbol variation pattern of the second special symbol, and after the variation time has elapsed, special symbol 2 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. The symbol display control means 145 has a special symbol game timer for managing the time (variation time, stop display time) related to the display of special symbol 1 and special symbol 2. When the special symbol is stopped (at the timing when the value of the special symbol game timer becomes "0"), it generates a performance control command (variation stop command) to request 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.

[0091] Furthermore, the symbol display control means 145 causes the normal symbol to be displayed on the normal symbol display device 93 in accordance with the normal symbol variation pattern (variation time) of the normal symbol, and after the variation time has elapsed, the normal symbol is stopped and displayed with the stop symbol determined by the normal symbol stop symbol lottery. Furthermore, the symbol display control means 145 has a symbol game timer for managing the time (variation time, stop display time) related to the display of the symbol.

[0092] In the aforementioned jackpot game, the electric mechanism control means 150 outputs a control signal to the special electric mechanism solenoid 66, causing the special electric mechanism 65 to open according to the opening pattern corresponding to the stopping symbol of the special feature.

[0093] Furthermore, if the electric mechanism control means 150 wins the regular drawing lottery, it outputs a control signal to the regular electric mechanism solenoid 62, causing the regular electric mechanism 61 to open according to the opening pattern corresponding to the stopping symbol on the regular drawing.

[0094] The game state control means 155 controls the special symbol lottery state. Specifically, as described above, the game state control means 155 sets the special symbol probability to low at the start of a jackpot game, regardless of the symbols involved in the jackpot, maintains the low special symbol probability at the end of a jackpot game related to a normal jackpot, and sets the special symbol probability to high at the end of a jackpot game related to a probability variation jackpot. Furthermore, the game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol low probability at the start of a jackpot, regardless of the symbols involved in the jackpot, sets the normal symbol high probability until a specified number of symbol changes occur when the specified conditions are met, and sets the normal symbol low probability after the specified number of symbol changes have occurred.

[0095] These special symbol lottery states and regular symbol lottery states change in conjunction with the special symbol variation pattern derivation states described above, and the transitions in the special symbol variation pattern derivation states are managed by the game state control means 155. The transitions in the special symbol variation pattern derivation states will be explained below with reference to Figures 13(a) and 13(b). Figure 13(a) is a state transition diagram showing the transitions in the special symbol variation pattern derivation states, and Figure 13(b) is a diagram showing the relationship between the average variation time for each special symbol variation pattern derivation state. As shown in Figure 13(a), the special symbol variation pattern derivation states consist of special symbol variation pattern derivation state PA, which corresponds to a low probability of special symbol wins and a low probability of normal symbol wins; special symbol variation pattern derivation state PB, which corresponds to a high probability of special symbol wins and a high probability of normal symbol wins; and special symbol variation pattern derivation state PC, which corresponds to a low probability of special symbol wins and a high probability of normal symbol wins. Except during jackpot gameplay, one of these special symbol variation pattern derivation states is set. Furthermore, there are transition conditions (i) to (iv) for transitions between special symbol variation pattern derivation states PA and PC. Specifically, transition condition (i) is the end of a jackpot game related to a probability variation jackpot, transition condition (ii) is the end of a jackpot game related to a normal jackpot, transition condition (iii) is the end of the 100th symbol change, and transition condition (iv) is the end of the 160th symbol change.

[0096] Furthermore, if a regular jackpot game is played while the special symbol variation pattern derivation state PC is active, the special symbol variation pattern derivation state PC will be set again after the jackpot game ends (the symbol variation count in transition condition (iii) will start from 0). Similarly, if a probability variation jackpot game is played while the special symbol variation pattern derivation state PB is active, the special symbol variation pattern derivation state PB will be set again after the jackpot game ends (the symbol variation count in transition condition (iv) will start from 0). In the case where the special symbol variation pattern derivation state PB transitions to the special symbol variation pattern derivation state PC via transition condition (ii) (not shown), it is an irregular case in which the game ball did not pass through the V-entry area provided in the big prize entry opening 55 during the 4th round of play during a big win game. If the game ball is launched towards the second channel Y during a big win game related to the big win won in special symbol 2, the special symbol variation pattern derivation state PC based on transition condition (ii) will not be set after the end of the big win game.

[0097] Furthermore, the transition conditions among the above-mentioned transition conditions (i) to transition conditions (iv) that are satisfied by the number of times the symbol variation is executed include the end of the symbol variation corresponding to the transition condition, that is, the transition condition is satisfied when the symbol variation corresponding to the transition condition ends and a transition to the special symbol variation pattern derivation state occurs, but this is not limited to this. Some or all of these transition conditions may include the start of the symbol variation corresponding to the transition condition, that is, the transition condition is satisfied when the symbol variation corresponding to the transition condition starts and a transition to the special symbol variation pattern derivation state occurs.

[0098] As shown in Figure 13(b), the average fluctuation times for each of the special feature fluctuation pattern derivation states PA, PB, and PC decrease in the order of PA, PC, and PB. This is due to the difference in the length of the fluctuation time related to the basic special feature fluctuation pattern that is most easily determined in each special feature fluctuation pattern derivation state.

[0099] Furthermore, when the special symbol lottery state, the regular symbol lottery state, and the special symbol variation pattern derivation state are updated, the game state control means 155 generates a performance control command (game state specification command) that includes each of the updated states, and stores the command in the transmission command storage area of ​​the main information storage means 160. 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.

[0100] 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.

[0101] The main error control means 165 monitors the input information of the I / O port 104 and determines whether the gaming machine 10 is in an error state. If it is determined that the machine is in an error state, it stores a performance control command (error command) containing information that can identify the error state in the transmission command storage area of ​​the main information storage means 160.

[0102] The main command management means 170 transmits a performance control command to the first sub-control board 200 when a performance control command is stored in the transmission command storage area of ​​the main information storage means 160. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of ​​the main information storage means 160.

[0103] The power restoration processing execution means 175 includes a recovery state setting means 176 and a game-ready state transition means 179.

[0104] The recovery state setting means 176 executes a recovery state setting process to set a recovery state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of the power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the middle frame door open sensor 76 when power is restored. The recovery states set by this process include a game stop state and a game-ready state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, the game stop state is set regardless of the state of RAM clear switch 43 and the state of middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is ON (pressed), the RAM clear process is executed and the game-ready state is set, provided that the middle frame door open sensor 76 is ON when power is restored (if the middle frame door open sensor 76 is OFF when power is restored, the RAM clear process is not executed and the game-ready state is set). If there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed), the RAM clear process is not executed and the game-ready state is set. Here, 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 jackpot game was in progress at the time of the previous power outage, the game will return to the jackpot game that was in progress; if a symbol change was in progress at the time of the previous power outage, the game will return to the symbol change that was in progress.

[0105] Furthermore, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check at the beginning of the recovery state setting process (specifically, determining whether or not a backup flag is stored in the backup information area related to the target area (whether or not the backup flag is ON), and if the backup flag is stored (if the backup flag is ON), deriving a checksum of the complement stored in the target area and the backup information area related to that area, and if the result of this calculation is 0, determining that the target area is normal, and otherwise determining that the target area is abnormal) on the area of ​​RAM103 related to gameplay.

[0106] The playable state transition means 179 executes a playable state transition process to transition to the playable state when the playable state is set. To explain in more detail, during the transition to a playable state, if the security signal output is ON, the process of turning the security signal output OFF and the initial device setup are performed. Furthermore, during the initial setup of the device, processes such as sending a launch permission command to the payout control board 400 to allow the launch of game balls, setting the state in which balls can enter each prize pocket, and setting data to activate the random number circuit 105 are performed.

[0107] The power cut-off processing execution means 180 performs power cut-off processing based on the receipt of a power cut-off signal from the power control board 500. Specifically, for the area of ​​RAM 103 related to gameplay, the following processes are executed: deriving the checksum of the area, storing the complement of the checksum in the backup information area of ​​RAM 103 related to gameplay, and turning on a backup flag to indicate that power-off processing has been performed on the area (storing the backup flag in the backup information area of ​​RAM 103 related to gameplay).

[0108] As shown in Figure 8, 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 performance customization means 250, a sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 as described with reference to Figure 7. 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.

[0109] 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.

[0110] 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.

[0111] 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, probability variation mode, and chance time. The special symbol variation pattern derivation state PA corresponds to normal mode, the special symbol variation pattern derivation state PB corresponds to probability variation mode, and the special symbol variation pattern derivation state PC corresponds to chance time.

[0112] 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.

[0113] 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 (that the result of the special symbol win / loss judgment in the current symbol variation is not a jackpot), and a "jackpot" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a jackpot. Furthermore, the "miss" performance route is divided into a "non-development miss" performance route, 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 the jackpot performance route is determined, the development performance will be performed unless otherwise specified. Here, a development sequence refers to a sequence that is executed after the decorative symbols enter a reach state (a state where all but one row of symbols are stopped and displayed, and the remaining row of symbols is displayed in motion), and which, at the end of the sequence, announces whether the result of the special symbol hit / miss judgment in the current symbol change is a jackpot or not. 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 not a jackpot. On the other hand, in a development sequence corresponding to a jackpot 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 a jackpot. Furthermore, as will be described later, in this embodiment, in one performance mode, each of the determined special symbol variation patterns is associated with a different performance route. Therefore, in the following explanation, the performance route for a special symbol variation pattern may simply be represented by the special symbol variation pattern. However, multiple performance routes may be associated with a single special symbol variation pattern, in which case one performance route can be determined from the multiple performance routes corresponding to the determined special symbol variation pattern. The following explains the content of the performance routes corresponding to each special symbol variation pattern determined in each performance mode.

[0114] First, the performance routes corresponding to the special feature variation patterns HNP-A to HNP-D and HRP, which are determined in normal mode (special feature variation pattern derivation state PA), correspond to the non-developmental miss performance routes mentioned above. Specifically, in special symbol variation patterns HNP-A to HNP-D, there is a corresponding performance route that notifies the player that the special symbol win / loss judgment for this symbol variation is a miss, by having the decorative symbols stop and display in a scattered pattern (a state where all rows of symbols stop, and no identical decorative symbols stop in any row) without the decorative symbols entering a reach state. Here, identical decorative symbols refer to decorative symbols that imitate the same numbers, even if the parts other than the numbers that make up the decorative symbols are different. Similarly, different decorative symbols refer to decorative symbols that imitate different numbers. The special symbol variation pattern HRP corresponds to a performance route in which the decorative symbols enter a reach state without going through a pseudo-variation, and then the decorative symbols stop and are displayed in a scattered pattern without the development performance described later being executed, thereby notifying that the result of the special symbol win / loss judgment in this symbol variation is a loss. Here, a pseudo-variation refers to a period before the development performance begins that is divided by the stopping of decorative symbols according to certain rules (for example, the stopping of decorative symbols in a manner in which the 7 symbol stops in the middle row of symbols, such as "5 symbol-7 symbol-6 symbol"). Therefore, it can be said that a pseudo-variation only occurs when the number of pseudo-variations reaches two. In other words, if the decorative symbols change only once to form a reach state, it can be said that a pseudo-variation does not occur, or in that case, it can be said that one pseudo-variation is executed. Note that the maximum number of pseudo-variations in this embodiment is three, but the maximum number of pseudo-variations is not limited to this, and any number of two or more may be adopted.

[0115] The special feature variation patterns HSP1-A to HSP3-B correspond to the aforementioned development failure sequence routes. Specifically, the special symbol variation patterns HSP1-A and HSP1-B correspond to a sequence in which the decorative symbols enter a reach state without going through a pseudo-variation, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Special symbol variation patterns HSP2-A and HSP2-B correspond to a sequence in which the decorative symbols enter a reach state through two pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Special symbol variation patterns HSP3-A and HSP3-B correspond to a sequence in which the decorative symbols enter a reach state through three pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern.

[0116] The special feature variation patterns ASP1-A and ASP1-B correspond to the jackpot animation routes described above. Specifically, the special symbol variation patterns ASP1-A and ASP1-B correspond to a performance route in which the decorative symbols enter a reach state without going through a pseudo-variation, and then a development performance is executed that announces that the result of the special symbol hit / miss judgment in this symbol variation is a jackpot, and after the completion of the development performance the decorative symbols are displayed stopped in a symbol alignment state (all symbol rows are stopped, and the same decorative symbol is stopped in each symbol row). Special symbol variation patterns ASP2-A and ASP2-B correspond to a sequence in which the decorative symbols enter a reach state through two pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching pattern. Special symbol variation patterns ASP3-A and ASP3-B correspond to a sequence in which the decorative symbols enter a reach state through three pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state. The special symbol variation pattern ASP-C corresponds to a sequence in which the decorative symbols enter a reach state without going through a pseudo-variation, and then a development sequence is performed that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends the decorative symbols stop and are displayed in a matching state.

[0117] Furthermore, as shown in Figure 10(a), if the result of the special symbol win / loss judgment is a loss, within the range of similar development sequences, the special symbol variation pattern corresponding to the sequence route in which no pseudo-variation occurs (e.g., special symbol variation pattern HSP1-A), the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 2 (e.g., special symbol variation pattern HSP2-A), and the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 3 (e.g., special symbol variation pattern HSP3-A) become less likely to be determined in that order. And if the result of the special symbol win / loss judgment is a big win, within the range of similar development sequences, the special symbol variation pattern corresponding to the sequence route in which no pseudo-variation occurs (e.g., special symbol variation pattern ASP1-A), the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 2 (e.g., special symbol variation pattern ASP2-A), and the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 3 (e.g., special symbol variation pattern ASP3-A) become more likely to be determined in that order. Therefore, the more times the pseudo-variation is executed, the higher the expectation of winning a jackpot can be.

[0118] As mentioned above, in the special feature variation patterns HSP1-A, HSP1-B, ASP1-A, ASP1-B, and ASP-C, the machine enters a reach state without going through pseudo-variations; in the special feature variation patterns HSP2-A, HSP2-B, ASP2-A, and ASP2-B, the machine enters a reach state after two pseudo-variations; and in the special feature variation patterns HSP3-A, HSP3-B, ASP3-A, and ASP3-B, the machine enters a reach state after three pseudo-variations. Therefore, the time it takes to reach a winning state increases in the following order: special symbol variation patterns that reach a winning state without going through pseudo-variations, special symbol variation patterns that reach a winning state after two pseudo-variations, and special symbol variation patterns that reach a winning state after three pseudo-variations. However, in the symbol variation that determines special symbol variation pattern ASP-C, the time it takes to reach a winning state is longer than in the special symbol variation patterns that reach a winning state without going through other pseudo-variations (special symbol variation patterns HSP1-A, HSP1-B, ASP1-A, and ASP1-B).

[0119] Next, the performance routes corresponding to the basic special symbol variation patterns (special symbol variation patterns HNP-E and special symbol variation patterns HNP-F) that can be determined in the special symbol variation pattern derivation state PB correspond to the non-developmental miss performance route described above. Specifically, special symbol variation patterns HNP-E and HNP-F correspond to a performance route in which the decorative symbols do not enter a reach state and stop and are displayed as scattered symbols, indicating that the result of the special symbol win / loss judgment in this symbol variation is a miss. This is also the case for the basic special symbol variation patterns in the special symbol variation pattern derivation state PC, which will be described later, so the explanation will be omitted for these special symbol variation pattern derivation states.

[0120] The special feature variation patterns HSP-D to HSP-F correspond to the aforementioned development failure sequence routes. Specifically, in special symbol variation patterns HSP-D to HSP-F, the decorative symbols enter a reach state without going through a pseudo-variation, and then a development sequence is performed to announce that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Furthermore, the special feature variation patterns ASP-D to ASP-F correspond to the aforementioned jackpot animation routes. Specifically, special symbol variation patterns ASP-D to ASP-F correspond to a sequence where the decorative symbols enter a reach state without going through a pseudo-variation, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state.

[0121] The special feature variation patterns HSP-G to HSP-I, which can be determined by the special feature variation pattern derivation state PC, correspond to the aforementioned developmental failure effect routes. Specifically, the special symbol variation patterns HSP-G to HSP-I correspond to a sequence where the decorative symbols enter a reach state without going through a pseudo-variation, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Furthermore, the special feature variation patterns ASP-G to ASP-I correspond to the aforementioned jackpot animation routes. Specifically, the special symbol variation patterns ASP-G to ASP-I correspond to a sequence in which the decorative symbols enter a reach state without going through a pseudo-variation, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state.

[0122] When the sub-hold control means 223 receives a hold command (hereinafter sometimes simply referred to as the occurrence of a hold win), it sets performance data to display a number of hold images corresponding to the special figure 1 hold counter and a number of hold images corresponding to the special figure 2 hold counter in the hold display area (not shown) of the main display unit 81, based on the information of the special figure 1 hold counter and the special figure 2 hold counter included in the command. The hold images are images that are the subject of a hold pre-read performance that changes in various ways to suggest the degree of advantage, such as the expected probability of a big win.

[0123] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the pre-reading effect based on the result of the pre-determination included in the command. A pre-announcement effect is an effect that aims to enhance the enjoyment of the game by hinting at the expected outcome of the special symbol win / loss judgment during the pre-announcement target symbol change, and the content of the effect that will be performed during the pre-announcement target symbol change, even before the symbol change of the pre-announcement target symbol change begins. A pre-announcement target symbol change refers to a symbol change related to the main special symbol (special symbol 1 in special symbol change pattern derivation state PA, and special symbol 2 in special symbol change pattern derivation state PB or special symbol change pattern derivation state PC), which is held in the state of hold 1 to hold 3, or a symbol change that is held in the state of hold 0 and is held while the symbol change related to the special symbol is being executed.

[0124] 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 according to the performance route already determined by the performance route determination means 222. More specifically, the performance content determination means 225 determines the content of the performance (performance pattern) for each performance execution timing in the symbol variation by drawing lots using a performance pattern lottery table corresponding to the performance route determined by the performance route determination means 222. In this way, the content of the performance related to (and executed according to) the determined performance route can be changed, and connections can be made to the performances in a single symbol variation. Furthermore, even if the same performance route is determined, the performances that are executed can be made diverse. For example, the timing for determining the content of the performance can be the start of the symbol variation.

[0125] When the decorative pattern control means 226 receives a variation start command, it determines the final (confirmed stop display) combination of decorative patterns (left pattern, middle pattern, right pattern) based on the determined stop pattern of the special pattern. Specifically, symbol A corresponds to a combination of odd-numbered symbols, symbol B corresponds to a combination of even-numbered symbols, and symbol C or symbol c corresponds to a scattered combination. Furthermore, symbol a corresponds to a combination of 7 symbols, and symbol b corresponds to a combination of odd-numbered symbols excluding 7. Furthermore, when determining the combination of decorative patterns to correspond to the stopping patterns of the special symbols, it is not necessarily required to follow the correspondence described above.

[0126] When the jackpot performance control means 227 receives a jackpot start command, it determines the content of the jackpot performance to notify that a jackpot game is in progress, based on the information contained in the command. The jackpot performance includes a start demo performance to notify the start of the jackpot game, a round performance to notify that a round game is in progress, and an end demo performance to notify the end of the jackpot game.

[0127] 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, the normal performance control means 220 reads performance data to notify that the game has become playable after the RAM clear process is performed when the recovery state after power is restored becomes playable after the RAM clear process is performed, and reads performance data to notify that the game has become playable without the RAM clear process being performed when the recovery state after power is restored becomes playable after the RAM clear process is performed. Furthermore, if the normal performance control means 220 returns to a game-stopped state upon power restoration, it reads performance data to notify the system that the game has stopped and that a RAM clear process is required. Although the details of these notifications are omitted here, it is preferable that they continue to run for a certain period of time (for example, 30 seconds) after execution begins, and the performance device used to execute the notifications is not limited.

[0128] The sub-error control means 230 determines an error animation pattern when an error command is transmitted and reads animation data for executing the error animation according to that error animation pattern. Furthermore, error animations take precedence over variation animations related to symbol changes (the execution of error animations restricts the execution of variation animations). Here, "error animations take precedence" means that, when the device performing the error animation and the device performing the variation animation are the same device, it is not limited to cases where only the error animation is executed on that device, but also includes cases where the error animation is executed on that device in a manner that is more easily recognized than the variation animation. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not the gaming machine 10 is in an error state, and if it determines that it is in an error state, it may read out performance data to execute an error performance.

[0129] 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.

[0130] The movable prop control means 245, if the performance data read by the normal performance control means 220 contains performance data corresponding to a movable prop, reads movable control data from the ROM 202 based on the performance data, transmits the read movable control data to the movable prop 22, and controls the movement of the movable prop 22.

[0131] The performance customization means 250 performs a volume adjustment process to adjust the volume, and a volume adjustment command generation process to generate the volume adjustment command described above. The volume adjustment process is a process that is executed when a volume adjustment operation (in this embodiment, an operation on the left cursor button 38c or the right cursor button 38d) is performed. More specifically, in this process, if the process is executed by operating the right cursor button 38d, the volume of the audio playback channels, excluding a specific audio playback channel, is set to a volume one level higher than the volume set before the process, with a maximum volume of 10. If the process is executed by operating the left cursor button 38c, the volume of the audio playback channels, excluding a specific audio playback channel, is set to a volume one level lower than the volume set before the process, with a minimum volume of 1. In this context, setting a volume for an audio playback channel during the volume adjustment process means that a volume is set in the memory area of ​​RAM 203 corresponding to the audio playback channel. When a volume is set in this memory area, the volume adjustment command generation process generates a volume adjustment command corresponding to the volume adjustment of that audio playback channel, and this command is then transmitted to the audio control board 310.

[0132] When volume adjustment processing is performed by the performance customization means 250, a volume adjustment sound is emitted (performance data related to the volume adjustment sound is set), and a volume adjustment display is displayed on the main display unit 81 (performance data related to the volume adjustment display is set). The volume adjustment sound is emitted at the volume adjusted by the volume adjustment process, allowing the user to actually hear the adjusted volume and recognize it. Furthermore, the volume adjustment display is a display that can identify the volume level (one of volume levels 1 to 10) after the volume adjustment process, thereby allowing the user to visually recognize the adjusted volume level.

[0133] Furthermore, the performance customization means 250 performs a brightness adjustment process to adjust the brightness, and a brightness adjustment command generation process to generate the brightness adjustment command described above. Brightness adjustment processing is a process that is executed when a brightness adjustment operation (in this embodiment, an operation on the up cursor button 38a or the down cursor button 38b) is performed. More specifically, in this process, if the process is executed by operating the up cursor button 38a, a brightness level one step higher than the brightness level set before the process is set, with a brightness level of 10 as the upper limit. If the process is executed by operating the down cursor button 38b, a brightness level one step lower than the brightness level set before the process is set, with a brightness level of 1 as the lower limit. In this process, setting the brightness means that the brightness is set in the memory area of ​​RAM 203 corresponding to the brightness. When the brightness is set in the memory area, the brightness adjustment command generation process generates a brightness adjustment command that can specify the adjusted brightness, and then this command is sent to the second sub-control board 300.

[0134] When brightness adjustment processing is performed by the performance customization means 250, a brightness adjustment sound is emitted (performance data related to the brightness adjustment sound is set), and a brightness adjustment display is executed on the main display unit 81 (performance data related to the brightness adjustment display is set). Furthermore, the brightness adjustment sound is intended to allow the user to recognize that the brightness has been adjusted by the brightness adjustment process through auditory means, and the volume of this sound does not change according to the brightness adjusted by the brightness adjustment process. In addition, the brightness adjustment display is a display that allows the user to identify the brightness level (one of brightness levels 1 to 10) after the brightness adjustment process has been performed, thereby allowing the user to visually recognize the brightness level after adjustment.

[0135] Furthermore, the performance customization means 250 executes performance customization processing to customize various performance effects. Details of the performance customization processing will be described later.

[0136] 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.

[0137] 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. In addition, 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 in which they are stored in the transmission command storage area of ​​the subinformation storage means 260.

[0138] As described above, the operating handle 31 of the gaming machine 10 according to this embodiment differs from conventional rotation and pushing operations in that it accepts multiple types of operations by detecting slight hand movements using various sensors (upper sensor 31a, rear sensor 31b, side sensor 31c), and performs feedback control in response to some of the accepted operations. This reduces the burden on the player and also improves the enjoyment of the game.

[0139] <Regarding the display of information related to the customization process of visual effects in normal mode> Next, the display related to the performance customization process in normal mode will be explained using Figures 14 and 15. As described above, the normal mode in this embodiment is a performance mode corresponding to the special figure variation pattern derivation state PA, and the states shown in Figures 14 and 15 both correspond to the special figure variation pattern derivation state PA and the normal mode. Figures 14 and 15 illustrate the display configuration related to the performance customization process in normal mode. Note that the fluctuating decorative patterns are illustrated and explained using arrows instead of arrows. Figures 14 and 15 illustrate elements necessary for explaining the present invention, and in the situations shown in these drawings, elements other than those illustrated (for example, background display or hold image) may be displayed on the main display unit 81.

[0140] The displays related to the performance customization process shown on the main display unit 81 in normal mode include the mini song selection display 81b and the mini premium mode display 81c. The mini music selection display 81b is a display related to music selection, which is one of the performance customization items. The display mode of the mini music selection display 81b shown in the lower left of Figure 14 indicates that the currently selected music is music A. Music selection is a performance customization function that selects the background music to be output as sound in that state. The Mini Premium Mode display 81c is an indicator related to the selection of Premium Mode, which is one of the performance customization options. The display of the Mini Premium Mode display 81c shown in the lower left of Figure 14 indicates that Premium Mode is OFF. Premium Mode is a performance customization function that increases the frequency of so-called premium performances (performances that normally occur infrequently).

[0141] When the main display unit 81 shows the mini song selection display 81b and the mini premium mode display 81c, the ON / OFF status of each mode can be switched when a predetermined operation is received. For example, by sliding the upper sensor 31a left or right, the selected song will switch, and the selected song will be displayed on the mini song selection display 81b. Additionally, tapping the side sensor 31c switches the premium mode on and off.

[0142] In this embodiment, if the upper sensor 31a receives a slide operation for music selection while the pattern is changing, the BGM is switched immediately (while the pattern is still changing) as a result of that operation. Therefore, in this case, the main display unit 81 changes from the display mode shown in the lower left of Figure 14 to the display mode shown in the center left. At this time, the change in background music is indicated by the change in the song title displayed on the mini song selection display 81b from song A to song B.

[0143] On the other hand, if the side sensor 31c receives a tap operation to switch the premium mode ON / OFF while a symbol change is in progress, the switch to premium mode will be reflected at the start of the next symbol change (when the command to start the next symbol change is received). This is because if the switch to premium mode is reflected while the symbol change for which the operation was received is in progress, the content of the effects to be performed in that symbol change has already been determined, and there is a risk that processing that contradicts or goes against that content will be performed. Therefore, in this case, the main display unit 81 changes in the following order: the display mode shown in the upper left of Figure 14 (when a tap operation is received), the display mode shown in the lower right (when the symbol change stops), and the display mode shown in the center right (when the next symbol change begins). At this time, the change in the display mode of the mini premium mode display 81c (shown as a shaded area in the figure) indicates that an operation to switch each function from OFF to ON has been received. During the period when "Preparing to switch" is displayed on the mini premium mode display 81c, it is indicated that the switch has not yet been reflected, and then the display changes to "ON" to indicate that the premium mode has been turned ON. Furthermore, in this embodiment, the gaming machine 10 disables operations related to turning the premium mode ON / OFF (tapping operations on the side sensor 31c) during the period when "Preparing to switch" is displayed on the mini premium mode display 81c, and is configured not to accept the next operation until the change in the presentation based on the successfully received operation is reflected.

[0144] As mentioned above, there is a difference in the timing between selecting a song and entering premium mode. Therefore, even if both are operated during the same symbol change, there will be a difference in the timing of the changes in their display modes. In addition, while it was exemplified that the customizable items in normal mode include song selection and premium mode, and that notifications are provided to identify the changes when the visual effects are reflected for each, such notifications may be provided for only one of them, or not at all.

[0145] Therefore, it can be said that the gaming machine 10 specifically notifies the player of a change in the game's presentation based on at least one of the second operation (an operation performed by the index finger detected by the side sensor 31c) or the third operation (an operation performed by the thumb detected by the upper sensor 31a). This allows players to recognize that the visual effects have been changed based on their own actions.

[0146] Furthermore, the gaming machine 10 can provide a second notification (a change in the display mode of the mini premium mode display 81c) that specifically notifies the player of a change in the performance based on the second operation, and a third notification (a change in the display mode of the mini music selection display 81b) that specifically notifies the player of a change in the performance based on the third operation, and when the second and third operations are received simultaneously, the timing of the second and third notifications may differ. This allows players to recognize when the changes in the game's presentation are reflected.

[0147] Next, let's assume that in normal mode, after premium mode is turned ON, the symbol changes stop and the symbols enter an idling state. At this time, as shown in the change from the display mode shown in the lower left of Figure 15 to the display mode shown in the center left, the main display unit 81 continues to display the mini music selection display 81b and the mini premium mode display 81c that were displayed during the symbol changes. Furthermore, in normal mode, if predetermined conditions are met after the symbol change stops, the main display unit 81 displays the guidance display 81e (see the display mode shown in the upper left of Figure 15). Here, the guidance display 81e is a collective term for the display related to volume adjustment (the icon on the left of the area enclosed by the dashed line), the display related to brightness adjustment (the icon in the center of the area), and the display related to calling up the menu (the icon on the right of the area). The volume control display consists of an icon resembling speaker 33 and an icon indicating that volume adjustment is performed using the left cursor button 38c and the right cursor button 38d. The number displayed superimposed on the speaker 33 icon represents the currently set volume. The display related to brightness adjustment consists of an icon resembling the frame lamp 35 and an icon indicating that brightness adjustment is performed using the up cursor button 38a and the down cursor button 38b. The numerical value displayed superimposed on the icon resembling the frame lamp 35 represents the brightness currently set. The display related to calling up the menu consists of a text display with the word "Menu" and an icon indicating that the operation related to calling up the menu is the press of the performance button 37. The above predetermined conditions (conditions under which the guidance display 81e is displayed on the main display unit 81) include, for example, a predetermined time elapsed from the time when the symbol change stopped, or the performance button 37 or cursor button 38 being operated while the symbol change is not being performed.

[0148] If the performance button 37 is operated while the guidance display 81e is displayed, the main display unit 81 will display the menu display 81f (see the display mode shown in the lower right of Figure 15). The performance customization options displayed on menu 81f include the aforementioned premium mode, as well as the color-changing super-hot mode and reset. As I've already explained the premium mode, I'll omit the explanation here. The color change super-hot mode is a performance customization function that increases the expectation of a big win when the held image changes to a specific color pattern (for example, red) during the held image change performance. Here, the held image change performance is a performance that indicates the expectation of a big win being derived in the symbol change corresponding to the held image, depending on which of several color patterns the held image changes to. Although it differs from the specifications of this embodiment, in the case of a pachinko machine that can generate a big win via a small win game (a so-called type 1 and type 2 mixed machine), the expectation indicated by the held image change performance may take into account both the big win and the small win. The reset function resets (initializes) the settings related to the performance customization included in menu display 81f. The arrow icon displayed on the left side of menu display 81f indicates the currently selected menu. Operating the up cursor button 38a and the down cursor button 38b will change the selected menu, and operating the effect button 37 will switch to the screen related to the menu selected at that time.

[0149] When the performance button 37 is operated while "Reset" is selected in the menu display 81f, the main display unit 81 displays the text message 81g "Reset completed" (see the display mode shown in the center right of Figure 15). At this time, the Premier Mode, which is subject to reset, is initialized, so the Mini Premier Mode display 81c displays "OFF". On the other hand, the song selection is not subject to reset, so the BGM currently set remains unchanged, and the Mini Song Selection display 81b continues to display "Song B". The performance customizations subject to reset can be changed as needed, and this may include music selection.

[0150] Next, assume that a game ball enters the first starting opening 57 and the next symbol variation begins. At this time, the main display unit 81 continues to display the mini music selection display 81b and the mini premium mode display 81c across the start of the symbol variation, but hides the menu display 81f and the text display 81g at the start of the symbol variation (see the display configuration shown in the upper right of Figure 15).

[0151] As described above, the display mode for the operation of customizing the effects displayed on the main display unit 81 during symbol changes in normal mode (for example, the display mode shown on the lower left of Figure 15) is different from the display mode for the operation of customizing the effects displayed on the main display unit 81 during the symbol idling state in normal mode (for example, the display modes shown on the upper left and lower right of Figure 15). Specifically, during symbol changes, the main display unit 81 displays a mini song selection display 81b and a mini premium mode display 81c. In this embodiment, the main display unit 81 does not display anything related to volume or brightness adjustment during symbol changes, however, volume and brightness adjustment operations are still possible even during symbol changes. Meanwhile, during the idling state of the symbols, the main display unit 81 displays a mini music selection display 81b and a mini premium mode display 81c, as well as a guidance display 81e regarding volume adjustment, brightness adjustment, and menu access. When a menu access request is received, it displays a menu display 81f regarding resetting the premium mode, color change super hot mode, and performance customization. As described above, there are differences in the display regarding the same performance customization options (volume adjustment, brightness adjustment, premium mode) depending on whether the symbols are changing or idling. During symbol changes, it is indicated that performance customization can be operated to the extent that it does not interfere with the performance being executed, while during idling, more detailed instructions for performance customization are provided. This allows for a balance between the convenience of performance customization and the effectiveness of the performance (stimulating the enjoyment of the game).

[0152] Furthermore, in the sequence of events from the display mode shown in the upper left of Figure 15 to the display mode shown in the upper right, if the palm pressure detected by the rear sensor 31b is maintained, that is, if the operation related to the performance customization from the display mode shown in the left center of Figure 15 to the display mode shown in the right center is completed during the period when the game balls are being launched but not entering the starting hole, the number of game balls launched will naturally be maintained.

[0153] Therefore, it can be said that in the gaming machine 10, the first operation (an operation by the palm detected by the rear sensor 31b) includes an operation related to the launch of a gaming medium, and in a situation where the first operation and the second operation (an operation by the index finger detected by the side sensor 31c) or the third operation (an operation by the thumb detected by the upper sensor 31a) are performed simultaneously, if a predetermined operation (an operation related to resetting the performance customization) is performed in addition to the operations performed simultaneously, and the first operation continues before and after the predetermined operation, the amount of gaming medium (gaming balls) launched based on the first operation is maintained, and the performance change based on the second or third operation is reset by the predetermined operation. Thus, the gaming machine 10 according to this embodiment can reset the settings related to the change in presentation without being affected by operations related to the gaming medium.

[0154] Alternatively, even if the operation on the rear sensor 31b (launching the game ball) is stopped and palm pressure is applied to the rear sensor 31b again during the sequence of events from the display mode shown in the upper left of Figure 15 to the display mode shown in the center right, the change in the display mode shown in Figure 15 will be the same.

[0155] Therefore, it can be said that when the first operation (an operation by the palm detected by the rear sensor 31b) occurs after the second operation (an operation by the index finger detected by the side sensor 31c) or the third operation (an operation by the thumb detected by the upper sensor 31a), the performance change (a setting related to premium mode or music selection) based on the second or third operation is maintained across the period before and after the detection of the first operation. Thus, the gaming machine 10 according to this embodiment can maintain the changes in the game's presentation that were set while the game medium was being dispensed, even after the game medium has been dispensed again.

[0156] <Regarding the display of information related to the customization of effects during Chance Time> Next, the display related to the performance customization process during Chance Time will be explained using Figures 16 and 17. As described above, Chance Time in this embodiment is a performance mode corresponding to the Special Symbol Variation Pattern Derivation State PC, and some of the states shown in Figures 16 and 17 correspond to the Special Symbol Variation Pattern Derivation State PC and Chance Time. Figures 16 and 17 illustrate the display configurations related to the performance customization process during Chance Time. Note that, as explained previously, the decorative symbols being displayed are represented by arrows, and elements other than those shown (e.g., background displays and hold images) may also be displayed on the main display unit 81.

[0157] In this embodiment, the ON / OFF switching of the premium mode in the probability variation mode follows roughly the same procedure as the ON / OFF switching of the premium mode in the chance time, which will be explained using Figures 16 and 17. The characteristics of the gaming machine 10 based on the difference between normal mode and chance time are also present in the comparison between normal mode and probability variation mode, unless otherwise specifically explained below.

[0158] First, if a regular jackpot is won during the symbol variation in normal mode, the main display unit 81 displays the matching symbols (see the display mode shown in the lower left of Figure 16), and after the symbol variation stops, the jackpot game related to the regular jackpot is executed (see the display mode shown in the center left of Figure 16). Then, after the winning game ends, the game transitions to Chance Time, and the performance mode display 81i in the upper right corner of the main display unit 81 indicates that the player is in Chance Time (see the display mode shown in the upper left of Figure 16).

[0159] As is clear from comparing the display mode shown in the lower left of Figure 16 with the display mode shown in the center left, the mini music selection display 81b and the mini premium mode display 81c, which can be displayed in normal mode, are not displayed during a jackpot game. This is because the gaming machine 10 according to this embodiment does not accept operations related to performance customization (performance changes are not possible) during a jackpot game. On the other hand, as is clear from comparing the display configuration shown in the lower left and upper left of Figure 16, the mini song selection display 81b and the mini premium mode display 81c, which can be displayed in normal mode, are also displayed on the main display unit 81 during chance time.

[0160] Furthermore, the performance mode display 81i can be displayed on the main display unit 81 not only during chance time but also during probability variation mode. In this case, the performance mode display 81i indicates that the player is in probability variation mode.

[0161] If the side sensor 31c receives a tap operation to switch the premium mode ON / OFF while the symbol changes are being executed during Chance Time, the switch to premium mode will be reflected at the start of the next symbol change (when the command to start the next symbol change is received), just like in normal mode. Therefore, in this case, the main display unit 81 changes in the following order: the display mode shown in the lower right of Figure 16 (when a tap operation is received), the display mode shown in the center right (when the symbol change stops), and the display mode shown in the upper right (when the next symbol change begins). At this time, the change in the display mode of the mini premium mode display 81c (shown as a shaded area in the figure) indicates that an operation to switch each function from OFF to ON has been received. During the period when "Preparing to switch" is displayed on the mini premium mode display 81c, it is indicated that the switch has not yet been reflected, and then the display changes to "ON" to indicate that the premium mode has been turned ON. In this embodiment, the gaming machine 10 disables operations related to turning the premium mode ON / OFF (tapping the side sensor 31c) during the period when "Preparing to switch" is displayed on the mini premium mode display 81c, and this is common to both normal mode and chance time.

[0162] However, even if the symbol change occurs during Chance Time, if that symbol change is the 100th symbol change during Chance Time (i.e., if the game transitions to Normal Mode after the end of that symbol change), and the side sensor 31c receives a tap operation to switch Premium Mode ON / OFF during that time, the switch to Premium Mode will be reflected at the start of the first symbol change after transitioning to Normal Mode. Therefore, in this case, the main display unit 81 changes in the following order: the display mode shown in the lower left of Figure 17 (during the 100th symbol change), the display mode shown in the center left (when a tap operation is received), the display mode shown in the upper left (when the symbol change stops), the display mode shown in the lower right (when left-handed notification is given), the display mode shown in the center right (immediately after transitioning to normal mode), and the display mode shown in the upper right (when the symbol change starts after transitioning to normal mode). As is clear from the display configuration shown in the lower right of Figure 17, when a left-handed shot is indicated, the main display unit 81 displays a left-handed shot indicator 81j prompting the player to return to left-handed shots, and hides the mini-premium mode indicator 81c and the performance mode indicator 81i. Furthermore, as is clear from the display configuration shown in the center right of Figure 17, immediately after transitioning to normal mode, the main display unit 81 hides the left-hand play display 81j and displays the mini premium mode display 81c and the mini song selection display 81b.

[0163] As explained above, when the gaming machine 10 transitions from the normal mode, where left-handed play is recommended, to the chance time, where right-handed play is recommended (as illustrated in Figure 16), the changes in the music selection and the changes in the premium mode may be carried over. Here, "the change in presentation is carried over" means not only the case in this embodiment where the change in presentation based on operations performed in normal mode is reflected after transitioning to chance time, but also the case where the change in presentation is reflected during normal mode and maintained even after transitioning to chance time, or the case where the change in presentation is reflected when transitioning from normal mode to chance time.

[0164] Therefore, it can be said that the game machine 10 is such that a change in the performance (a change in the performance related to music selection) based on a third operation (operation by the thumb detected by the upper sensor 31a) in a performance mode in which the first operation method (playing with the left hand) is recommended can be carried over to a performance mode in which the second operation method (playing with the right hand) is recommended. Furthermore, it can be said that in the gaming machine 10, the changes in the performance based on the second operation in the performance mode in which the first operation method is recommended (changes in the performance related to the premium mode) are carried over to the performance mode in which the second operation method is recommended. In this way, certain changes to the game's presentation are retained even when switching between presentation modes, allowing players to continue with their preferred settings (presentation changes they have set themselves), thus enhancing the enjoyment of the game.

[0165] Furthermore, as described above, the gaming machine 10 can perform changes to the music selection and changes to the premium mode during the execution of symbol changes (after the game ball launched based on the operation by the hand detected by the rear sensor 31b enters the start gate) in both normal mode and chance time.

[0166] Therefore, it can be said that the gaming machine 10 can change at least one of the timing of the effects, the frequency of the effects, or the effect manner related to the effect of the effect based on at least one of the second operation (operation by the index finger detected by the side sensor 31c) or the third operation (operation by the thumb detected by the upper sensor 31a) after the effect of the effect of the effect of the effect has started based on the first operation (operation by the palm detected by the rear sensor 31b).

[0167] Furthermore, while the game machine 10 is executing a symbol variation, if it receives an operation to change the effects related to the premium mode (during the period when the mini music selection display 81b displays "Preparing to switch"), it invalidates that operation, but it validly accepts operations to change the effects related to music selection.

[0168] Therefore, it can be said that the gaming machine 10 has a period during the symbol change that is performed based on the first operation (an operation by the palm detected by the rear sensor 31b) during which the acceptance of the second operation (an operation by the index finger detected by the side sensor 31c) is invalid and the acceptance of the third operation (an operation by the thumb detected by the upper sensor 31a) is valid.

[0169] Furthermore, when transitioning from a performance mode (normal mode) where the first operation method (left-handed shooting) is recommended to a performance mode (chance time) where the second operation method (right-handed shooting) is recommended (as illustrated in Figure 16), there is a period during which the reception of the second operation (operation by the index finger detected by the side sensor 31c) is invalid and the reception of the third operation (operation by the thumb detected by the upper sensor 31a) is valid (the period from the state shown in the lower left of Figure 16 to the state shown in the center right). In this way, the gaming machine 10 switches the operation acceptance status on or off according to the content of the performance change, so that it can appropriately implement control related to performance customization.

[0170] Furthermore, as illustrated in Figure 17, the mini song selection display 81b is always displayed during the transition from Chance Time to Normal Mode, and during the period shown here, operations to change the performance related to song selection (operations by the thumb detected by the upper sensor 31a) are always accepted. On the other hand, operations related to changing the presentation in premium mode (operations performed by the thumb detected by the upper sensor 31a) are disabled not only during the period when the mini song selection display 81b shows "Preparing to switch," but also during the period when the left-hand play display 81j is displayed. In other words, because the period during which the left-hand display 81j is shown is added, the case shown in Figure 17 tends to have a longer period during which the operation to change the effects related to premium mode is disabled compared to the case shown in Figure 16. In this embodiment, the relationship is as described above because we are illustrating a comparison between performance changes related to song selection and performance changes related to premium mode. However, depending on the content of the performance changes, it may be more appropriate to reverse the relationship between the length of the invalidation period described above.

[0171] Therefore, when comparing the first instance in which the gaming machine 10 transitions from a performance mode (normal mode) in which the first operation method (left-handed play) is recommended to a performance mode (chance time) in which the second operation method (right-handed play) is recommended (the case shown in Figure 16), and the second instance in which it transitions from a performance mode in which the second operation method is recommended to a performance mode in which the first operation method is recommended (the case shown in Figure 17), it can be said that the length of the period during which the acceptance of the second operation is invalid and the acceptance of the third operation is valid may differ. In this way, the gaming machine 10 switches the operation acceptance on and off depending on the situation when transitioning between performance modes, so that it can appropriately implement control related to performance customization.

[0172] <Regarding feedback control of the operating handle 31> Next, we will explain the feedback control related to the operating handle 31. As described above, the operating handle 31 performs control actions such as activating a vibration motor (not shown) built into the operating handle 31, outputting sound effects from the speaker 33, or illuminating the frame lamp 35, depending on a part of the operation it receives. This control is referred to as feedback control.

[0173] The information (vibration, sound effects, light) that players experience through feedback control indicates the degree of advantage related to winning a jackpot and the benefits such as the number of balls won during the jackpot game that result from that jackpot. For example, if the operation handle 31 additionally performs feedback control when executing a premium effect that is subject to the aforementioned effect change related to premium mode, the degree of advantage related to the bonus will differ depending on whether premium mode is ON or OFF. Furthermore, if the operating handle 31 receives an operation related to song selection during a symbol change, feedback control can be performed at the time of reception to indicate the degree of advantage related to the rewards for that symbol change. In this embodiment, it is preferable that feedback control may also be performed when the operating handle 31 does not receive an operation related to song selection during a symbol change, and it is preferable that the degree of advantage related to the rewards for that symbol change differs depending on whether or not an operation related to song selection is performed.

[0174] Therefore, the gaming machine 10 is further equipped with predetermined devices (operating handle 31, speaker 33, frame lamp 35) that output predetermined information (vibration, sound effect, light emission), and there are two states: a first state in which the predetermined devices output predetermined information without accepting a second operation (operation by the index finger detected by the side sensor 31c) and a third operation (operation by the thumb detected by the upper sensor 31a), and a second state in which the predetermined devices output predetermined information in at least one of the performance timing, performance frequency, or performance manner that has been changed based on at least one of the second or third operation, and it can be said that the degree of advantage related to the bonus in the first state and the degree of advantage related to the bonus in the second state are different.

[0175] Furthermore, feedback control is not limited to being performed for performance information (information indicating the degree of advantage related to the benefits), but may also be performed, for example, to indicate the strength of the palm pressure (first operation) detected by the rear sensor 31b. However, in this embodiment, it is preferable that the predetermined information output by the feedback control is restricted or limited when a factor that hinders the launch of the game balls occurs (for example, a ball jam error). For example, if the predetermined information related to the first operation is vibration, it is preferable to stop or dampen the vibration. Also, if the predetermined information related to the first operation is sound effect, it is preferable to set the volume to zero or reduce it. Also, if the predetermined information related to the first operation is light emission, it is preferable to set the light intensity to zero or reduce it. Furthermore, when the above regulations or restrictions are implemented, it is preferable that feedback controls performed for performance information (information indicating the degree of advantage related to benefits) are not affected (not subject to regulations or restrictions).

[0176] Therefore, it can be said that when a first operation (an operation of the palm detected by the rear sensor 31b) and a second operation (an operation of the index finger detected by the side sensor 31c) or a third operation (an operation of the thumb detected by the upper sensor 31a) occur simultaneously in the gaming machine 10, a sound related to the first operation (a sound effect output by feedback control) and a sound related to the detection of the second or third operation (a sound effect for a premium effect or background music selected by the player) may occur at the same time. Furthermore, the gaming machine 10 can be described as such that, when a specific condition (such as a ball jam error) is met in a situation where the first operation and the second or third operation occur simultaneously, the volume of the sound related to the first operation may be reduced or limited, while the volume of the sound related to the second or third operation may be maintained.

[0177] <Regarding other variations> The following are variations not described above.

[0178] Although the embodiments described above were explained on the premise that they were so-called pachinko gaming machines, the present invention may also be implemented using slot machines instead. In this modified example, the "first operation" according to the present invention may be an operation on the start lever (an operation that triggers the rotation of the reel).

[0179] The configuration of the operating means (operating handle 31) according to the above embodiment is merely one specific example of the present invention and can be modified as appropriate within the scope of achieving the objectives of the present invention. For example, in the embodiment described above, an operating means operated with one hand (right hand) was illustrated, but the operating means according to the present invention is capable of individually accepting at least the second and third operations (preferably also the first operation), and it is sufficient that each operation can be performed simultaneously. Therefore, the operating means according to the present invention is not limited to a configuration in which each operation can be performed with one hand, but may also be implemented in a configuration in which the operations are divided between both hands.

[0180] Furthermore, the operations corresponding to the "first operation," "second operation," and "third operation" according to the present invention are not limited to those described in the embodiments described above, and at least a part of them may be replaced with other operations, or the combination of operations corresponding to the "first operation," "second operation," and "third operation" may be rearranged.

[0181] In the embodiments described above, the "second operation" corresponds to a change in the presentation related to the premium mode, and the "third operation" corresponds to a change in the presentation related to song selection. However, at least one of these may correspond to a change in the presentation related to the color change super-hot mode (a presentation customization that changes the expectation level of the hold change presentation), or it may be replaced with other presentation customizations. In this modified version, the so-called hold change effect can be performed in both normal mode and chance time (or probability change mode), but it is preferable that the effect of the effect change on the hold change effect in normal mode (change in the degree of advantage related to the rewards indicated by the effect) and the effect of the effect change on the hold change effect in chance time (or probability change mode) (change in the degree of advantage related to the rewards indicated by the effect) are different. This is because the latter is an effect mode that is inherently more advantageous than the former, and it is undesirable to customize the effect in a way that disrupts the balance of the game. Therefore, it is preferable that the gaming machine relating to this modified form can execute a specific performance (hold change performance) that is subject to performance change based on the second operation, and that the degree of advantage related to the benefits of the specific performance in the performance mode in which the first operation method is recommended (normal mode) may differ from the degree of advantage related to the benefits of the specific performance in the performance mode in which the second operation method is recommended (chance time or probability change mode).

[0182] In the embodiments described above, it was illustrated that when transitioning from normal mode to chance time (see Figure 16) and when transitioning from chance time to normal mode (see Figure 17), a period is provided during which the acceptance of operations related to premium mode (second operation) is disabled, and during that period, the acceptance of operations related to song selection (third operation) is enabled. However, even without a transition in performance mode, that is, even during symbol changes in the same performance mode, there may similarly exist a period during which the acceptance of the second operation is disabled and the acceptance of the third operation is enabled. In this modified example, the length of the period during which the acceptance of the second operation is invalid and the acceptance of the third operation is valid may differ depending on the variation pattern corresponding to the variation of the symbols.

[0183] In Figure 16 of the above-described embodiment, a jackpot is achieved through symbol variation in normal mode, a jackpot game is played after that symbol variation, a premium mode operation (second operation) is accepted during the symbol variation played after the jackpot game, and this operation is reflected at the start of the next symbol variation. As a variation of this, the second operation may be accepted during the execution of a symbol change that results in a jackpot, and there may be a period during the symbol change and jackpot game after the acceptance of the second operation that the acceptance of the second operation becomes invalid. In this case, it is preferable that the third operation is validly accepted for at least a portion of the period during which the acceptance of the second operation becomes invalid. That is, in this variation as well, it is preferable that there is a period during which the acceptance of the second operation is invalid and the acceptance of the third operation is valid. In this modified example, a predetermined condition may be met in which the acceptance of the third operation becomes invalid after the acceptance of the second operation. In this case, there may be a period in which both the acceptance of the second operation and the acceptance of the third operation are invalid. The time difference between when the acceptance of the second operation becomes invalid and when the acceptance of the third operation becomes invalid may vary depending on the circumstances in which the predetermined condition is met (timing of meeting, performance state, or game state). For example, if the second operation is accepted after the start of a winning symbol variation (at which point both the second and third operations are accepted), the acceptance of the second operation becomes invalid from that point onward, but the acceptance of the third operation remains valid. In the above case, if a predetermined condition is met during the symbol change, the acceptance of the third operation becomes invalid during that symbol change. On the other hand, in the above case, if a predetermined condition is met during a jackpot game that occurs after the symbol change, the acceptance of the third operation remains possible during that jackpot game, and the acceptance of the third operation becomes invalid after the jackpot game ends. Comparing the former and the latter, the time difference between when the acceptance of the second operation becomes invalid and when the acceptance of the third operation becomes invalid is longer in the latter case because a jackpot game is involved.

[0184] In the embodiment described above, when a second operation is received during a symbol change, the mini-premium mode display 81c displays "Preparing to switch," and the acceptance of the second operation is disabled during that notification period. However, instead of this (or in addition), the acceptance of the second operation may also be disabled while a specific effect (premium effect in the embodiment described above) that is affected by the effect customization related to the second operation is being executed. In this modified version as well, if a predetermined condition is met during the symbol variation that results in a jackpot when a specific effect is performed, there may be a period in which both the acceptance of the second operation and the acceptance of the third operation are invalid. For example, if a specific animation is performed after the start of a winning symbol variation (at which point both the second and third operation receptions are active), the second operation reception becomes invalid during the execution of that specific animation, but the third operation reception remains active. In the above case, if a predetermined condition is met during the symbol change (while the specific effect is being performed), the acceptance of the third operation becomes invalid during the symbol change. On the other hand, in the above case, if a predetermined condition is met during the jackpot game that occurs after the symbol change, the acceptance of the third operation remains possible during the jackpot game, and the acceptance of the third operation becomes invalid after the jackpot game ends. Comparing the former and the latter, the time difference between when the acceptance of the second operation becomes invalid and when the acceptance of the third operation becomes invalid is longer in the latter case because the jackpot game is in between.

[0185] The flow of changes in the main display unit 81 shown in Figures 14 to 17 in the embodiments described above is just one example and can be modified within the scope of achieving the objectives of the present invention. For example, Figure 14 illustrates that a mini music selection display 81b and a mini premium mode display 81c are displayed during the pattern change, but the present invention may also be implemented in a manner in which displays relating to different performance customizations are displayed. Furthermore, although Figure 15 illustrates the case where the menu display 81f and text display 81g are hidden at the start of the symbol change, the present invention may also be implemented in a manner in which the display continues even after the symbol change. In this modified example, the menu display 81f and text display 81g may be hidden when another condition (for example, operation of the performance button 37) is met during the symbol change. Furthermore, Figure 16 illustrates the case of transitioning from normal mode to chance time, and Figure 17 illustrates the case of transitioning from chance time to normal mode. While the present invention is illustrated in which the mini song selection display 81b and the mini premium mode display 81c are displayed in both performance modes, the present invention may also be implemented in which at least one of the mini song selection display 81b or the mini premium mode display 81c is not displayed in either of the performance modes.

[0186] The modifications of the present invention described above are not limited to those described above, and additional or specific configurations may be added to or replaced with those of the gaming machine described in the above-described embodiments, as long as the objectives of the present invention are achieved.

[0187] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine having an operating means capable of accepting multiple operations, capable of accepting a first operation necessary for playing the game, capable of accepting a second operation different from the first operation, capable of accepting a third operation different from the first and second operations, capable of changing at least one of the performance timing, performance frequency, or performance manner based on the second operation, capable of changing at least one of the performance timing, performance frequency, or performance manner based on the third operation, and capable of performing performance changes corresponding to each operation when the second and third operations are accepted simultaneously. (2) The game machine according to (1), wherein the first operation includes an operation relating to the launch of a game medium, and when the first operation and the second or third operation are performed simultaneously, and a predetermined operation is performed in addition to the operations performed simultaneously, if the first operation continues before and after the predetermined operation, the amount of game medium launched based on the first operation is maintained, and the change in presentation based on the second or third operation is reset by the predetermined operation. (a) The gaming machine according to (2), wherein when the first operation occurs after the second or third operation, the change in presentation based on the second or third operation is maintained before and after the detection of the first operation. [Explanation of Symbols]

[0188] 10 Gaming Machines 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable ornaments 23 Cylinder lock 25 Transparent component 27 Upper ball tray 29 Lower ball tray 31 Operating handle 31a Upper sensor 31b Rear sensor 31c Side Sensor 32 Upper frame part 33 (33a, 33b) Speaker 34a, 34b Left and right side frame sections 35 (35a, 35b, 35c) Frame Lamp 36 Ball Removal Mechanism 37 Performance Button 38 Cursor buttons 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main control unit 39a Ball dispensing button 39b Return button 40 Power switch 43 RAM clear switch 46 Game ball tank 47 Tank rail 48 Payout unit 49 Payout passage 50 Game board 50a Game area 51 Outer rail 52 Windmill 53 Inner rail 54 Protection member 55 Big winning opening 57 First starting opening 59 Second starting opening 61 Normal electric accessory 62 Normal electric accessory solenoid 63 Gate 65 Special electric accessory 66 Special electric accessory solenoid 67 General winning opening 69 Out opening 70 First starting opening sensor 71 Second starting opening sensor 72 Big winning opening sensor 73 General winning opening sensor 74 Gate sensor 75 Out ball sensor 76 Middle frame door open sensor 77 Front frame door open sensor 81 Main display portion 90 Symbol display device 91 First special symbol display device 92 Second special symbol display device 93 Normal symbol display device 94 First special symbol holding lamp 95 Second special symbol holding lamp 96 Normal symbol holding 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 generating means 120 Main reservation control means 125 Preliminary determination means 130 Special symbol lottery means 131 Special symbol win / fail determination means 132 Special symbol stop symbol lottery means 133 Special symbol variation pattern deriving means 135 Normal symbol lottery means 140 Jackpot game control means 145 Symbol display control means 150 Electric accessory control means 155 Game state control means 160 Main information storage means 165 Main error control means 170 Main command management means 175 Power recovery processing execution means 176 Recovery state setting means 179 Game enable state transition means 180 Power interruption processing 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 generating means 220 Normal effect control means 221 Effect mode control means 222 Effect route determining means 223 Sub reservation control means 224 Pre-reading effect control means 225 Effect content determining means 226 Decorative symbol control means 227 Jackpot effect control means 230 Sub error control means 240 Lamp control means 245 Movable accessory control means 260 Sub-information storage means 270 Subcommand management means 300 Second Sub-Control Board 309 Second Sub-Control Board Case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispensing Control Board 409 Dispensing control board case 500 Power Control Board 501 Normal power circuit 502 Backup power supply circuit 503 Power outage detection circuit 509 Power Control Board Case X First channel Y Second channel

Claims

1. It has an operating means capable of accepting multiple operations, It is possible to accept the first operation necessary to execute the game, A second operation different from the first operation described above can be accepted. A third operation different from the first and second operations can be accepted. Based on the second operation described above, at least one of the performance timing, performance frequency, or performance mode may be changed. Based on the third operation described above, at least one of the performance timing, performance frequency, or performance mode may be changed. When the second and third operations are received simultaneously, the corresponding visual effects may be changed. A gaming machine characterized by the following features.

2. The aforementioned first operation includes an operation related to the launch of the game medium, When the first operation and the second or third operation are performed simultaneously, and a predetermined operation is performed in addition to the operations performed simultaneously, If the first operation continues before and after the predetermined operation, the amount of game media dispensed based on the first operation is maintained. The change in presentation based on the second or third operation is reset by the predetermined operation. The gaming machine according to claim 1.

Citation Information

Patent Citations

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