Gaming machine
Patent Information
- Application Number
- JP2025032102
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-28
- Publication Date
- 2026-09-09
AI Technical Summary
【0007】 本発明によれば、特定の表示(モチーフにしたコンテンツの映像等)を伴う演出を適切に実行することによって、遊技興趣の向上又は遊技興趣の低下防止を図り得る遊技機が提供される。
Smart Images

Figure 2026144673000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background Art]
[0002] Some gaming machines represented by pachinko machines and the like are themed on copyrighted contents such as comics, animations, and games (see, for example, Patent Document 1). [Prior Art Literature] [Patent Literature]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2021-129925 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] The above-described gaming machines sometimes use images of the themed content as part of their performances, and enhance gaming interest by effectively using such images. For example, the gaming machine according to Patent Document 1 employs real-photographed images for character images and background images, and is devised to improve the visibility of these images. However, the above-described technology is merely an example, and there still remains room for improvement.
[0005] The present invention has been made in view of the above problems, and provides a gaming machine that can improve gaming interest or prevent a decrease in gaming interest by appropriately executing a performance accompanied by a specific display (such as an image of the themed content). [Means for Solving the Problem]
[0006] According to the present invention, there is a first case in which the first display ends after the first symbol variation starts during the execution of the first display, and a second case in which the first display ends after the second symbol variation starts during the execution of the first display, and the length from the start timing of the second symbol variation to the end timing of the first display in the second case is shorter than the length from the start timing of the first symbol variation to the end timing of the first display in the first case. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that can improve the enjoyment of the game or prevent a decline in enjoyment of the game by appropriately performing a presentation that includes a specific display (such as an image of content based on a motif). [Brief explanation of the drawing]
[0008] [Figure 1] Figure 1 is a front view of the gaming machine. [Figure 2] Figure 2 shows the pattern display device installed in area II shown in Figure 1. [Figure 3] Figure 3 is a bird's-eye view showing the group of control buttons and their surroundings located in area III shown in Figure 1. [Figure 4] Figure 4 shows a game board installed inside a gaming machine. [Figure 5] Figure 5 is a rear view of the gaming machine. [Figure 6] Figure 6 is a block diagram showing the control configuration of a gaming machine. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a gaming machine. [Figure 8] Figure 8(a) schematically shows the lottery table for determining whether a special symbol is correct or incorrect, Figure 8(b) schematically shows the lottery table for determining the stop symbol of special symbol 1, and Figure 8(c) schematically shows the lottery table for determining the stop symbol of special symbol 2. [Figure 9]Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA, and Figure 9(b) schematically shows the special symbol variation pattern lottery table used when special symbol variation pattern HNP is determined in symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA. [Figure 10] Figure 10(a) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 10(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 11] Figure 11 is a time chart showing the sequence of events from winning a jackpot related to symbol C to winning a jackpot related to symbol a. [Figure 12] Figure 12 shows the display mode of the main display unit and the audio output mode of the speaker at each timing shown in the time chart of Figure 11. [Figure 13] Figure 13 shows the display mode of the main display unit and the audio output mode of the speaker at each timing shown in the time chart of Figure 11. [Figure 14] Figure 14 shows the display mode of the main display unit and the audio output mode of the speaker at each timing shown in the time chart of Figure 11. [Figure 15] Figure 15 shows the display mode of the main display unit and the audio output mode of the speaker at each timing shown in the time chart of Figure 11. [Figure 16] Figure 16 shows the display mode of the main display unit and the audio output mode of the speaker at each timing shown in the time chart of Figure 11. [Figure 17] Figure 17 shows the display mode of the main display unit and the audio output mode of the speaker at each timing shown in the time chart of Figure 11. [Figure 18] Figure 18 is a time chart showing the sequence of events after a power outage during a jackpot game related to symbol C. [Figure 19]FIG. 19 is a diagram showing display modes of the main display section and audio output modes of a speaker at each timing shown in the time chart of FIG. 18. [Figure 20] FIG. 20 is a diagram showing a performance mode during symbol variation in which display of animation video A is executed. [Figure 21] FIG. 21 is a diagram showing a performance mode when an error state occurs during symbol variation in which display of animation video A is executed. [Figure 22] FIG. 22 is a diagram showing a change in performance mode when an earphone is connected during execution of the performance illustrated in FIG. 16. [Figure 23] FIG. 23 is a diagram showing a change in performance mode when a smartphone is connected during execution of the performance illustrated in FIG. 16. DESCRIPTION OF EMBODIMENTS
[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 similar constituent elements, and 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 (advantage degree)" refers to being advantageous to the player, and unless otherwise specified, it refers to being advantageous with respect to the acquired amount of prize balls (game media), which includes not only payout of game balls but also payout of medals, excluding performance aspects such as so-called premium images.
[0010] <Features of the Present Invention> Before describing details of the gaming machine 10 according to the present embodiment, features of the invention (the present invention) described in the present embodiment will be explained. In describing the features, the configurations in parentheses are examples of configurations of the present embodiment corresponding to the immediately preceding configuration, and configurations may be described in parentheses for the same purpose in the description of the gaming machine 10 after this description.
[0011] The gaming machine 10 according to the present invention is a pachinko gaming machine, and is characterized in that there is a first case in which the first symbol variation starts during the execution of the first display (animation video A or animation video B) and then the first display ends (for example, the case shown in Figure 15), and a second case in which the second symbol variation starts during the execution of the first display and then the first display ends (for example, the case shown in Figure 17), and the length from the start timing of the second symbol variation to the end timing of the first display in the second case is shorter than the length from the start timing of the first symbol variation to the end timing of the first display in the first case. Because of this characteristic, players can distinguish between the first and second states by focusing on the length of time from the start of the symbol change to the end of the first display.
[0012] Here, "first display" refers to a display that includes at least one of a video or an image, and depending on the device performing the display, it may also include an indicator light display (for example, a display using pixel art).
[0013] Here, the first and second symbol variations are different symbol variations. The difference between them is sufficient if it falls under either the degree of advantage related to the bonus or the content related to the bonus. Here, "degree of advantage related to the bonus" means that the expected probability of winning a winning game, the expected probability of winning a winning game with a large number of balls won, the expected probability of transitioning to a favorable game state, etc., are different. Also, "content related to the bonus" means that the content of the bonus granted is different (for example, the attacker that is opened by each win is different) or the route through which the bonus is granted is different (for example, the difference between a big win game that occurs from a small win and a V-entry in a Type 1 and Type 2 mixed machine and a big win game that occurs from a big win).
[0014] For example, if the second instance offers a higher advantage than the first, the advantage can be detected by the shorter duration between the start of the symbol change and the end of the first display. Alternatively, if the first case offers a higher advantage than the second case, the advantage can be detected by the length of time from the start of the symbol change to the end of the first display.
[0015] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.
[0016] <About the structure of gaming machine 10> First, the structure of the gaming machine 10 will be explained using Figures 1 to 5. Figure 1 is a front view of the gaming machine 10, Figure 2 shows the pattern display device 90 located in area II shown in Figure 1, Figure 3 is a bird's-eye view showing the group of operation buttons and their surroundings located in area III shown in Figure 1, Figure 4 shows the game board 50 installed inside the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. The configurations shown in Figures 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and configurations and functions not shown herein may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown herein, and some configurations or functions may be omitted as long as they do not hinder the effects of the present invention.
[0017] The gaming machine 10 of this embodiment is a so-called pachinko machine, and it plays a game in which a game ball is launched into the front area (hereinafter referred to as the "game area 50a") of a game board 50 on which a large number of game pins (not shown) are erected, and when the game ball enters a prize pocket (for example, a large prize pocket 55, etc.), the player receives prize balls. In the following description, when a game ball enters a prize pocket, it may be simply referred to as "entering (a prize pocket) to win a prize."
[0018] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, an inner frame 17 that detachably holds the game board 50 on the front side of the opening of the outer frame 15, and a front frame 20 configured to cover the front side of the game board 50.
[0019] The middle frame 17 is supported by a hinge mechanism (not shown) located on the same side as the hinge mechanism 21, allowing it to rotate freely around its left end and open and close to the front of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the front frame 20 (to the right in this embodiment)).
[0020] The front frame 20 is supported by a hinge mechanism 21 so as to be able to rotate around its left end and open and close relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the middle frame 17 (to the left in this embodiment)). Furthermore, the front frame 20 is equipped with a transparent member 25 positioned to cover the game area 50a, and the transparent member 25 provides transparent protection for the game area 50a and the game board 50. Furthermore, the front frame 20 is equipped with an upper ball receiving tray 27 and a lower ball receiving tray 29 for storing game balls, and the upper ball receiving tray 27 and the lower ball receiving tray 29 are spaced apart vertically and integrally provided with the front frame 20. In this embodiment, a full-capacity detection sensor (not shown) for detecting when the lower ball receiving tray 29 is full with discharged game balls is provided upstream of the lower discharge port 30 that discharges game balls into the lower ball receiving tray 29. Furthermore, the front frame 20 is equipped with an operating handle 31 on the right side of the lower ball receiving tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball receiving tray 27 are launched toward the game area 50a. Furthermore, the front frame 20 is equipped with a stereo jack C1 and a USB port C2 above the operating handle 31. The stereo jack C1 can be used to connect earphones (not shown), and the USB port C2 can be used to connect a smartphone (not shown) via a USB cable.
[0021] Although not shown in Figures 1 to 5, the middle frame 17 has a middle frame open sensor 76 that detects whether the middle frame 17 is open or closed relative to the outer frame 15, and a front frame open sensor 77 that detects whether the front frame 20 is open or closed relative to the middle frame 17. In this embodiment, both of these open sensors are ON when open and OFF when closed. However, these open sensors may be configured to be OFF when open and ON when closed. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15, and the open / closed state of the front frame 20 relative to the middle frame 17.
[0022] Furthermore, as shown in Figure 3, a group of operation buttons operated by the player is arranged on the upper surface of the upper ball receiving tray 27. This group of operation buttons includes a main operation unit 39 electrically connected to the main control board 100 (described later), which includes a ball dispensing button 39a and a return button 39b for accepting prepaid card return operations. It also includes an effect button 37 electrically connected to the first sub-control board 200 (described later), which can accept player operations to switch between effects that occur during gameplay or to obtain various information related to the gaming machine 10, and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d) for instructing operations up, down, left, and right, respectively. Each operation unit is equipped with a sensor for detecting operations, and the connected control board detects the operation of each operation unit by changes in the detection state of the sensor. The effect button 37 has a single-color LED inside, which is covered by a red translucent case. Due to this configuration, the effect button 37 emits red light for the duration that the LED is illuminated.
[0023] Furthermore, a movable decorative body 22, which is operated (vibrates) by an actuator such as a motor (not shown), is provided on the side of the upper ball receiving tray 27.
[0024] The lower part of the lower ball receiving tray 29 is provided with a ball removal mechanism 36 that discharges the game balls stored in the lower ball receiving tray 29 downwards. By operating this ball removal mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball receiving tray 29 opens, and the game balls fall naturally out through this bottom opening and are discharged. Although not shown in the diagram, the upper ball tray 27 is equipped with a mechanism, similar to the ball removal mechanism 36, that, when operated, moves the stored balls to the lower ball tray 29. By operating both this mechanism and the ball removal mechanism 36, the stored balls can be discharged.
[0025] As shown in Figure 1, a pair of speakers 33 (33a, 33b) are provided on the left and right sides of the upper frame portion 32 of the front frame 20, respectively. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed by light-transmitting covers, and frame lamps 35 (35a, 35b, 35c) are provided inside them, respectively. The speakers 33 and frame lamps 35 can emit sound or light up or turn off in conjunction with effects or error notifications that occur during gameplay.
[0026] The main display unit 81 is a fixed liquid crystal display device located approximately in the center of the game board 50. 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".
[0027] Multiple LEDs are arranged on the lower right side of the main display unit 81, and these LEDs constitute the display area of the symbol display device 90, on which special symbols and regular symbols are displayed. 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.
[0028] 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."
[0029] 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."
[0030] In addition to the display device described above, the symbol display device 90 is also equipped with a first special symbol hold lamp 94, a second special symbol hold lamp 95, and a regular symbol hold lamp 96. The first special symbol hold lamp 94 can identify the number of symbol changes related to the held special symbol 1, the second special symbol hold lamp 95 can identify the number of symbol changes related to the held special symbol 2, and the normal symbol hold lamp 96 can identify the number of symbol changes of the held normal symbol. In each case, the number of corresponding symbol changes can be identified by the lighting patterns of the two LEDs (in this embodiment, right LED always lit = 1, left and right LEDs always lit = 2, right LED flashing + left LED always lit = 3, left and right LEDs flashing = 4).
[0031] 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.
[0032] As shown in Figure 4, numerous obstacles such as game pins (not shown), windmills 52, and decorative members are arranged on the front of the game board 50, thereby defining the game area 50a so that the launched game balls roll along it. Furthermore, curved outer rails 51 and inner rails 53 are positioned on the left and upper sides of the game area 50a to guide the game balls, launched by the rotation of the operating handle 31, to the upper part of the game area 50a. The outer rail 51 is located outside the inner rail 53 with respect to the center of the game area 50a. Here, the windmill 52 is a mechanism for changing the direction of the game ball's fall, and is nail-shaped.
[0033] The gaming machine 10 allows the player to adjust the strength of the ball launch by changing the amount of rotation (for example, the rotation angle) of the operating handle 31. Various obstacles are arranged in the gaming area 50a so that the balls roll along either a first channel X (so-called left-handed play) where the balls are launched weaker, or a second channel Y (so-called right-handed play) where the balls are launched stronger.
[0034] Figure 4 illustrates the main prize-winning openings, including the Grand Prize Opening 55, the First Starting Opening 57, the Second Starting Opening 59, Gate 63, and the General Prize-Winning Opening 67. However, the prize-winning openings shown are just an example, and their number and arrangement may be changed as appropriate.
[0035] 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.
[0036] 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. In a jackpot game, the special electric mechanism 65 is alternately set to an open state and a closed state. One open state (sometimes referred to as a "round game," and the total number of round games that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number of game balls (10 in this embodiment) enter the large prize pocket 55, and the special electric mechanism 65 closes. Furthermore, one open state in a jackpot game also ends when a sufficient amount of time (30 seconds in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize pocket 55.
[0037] The first start opening 57 is located in the lower center of the game area 50a. The first start opening 57 is equipped with a first start opening sensor 70, and a prize is awarded based on the detection result of the first start opening sensor 70, with a number of prize balls (4 in this embodiment) associated with the first start opening 57 being awarded. In at least some cases when a prize is determined to have been awarded to the first start opening 57, a symbol change related to special figure 1 will occur. 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.
[0038] 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, a symbol change related to special figure 2 will occur. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the first channel X, more game balls roll towards the second starting opening 59 when they roll from the second channel Y, with obstacles such as game pins arranged accordingly.
[0039] A standard electric mechanism 61 is installed in the flow path connected to the second starting port 59. The standard electric mechanism 61 is a component that can switch between an open state, which facilitates the entry of game balls into the second starting port 59, and a closed state, which makes it difficult for game balls to enter. The standard electric mechanism solenoid 62 switches between the open state and the closed state. More specifically, the standard electric mechanism 61 opens when the result of the standard symbol win / loss determination described later is a standard symbol win (hereinafter sometimes simply referred to as "standard symbol win"), and as a result, entry into the second start opening 59 is permitted. In this way, when the standard electric mechanism 61 is open, entry into the second start opening 59 is possible, so the number of game balls can be reduced by prize balls, while the opportunities for the symbol changes related to special symbol 2 to be executed can be greatly increased.
[0040] 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.
[0041] 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 (3 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.
[0042] The out-out opening 69 is located at the bottom of the game area 50a. Game balls that are hit into the game area 50a and do not enter any of the aforementioned prize-winning openings fall into the out-out opening 69 and are treated as out balls. In this embodiment, an out ball sensor 75 (not shown) is provided for detecting out balls, which are game balls that have entered the prize entry and out exit 69.
[0043] In addition to the sensors mentioned above, the game board 50 is also equipped with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (neither of which are shown in the diagram) to prevent fraudulent activities such as receiving prize balls illegally.
[0044] As shown in Figure 5, the back of the game board 50 is fitted with a main control board case 109 housing the main control board 100, a first sub-control board case 209 housing the first sub-control board 200, a second sub-control board case 309 housing the second sub-control board 300, a power supply control board case 509 housing the power supply control board 500, and a payout control board case 409 housing the payout control board 400. In addition to the backs of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 is detachably attached to cover a portion of the back of the main control board case 109. Furthermore, the main control board 100 is provided with a RAM clear switch 43. Furthermore, the circuit board cases and covers that enclose each circuit board are made of transparent materials, allowing the corresponding circuit board to be seen through each case and cover.
[0045] 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.
[0046] Up to this point, the structure of the gaming machine 10 in this embodiment has been described, but these are just specific examples, and the present invention can also be implemented with other configurations.
[0047] <Regarding the control configuration of the gaming machine 10> Next, the control configuration of the gaming machine 10 according to this embodiment will be explained using Figure 6. Figure 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Figure 6 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have control configurations not shown in Figure 6.
[0048] 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.
[0049] The CPU 101 reads various control programs stored in the ROM 102 and performs calculations to execute various processes related to the main control of the game. RAM103 is backed up by a backup power supply generated by the backup power supply circuit described later. Specifically, among the information stored in RAM103, various information is backed up so that when power is restored after a power outage (when power is turned on), the gaming machine 10 can be restored to the state it was in immediately before the power outage. For example, in addition to data such as the stack pointer and each register that was held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (game stopped state or game ready state) and the current lottery state, is backed up. This information is cleared (initialized) by the RAM clear process described later.
[0050] 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.
[0051] Furthermore, the main control board 100 is electrically connected to the first start port sensor 70, the second start port sensor 71, the big prize port sensor 72, the general prize port sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame door open sensor 76, the front frame door open sensor 77, etc., and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104. Although not shown in the diagram, in addition to these sensors, the main control board 100 is also electrically connected to the full tank detection sensor, the magnetic detection sensor, and the radio wave detection sensor, and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104.
[0052] 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.
[0053] 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.
[0054] The first sub-control board 200 includes a CPU 201 that performs various calculations related to game effects based on effect control commands from the main control board 100, a ROM 202 that stores data such as effect control programs and various lottery tables, a RAM 203 that functions as a work area and buffer memory for temporary storage, and I / O ports 204 that input and output signals to and from peripheral boards and various devices. These are interconnected via an internal bus, and the CPU 201 is configured to execute major controls related to game effects according to the control program stored in the ROM 202. The first sub-control board 200 is electrically connected to the performance button 37 and the cursor button 38, and is configured to detect the operation of the said control unit.
[0055] Furthermore, the first sub-control board 200 generates image control commands that instruct the second sub-control board 300 to display images, audio control commands that instruct the audio control board 310 to output audio, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the movable decorative body 22, 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, voice control command) is transmitted from the first sub-control board 200 to the second sub-control board 300 or the voice control board 310, while in response, an acknowledgment command (ACK command) indicating that the control command has been successfully received is transmitted from each control board (second sub-control board 300, voice control board 310) to the first sub-control board 200.
[0056] Furthermore, the first sub-control board 200 is electrically connected to the performance button 37, the frame lamp 35, and the movable decorative body 22, and transmits lamp control data via the I / O port 204. The performance button 37, the frame lamp 35, and the movable decorative body 22 are configured to be controlled by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and 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.
[0057] The first sub-control board 200 is connected to the stereo jack C1, and when a stereo plug of an earphone (not shown) is inserted into the stereo jack C1, it detects the insertion and becomes capable of controlling the earphone. The first sub-control board 200 is connected to USB port C2, and when the USB terminal of a USB cable (not shown) connected to a smartphone (not shown) is inserted into USB port C2, the board detects the insertion and becomes able to control the smartphone. Each of the connected devices (earphones, smartphone) can be used for specific effects, and the first sub-control board 200 can transmit the necessary effect data to each device.
[0058] Therefore, it can be said that the gaming machine 10 is equipped with a first detection means (first sub-control board 200) that detects the detectable parts (stereo plug, USB terminal) of devices (earphones, smartphones) used in the performance. Here, the detected part refers to the object that is detected by the device used in the performance. The method by which the first detection means detects the detected part may be physical, electrical, electronic (computer-controlled), or a combination of these.
[0059] The second sub-control board 300, although not shown in the figures, includes a CPU that performs various calculations related to image rendering based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, a RAM that functions as a work area and buffer memory for temporary storage, and I / O ports that input and output signals to and from peripheral boards and various devices. The CPU is configured to execute the main controls related to image rendering according to the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data in accordance with the content of the performance determined by the performance content determination means 225 (described later) based on control signals received from the CPU, and a sound source IC that generates sound data in accordance with the content of the performance based on control signals received from the CPU. The VDP is a so-called image processor that reads image data stored in the image ROM in response to instructions from the CPU, processes it, and transmits the generated image data to the main display unit 81. In addition, a high-speed VRAM used for unpacking and processing the image data read from the image ROM is connected to this VDP.
[0060] 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.
[0061] The dispensing control board 400 is mainly composed of a CPU, ROM, and RAM (none of which are shown in the illustration). Furthermore, the payout control board 400 is connected to the main control board 100 in a bidirectional manner, and controls the payout unit 48 to dispense game balls based on payout control commands from the main control board 100, and also controls the launch of game balls by synchronously driving the ball feeding mechanism and the launching mechanism based on the amount of operation of the operating handle 31.
[0062] 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.
[0063] <Regarding the functional configuration of the gaming machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be explained using Figure 7. Figure 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Figure 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations not shown in Figure 7. Furthermore, when explaining the functional configuration, Figures 8 to 11 will be referred to as needed.
[0064] As shown in Figure 7, the main control board 100 includes a ball entry determination means 110, a main random number generation means 115, a main hold control means 120, a pre-determination means 125, a special symbol lottery means 130, a regular symbol lottery means 135, a jackpot game control means 140, a symbol display control means 145, an electric mechanism control means 150, a game state control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, a power interruption processing execution means 180, and a complete function control means 190. These means functionally represent what is realized by each control configuration on the main control board 100 as described with reference to Figure 6.
[0065] 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.
[0066] The ball entry determination means 110 determines whether a ball has entered each prize slot based on the detection results of sensors installed at each prize slot. Furthermore, when the ball entry determination means 110 determines that a game ball has entered a prize slot, such as the large prize slot sensor 72, it generates a performance control command (prize entry command) that includes information that can identify the type of sensor involved in the prize entry, and stores the command in the transmission command storage area of the main information storage means 160.
[0067] 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.
[0068] The main hold control means 120 controls the hold of symbol changes related to special symbols and symbol changes related to regular symbols. With respect to 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 prize is awarded in the first start opening 57, are held (stored) as operation hold information for special symbol 1. More specifically, the main hold control means 120 includes a hold counter (hereinafter referred to as the "Figure 1 hold counter") which is incremented by 1 each time the operation hold information of Figure 1 is held, and decremented by 1 each time the operation hold information of Figure 1 is used (used in the lottery of the Figure 1 lottery means 130). The main information storage means 160 stores the operation hold information in the storage area corresponding to the current Figure 1 hold counter until the value of the Figure 1 hold counter reaches its upper limit (4 in this embodiment). Each time the operation hold information is used, the main information storage means 160 clears the used operation hold information and controls the remaining operation hold information to be moved (shifted) from the current storage area to the storage area corresponding to a Figure 1 hold counter that is 1 less than the current Figure 1 hold counter, in order from the smallest Figure 1 hold counter. Furthermore, the main hold control means 120 also performs the same control as described above for Figure 2 and the general figure, separately from Figure 1. The hold counter in Figure 2 is referred to as the Figure 2 hold counter, and the upper limit of the value of the Figure 2 hold counter in this embodiment is 4. Furthermore, in the following explanation, "holding of operation hold information" may be expressed as "holding of symbol change," or simply as "hold." Furthermore, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of Figure 1 or Figure 2, it generates a performance control command (hold command) that includes the Figure 1 hold counter and the Figure 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, if both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held, a priority variation is performed in which the operation hold information corresponding to Figure 2 is used preferentially. However, instead of this priority variation, a prize-winning order variation may be adopted in which the operation hold information is used in the order in which it was held, regardless of whether it corresponds to Figure 1 or Figure 2, or a simultaneous variation may be adopted in which the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are used simultaneously when both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held.
[0069] The pre-determination means 125 performs a pre-determination for a pre-reading effect targeting the reserved operation information of the special feature when the reserved operation information of the special feature is reserved at a predetermined pre-determination timing, at least in some cases. More specifically, the pre-determination means 125 reads out each random number of the currently held operation hold information and performs pre-determinations for the special symbol win / failure determination, special symbol stop symbol lottery, and special symbol variation pattern lottery, which will be described later. In each pre-determination, the same or equivalent lottery table (not shown) as the lottery table used for the lottery corresponding to each pre-determination is used. Therefore, the results of these pre-determinations will be the same as the results of the lottery executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) that includes the derived pre-determination result, and stores the command in the transmission command storage area of the main information storage means 160. The pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the predetermined pre-determination timing, and is therefore transmitted following the hold command described above. Here, the predetermined pre-determination timing is, for example, the timing when the operation hold information for the special figure is held. In this embodiment, if the operation hold information for special figure 1 is held during the normal figure high probability period described later, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the operation hold information for special figure 2 is held during the normal figure low probability period described later, the pre-determination may or may not be restricted.
[0070] 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.
[0071] Figures 8 and 9 schematically show the lottery table used in the main control board 100, and will be referred to as needed in the following explanation. In addition to these lottery tables, in lotteries using lottery tables, the lottery values stored in the lottery table are sequentially added to the read random number in a predetermined order (if there is only one lottery value, the addition is performed once), and the result corresponding to the lottery value that resulted in a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of lottery tables, names are given to the lottery tables for the sake of explanation, but it is sufficient that the data such as lottery values included in the lottery table corresponding to the name is stored in an identifiable manner in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery tables, if there are items listed for the sake of explanation, or if "-" or "0" are listed as lottery values, these do not necessarily represent data stored in each ROM. Furthermore, it is not possible to win a result where "-" or "0" is listed as the lottery value. Moreover, if the same lottery value as the random number range used for the lottery (the number of random numbers that can be obtained within that range) is listed in the lottery table, that result will be derived 100% of the time, so it is not necessarily necessary to perform a lottery. Furthermore, if the sum of the random values used in a single draw matches the range of random numbers used in the draw, a carry will always occur in the final addition of the random values, so that addition does not need to be performed, and in that case, the random values used in that addition themselves become unnecessary.
[0072] 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 is a win or a loss. Figure 8(a) schematically shows the lottery table used to determine whether a special symbol wins or loses. This lottery table is used in common for both Special Symbol 1 and Special Symbol 2. The range of random numbers used in this determination is 0 to 65535. Therefore, when the special symbol lottery state is low probability (hereinafter sometimes abbreviated as "low probability special symbol"), a win is determined with a probability of 205 / 65536 (approximately 1 / 319.7), and if a win is not determined, it is a loss. Similarly, when the special symbol lottery state is high probability (hereinafter sometimes abbreviated as "high probability special symbol"), a jackpot is generated with a probability of 660 / 65536 (approximately 1 / 99.3), and if a jackpot is not generated, it is a miss.
[0073] The special symbol stop symbol lottery means 132 reads out a random number for the special symbol stop symbol lottery when the result of the special symbol win / loss determination is a jackpot, and uses the read random number and the special symbol stop symbol lottery table to determine the special symbol stop symbol by lottery. Figure 8(b) schematically shows the lottery table for determining the stopping symbols in Special Feature 1, and the range of random numbers used in this lottery is 0 to 99. Therefore, if a jackpot is achieved in Special Feature 1, symbol A is determined with a probability of 50 / 100 (1 / 2), symbol B with a probability of 40 / 100 (1 / 2.5), and symbol C with a probability of 10 / 100 (1 / 10) as the stopping symbols. Here, symbol A is a symbol with 3 rounds, and after the jackpot game ends, the special symbol is low probability and the normal symbol is high probability (hereinafter, jackpots related to this symbol may be referred to as "normal wins"). On the other hand, symbol B is a symbol with 3 rounds, and symbol C is a symbol with 10 rounds, and both are symbols that after the jackpot game ends, the special symbol is high probability and the normal symbol is high probability (hereinafter, jackpots related to these symbols may be referred to as "probability-changing wins"). Symbols B and C offer a more favorable game state after the jackpot ends compared to symbol A. Furthermore, symbol C has more rounds in the jackpot game compared to symbol B, making it more advantageous in terms of the number of balls that can be won. Figure 8(c) schematically shows the lottery table for determining the stop symbol for Special Feature 2. The range of random numbers used in this lottery is 0 to 99, the same as for determining the stop symbol for Special Feature 1. Therefore, if a jackpot is determined in Special Feature 2, symbol a is determined as the stop symbol with a probability of 100 / 100 (approximately 1 / 1). Here, symbol a is a probability variation symbol with 10 rounds, which results in a high probability of both special symbols and regular symbols after the jackpot game ends. Furthermore, if the result of the special symbol stop symbol lottery is not a jackpot, the special symbol stop symbol lottery means 132 uniformly determines symbol D as the stop symbol if special symbol 1 is a miss, and symbol b as the stop symbol if special symbol 2 is a miss. Furthermore, in this embodiment, the probability of entering a high probability state for special symbols after a jackpot game using special symbol 1 (50 / 100) is different from the probability of entering a high probability state for special symbols after a jackpot game using special symbol 2 (100 / 100) (the symbol fluctuations of special symbol 2 are more advantageous than the symbol fluctuations of special symbol 1).
[0074] The special symbol variation pattern derivation means 133 includes multiple types of special symbol variation pattern lottery tables that are referenced when determining the special symbol variation pattern. Based on the current special symbol variation pattern derivation state and the result of the special symbol win / failure determination, it selects one special symbol variation pattern lottery table to determine the special symbol variation pattern for the current time. Using the selected special symbol variation pattern lottery table and random numbers for special symbol variation pattern lottery, it determines one special symbol variation pattern, and determines the variation time based on the determined special symbol variation pattern. Here, variation time refers to the time from when the variation of the symbols related to the special symbol (special symbol 1 or special symbol 2) begins until the variation of the symbols ends. Details of the transition conditions will be described later, but in this embodiment, there are three special figure variation pattern derivation states: special figure variation pattern derivation state PA, special figure variation pattern derivation state PB, and special figure variation pattern derivation state PC. The method for determining the special figure variation pattern described above is used for the pattern variation related to special figure 1 in special figure variation pattern derivation state PA, and for the pattern variation related to special figure 2 in special figure variation pattern derivation state PB and special figure variation pattern derivation state PC. On the other hand, in the symbol variation of the other special symbol (the special symbol to which the above-described method for determining the special symbol variation pattern is adopted) in each special symbol variation pattern derivation state, a predetermined special symbol variation pattern is determined according to the result of the special symbol win / failure judgment. In particular, in this embodiment, in the symbol variation of special symbol 2 in special symbol variation pattern derivation state PA, if the result of the special symbol win / failure judgment related to the symbol variation is a miss, and if the result of the special symbol win / failure judgment related to the symbol variation is a jackpot, a variation pattern with a variation time of 1000ms is determined. In the symbol variation of special symbol 1 in special symbol variation pattern derivation state PB or special symbol variation pattern derivation state PC, if the result of the special symbol win / failure judgment related to the symbol variation is a miss, and if the result of the special symbol win / failure judgment related to the symbol variation is a jackpot, a variation pattern with a variation time of 2000ms is determined. If the result of the special symbol win / failure judgment for the symbol variation is a miss, a variation pattern with a variation time of 2000ms is determined.
[0075] Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA is activated, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 9(a), in the symbol variation related to Special Feature 1 when the Special Feature variation pattern derivation state PA is reached, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-C can be determined.
[0076] Specifically, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA, there is a 900 / 1000 (approximately 1 / 1.11) probability of special symbol variation pattern HNP, a 52 / 1000 (approximately 1 / 19.2) probability of special symbol variation pattern HRP, a 13 / 1000 (approximately 1 / 76.9) probability of special symbol variation pattern HSP1-A, and an 11 / 1000 (approximately 1 / 90.9) probability of special symbol variation pattern HS For P1-B, there is a 9 / 1000 (approximately 1 / 111) probability that special symbol variation pattern HSP2-A will be determined, a 7 / 1000 (approximately 1 / 143) probability that special symbol variation pattern HSP2-B will be determined, a 5 / 1000 (1 / 200) probability that special symbol variation pattern HSP3-A will be determined, and a 3 / 1000 (approximately 1 / 333) probability that special symbol variation pattern HSP3-B will be determined. In these cases, special symbol variation patterns ASP1-A to ASP-C will not be determined. Further details will be described later using Figure 9(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 1 reserve counter at the start of the current symbol variation. Furthermore, in the symbol variation related to Special Symbol 1 during the Special Symbol Variation Pattern Derivation State PA, if the result of the Special Symbol win / loss judgment is either Symbol A or Symbol B, then Special Symbol Variation Pattern ASP1-A is determined with a probability of 120 / 1000 (approximately 1 / 8.33), Special Symbol Variation Pattern ASP1-B with a probability of 140 / 1000 (approximately 1 / approximately 7.14), Special Symbol Variation Pattern ASP2-A with a probability of 160 / 1000 (1 / 6.25), Special Symbol Variation Pattern ASP2-B with a probability of 180 / 1000 (approximately 1 / 5.56), Special Symbol Variation Pattern ASP3-A with a probability of 180 / 1000 (approximately 1 / 5.56), and Special Symbol Variation Pattern ASP3-B with a probability of 220 / 1000 (approximately 1 / 4.56). In this case, Special Symbol Variation Patterns HNP~HSP3-B and Special Symbol Variation Pattern ASP-C will not be determined. Furthermore, in the symbol variation related to Special Symbol 1 during the Special Symbol Variation Pattern Derivation State PA, if the result of the Special Symbol win / loss judgment is symbol C, then there is a 90 / 1000 (approximately 1 / 11.1) probability of Special Symbol Variation Pattern ASP1-A, a 110 / 1000 (approximately 1 / approximately 9.09) probability of Special Symbol Variation Pattern ASP1-B, a 135 / 1000 (approximately 1 / 7.41) probability of Special Symbol Variation Pattern ASP2-A, and a 165 / 1000 (approximately 1 / approximately There is a probability of 6.06) 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.
[0077] Thus, in this embodiment, when the result of the special symbol win / loss judgment is a loss in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA, one of the special symbol variation patterns HRP to special symbol variation patterns 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, in the symbol variation related to Special Symbol 1 during the Special Symbol Variation Pattern Derivation State PA, if the result of the Special Symbol win / loss judgment is a win for Symbol A and Symbol B (a 3-round jackpot game), then one of the Special Symbol Variation Patterns ASP1-A to ASP3-B is determined at a rate of 1000 / 1000 (1 / 1). Furthermore, in the symbol variation related to Special Symbol 1 during the Special Symbol Variation Pattern Derivation State PA, if the result of the Special Symbol win / loss judgment is a win related to Symbol C (a 10-round jackpot game), then one of the Special Symbol Variation Patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). In the description of the special symbol variation patterns of this embodiment, when two special symbol variation patterns are described separated by a "~", the description of the special symbol variation pattern that lies between the special symbol variation pattern described earlier and the special symbol variation pattern described later is omitted, in accordance with the order described in the drawing relating to the special symbol variation pattern lottery table for each special symbol variation pattern derivation state. Furthermore, in the description of the special symbol variation patterns of this embodiment, regardless of whether the corresponding variation time is described or not, if the names of the special symbol variation patterns are different, it means that the special symbol variation patterns are different.
[0078] Figure 9(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9(b), the special symbol variation patterns HNP that can be determined in the symbol variation related to special symbol 1 when the special symbol variation pattern derivation state PA include special symbol variation pattern HNP-A with a variation time of 3200 ms (milliseconds), special symbol variation pattern HNP-B with a variation time of 5600 ms, special symbol variation pattern HNP-C with a variation time of 8000 ms, and special symbol variation pattern HNP-D with a variation time of 11200 ms, with the variation time increasing in this order. Specifically, if the Special Symbol 1 Reserve Counter = 3 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the Special Symbol 1 Reserve Counter = 2 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and Special Symbol Change Pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the Special Symbol 1 Reserve Counter = 1 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), and Special Symbol Change Pattern HNP-B is determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special symbol variation pattern HNP-B is determined by probability, and the special symbol variation pattern HNP-C is determined by probability of 800 / 1000 (1 / 1.25). If the special symbol 1 reserve counter = 0 at the start of the current symbol variation, the special symbol variation pattern HNP-B is determined by probability of 50 / 1000 (1 / 20), the special symbol variation pattern HNP-C is determined by probability of 100 / 1000 (1 / 10), and the special symbol variation pattern HNP-D is determined by probability of 850 / 1000 (approximately 1 / 1.18). In the following explanation, if the value of the special symbol reserve counter being referenced is 3, it will be referred to as "Reserve 3", if the value of the special symbol reserve counter is 2, it will be referred to as "Reserve 2", if the value of the special symbol reserve counter is 1, it will be referred to as "Reserve 1", and if the value of the special symbol reserve counter is 0, it will be referred to as "Reserve 0". Thus, when the special symbol variation pattern HNP is determined in the special symbol variation pattern derivation state PA, the special symbol variation pattern (variation time) that is likely to be determined differs depending on the value of the special symbol 1 reserve counter at the start of the current symbol variation. More specifically, the smaller the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a special symbol variation pattern with a longer variation time is to be determined (the larger the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a shorter variation time is to be determined). Furthermore, such special feature variation patterns HNP (hereinafter sometimes referred to as "basic special feature variation patterns") also exist in special feature variation pattern derivation states PB and PC. In these special feature variation pattern derivation states, the referenced hold counter differs from that in special feature variation pattern derivation state PA, and in both cases, the value of the special feature 2 hold counter is referenced.
[0079] 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.
[0080] The regular symbol lottery means 135, similar to the special symbol lottery means 130, reads the earliest operational pending information from the operational pending information held in the main information storage means 160 when the regular symbol is not changing, and uses the read random number to perform a regular symbol win / failure determination to determine whether the regular symbol is a winner or loser. Based on the result of the regular symbol win / failure determination and information such as the current special symbol variation pattern derivation state, it determines various parameters related to the regular symbol (regular symbol variation time, regular symbol stop display time, etc.). In the determination of whether the regular drawing wins or losses occurs, there are two states: one where the regular drawing state is high probability (sometimes abbreviated as "high regular drawing probability") and one where the regular drawing state is low probability (sometimes abbreviated as "low regular drawing probability"). The lottery table is not shown in this embodiment, but in the high regular drawing probability state, there is a 65535 / 65536 chance of winning the regular drawing and a 1 / 65536 chance of losing. In the low regular drawing probability state, there is a 1 / 65536 chance of winning the regular drawing and a 65535 / 65536 chance of losing. It is also possible to make it so that there is no regular drawing win in the low regular drawing probability state (a 65536 / 65536 chance of losing).
[0081] The jackpot game control means 140 generates a performance control command (start demo command) containing information related to the jackpot game (the duration of the start demo, the number of rounds, and the subsequent special symbol variation pattern derivation state) at the start of the jackpot game and stores it in the transmission command storage area of the main information storage means 160. At the end of the start demo, it generates a performance control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of the round game, it generates a performance control command (end demo command) containing the duration of the end demo of the jackpot game and stores it in the transmission command storage area of the main information storage means 160.
[0082] The symbol display control means 145 causes special symbol 1 to be displayed on the first special symbol display device 91 in accordance with the variation time corresponding to the determined special symbol variation pattern of special symbol 1, and after the variation time has elapsed, special symbol 1 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Similarly, special symbol 2 is displayed on the second special symbol display device 92 in accordance with the variation time corresponding to the determined special symbol variation pattern of special symbol 2, and after the variation time has elapsed, special symbol 2 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Here, the stop display time (interval) for symbol changes related to special symbols refers to the time from when a special symbol is stopped until the symbol changes of the next special symbol can begin (if the result of the special symbol win / fail judgment is a loss), or the time from when the symbol changes of a special symbol end until the jackpot game begins (if the result of the regular symbol win / fail judgment is a regular symbol win). In this embodiment, the stop display time for symbol changes related to special symbols is uniformly 300ms, regardless of the type of special symbol or the result of the special symbol win / fail judgment. Furthermore, the symbol display control means 145 has a special symbol game timer for managing the time (variation time, stop display time) related to the display of special symbol 1 and special symbol 2, and when the special symbol is stopped (at the timing when the value of the special symbol game timer becomes "0"), it generates a performance control command (variation stop command) to request a confirmed stop display of the decorative symbol, and stores the command in the transmission command storage area of the main information storage means 160. Here, the confirmed stop display of decorative symbols refers to the final stop display of decorative symbols during symbol variation, and is different from the temporary stop display of decorative symbols that may occur during the execution of symbol variation. In the temporary stop display of decorative symbols, the stopped decorative symbols are accompanied by a small up-and-down shaking motion (so-called shaking motion), whereas in the confirmed stop display of decorative symbols, the stopped decorative symbols are not accompanied by shaking motion. Therefore, players can recognize whether the stop display of decorative symbols is a confirmed stop display or a temporary stop display.
[0083] Furthermore, the pattern display control means 145 causes the regular pattern to be displayed on the regular pattern display device 93 in a variable state according to the variable state variation time corresponding to the determined regular pattern variation pattern, and after the variable state time has elapsed, the regular pattern is stopped and displayed with the determined stop pattern. The symbol display control means 145 has a symbol game timer for managing the time related to the symbol display (symbol change time, symbol stop display time, etc.).
[0084] 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.
[0085] The game state control means 155 controls the normal symbol lottery state. Specifically, at the start of a jackpot game, the game state control means 155 sets the normal symbol to low probability regardless of the stopping symbols of the special symbols related to the jackpot game. When prescribed conditions such as the end of a jackpot game are met, the normal symbol is set to high probability until a prescribed number of symbol changes related to the normal symbol high probability have occurred. Upon completion of the prescribed number of symbol changes related to the normal symbol high probability, the game state is set to low probability.
[0086] This general drawing state changes in conjunction with the special symbol variation pattern derivation state described above, and the transition of the special symbol variation pattern derivation state is managed by the game state control means 155. The transition of the special symbol variation pattern derivation state will be explained below with reference to Figures 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transition of the special symbol variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship of average variation time for each special symbol variation pattern derivation state. As shown in Figure 10(a), the special symbol variation pattern derivation states include special symbol variation pattern derivation state PA, which corresponds to a low probability special symbol and a low probability normal symbol; special symbol variation pattern derivation state PB, which corresponds to a high probability special symbol and a high probability normal symbol; and special symbol variation pattern derivation state PC, which corresponds to a low probability special symbol and a high probability normal symbol. Except during a jackpot game, one of these special symbol variation pattern derivation states is set. Furthermore, the transition conditions between special symbol variation pattern derivation state PA and special symbol variation pattern derivation state PC are transition conditions (i) to transition conditions (iv).
[0087] Specifically, transition condition (i) is the end of a jackpot game related to a probability variation win, transition condition (ii) is the end of a jackpot game related to a normal win, transition condition (iii) is the end of the 100th symbol change, and transition condition (iv) is the end of the 150th symbol change. Furthermore, if a jackpot game related to a probability variation win is started 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). Additionally, if a jackpot game related to a normal win is started 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).
[0088] As shown in Figure 10(b), the average variation times for each of the special symbol variation pattern derivation states PA, PB, and PC decrease in the order of PA, PC, and PB. This is due to the length of the variation time related to the basic special symbol variation pattern that is most easily determined in each special symbol variation pattern derivation state. Here, the average variation time refers to the sum of the variation times derived by multiplying each variation time related to a special symbol variation pattern that can be selected in a given special symbol variation pattern derivation state by the occurrence rate (the probability that can occur in any symbol variation, derived by multiplying the probability of the special symbol variation pattern winning by the probability of the special symbol win / fail judgment result being derived). However, in this embodiment, if there is only one special symbol variation pattern that can be selected in a given special symbol variation pattern derivation state, the variation time related to that special symbol variation pattern is treated as the average variation time.
[0089] Thus, in this embodiment, from the viewpoint of time efficiency in acquiring prize balls due to the average fluctuation time, the special symbol fluctuation pattern derivation state PC can be said to be a more advantageous game state than the special symbol fluctuation pattern derivation state PB.
[0090] Furthermore, when a transition occurs between the normal drawing state and the special symbol variation pattern derivation state, the game state control means 155 generates a performance control command (game state specification command) that includes the state after the transition, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, the game state control means 155 counts the number of times the symbol variation is executed in each special symbol variation pattern derivation state, and each time a symbol variation starts, it generates a performance control command that includes the counted number of symbol variations, and stores the command in the transmission command area of the main information storage means 160. The information included in the performance control command may also be included in the variation start command described above.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] The power restoration processing execution means 175 includes a recovery state setting means 176 and a game-ready state transition means 179.
[0095] 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. Specifically, if there is an abnormality in RAM103 when power is restored, the game will be stopped regardless of the state of RAM clear switch 43 and middle frame door open sensor 76 when power is restored. Furthermore, if there is no abnormality in RAM 103 when power is restored, and the RAM clear switch 43 is ON (pressed) when power is restored, the RAM clear process is executed, provided that the middle frame door open sensor 76 is ON when power is restored, and then the playable state is set. However, if the RAM clear switch 43 is ON when power is restored and the middle frame door open sensor 76 is OFF, the playable state is set without executing the RAM clear process. Furthermore, if there is no abnormality in RAM103 when power is restored, and the RAM clear switch 43 is OFF (not pressed) when power is restored, the RAM clear process is not executed and the game-ready state is set.
[0096] The game stop state is a recovery state in which gameplay cannot proceed because the processing corresponding to the detection results of the sensors installed at each prize entry point is not executed (the detection results of the sensors themselves do not need to be viewed). The "playable state" refers to a restored state where gameplay becomes possible 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.
[0097] 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.
[0098] The playable state transition means 179 executes a playable state transition process to transition to the playable state when the conditions for transitioning to the playable state are met. 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.
[0099] 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).
[0100] The complete function control means 190 derives the increase in game balls from the lowest point (the so-called MY value), and sets the game to a stopped state when the MY value is equal to or greater than a predetermined threshold (100,000 in this embodiment), thus fulfilling the conditions for activating the complete function. Since the game stops when the complete function is activated in this way, the activation of the complete function can also be treated as a type of error state.
[0101] As shown in Figure 7, the first sub-control board 200 includes a sub-random number generation means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 250, a sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 as described with reference to Figure 6. 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.
[0102] 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.
[0103] 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.
[0104] 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, low probability time-saving mode, and RUSH mode. The normal mode corresponds to the special symbol variation pattern derivation state PA, the RUSH mode corresponds to the special symbol variation pattern derivation state PB, and the low probability time-saving mode corresponds to the special symbol variation pattern derivation state PC.
[0105] 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.
[0106] In this embodiment, the performance routes are broadly divided into a losing performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a loss, and a winning performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a big win. Furthermore, the losing performance route is divided into a non-developing losing performance route, in which no development performance is performed, and a developing losing performance route, in which a development performance is performed. As will be described later, if the winning 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, the sequence corresponding to that development sequence is executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a jackpot nor a win. On the other hand, in a development sequence corresponding to a win sequence route, the sequence corresponding to that development sequence is 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.
[0107] 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 in a scattered pattern (a state where all rows of symbols are displayed, and no identical decorative symbols are displayed 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 the player that the special symbol win / loss judgment for 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 same decorative symbol stops in the middle and right symbol rows, such as "5 symbol-6 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 only vary once to form a reach state, it can be said that no pseudo-variation occurs, or in that case, it can be said that one pseudo-variation is executed. In this embodiment, the maximum number of pseudo-variations is three, but the maximum number of pseudo-variations is not limited to this, and any number of two or more may be adopted.
[0108] The special feature variation patterns HSP1-A to HSP3-B correspond to the aforementioned development failure sequence routes. Specifically, special symbol variation patterns HSP1-A and HSP1-B correspond to a development sequence in which a single variation of the decorative symbols triggers a notification that the result of the special symbol win / loss judgment in the current symbol variation is a loss, and after the completion of the development sequence, the decorative symbols stop and are displayed in a scattered pattern. Note that the types of development sequences corresponding to each special symbol variation pattern are different; special symbol variation pattern HSP1-A corresponds to development sequence HEA, and special symbol variation pattern HSP1-B corresponds to development sequence HEB. 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. Similar to special symbol variation patterns HSP1-A and HSP1-B, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence HEA corresponding to special symbol variation pattern HSP2-A and development sequence HEB corresponding to special symbol variation pattern HSP2-B. 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. Similar to special symbol variation patterns HSP1-A and HSP1-B, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence HEA corresponding to special symbol variation pattern HSP3-A and development sequence HEB corresponding to special symbol variation pattern HSP3-B.
[0109] The special feature variation patterns ASP1-A and ASP1-B correspond to the winning animation routes described above. Specifically, the special symbol variation patterns ASP1-A and ASP1-B correspond to a performance route in which a development performance is executed without going through a pseudo-variation, and after the completion of the development performance, a symbol alignment (a state in which all symbol rows are stopped and the same decorative symbol is stopped and displayed in each symbol row) is displayed. The types of development performances corresponding to each special symbol variation pattern are different; the development performance HEA corresponds to the special symbol variation pattern ASP1-A, and the development performance HEB corresponds to the special symbol variation pattern ASP1-B. Special symbol variation patterns ASP2-A and ASP2-B correspond to a performance route in which a development performance is executed after two pseudo-variations, and the matching symbols are displayed after the completion of the development performance. Similar to special symbol variation patterns ASP1-A and ASP1-B, the types of development performances corresponding to each special symbol variation pattern are different, with development performance HEA corresponding to special symbol variation pattern ASP2-A and development performance HEB corresponding to special symbol variation pattern ASP2-B. Special reel variation patterns ASP3-A and ASP3-B correspond to a performance route in which a development performance is executed through three pseudo-variations, and after the completion of the development performance, the decorative symbols stop and are displayed in a matching pattern. Similar to special reel variation patterns ASP1-A and ASP1-B, the types of development performances corresponding to each special reel variation pattern are different, with development performance HEA corresponding to special reel variation pattern ASP3-A and development performance HEB corresponding to special reel variation pattern ASP3-B. 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 the development sequence HEC is executed to announce 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.
[0110] Thus, in this embodiment, by associating identical development sequences, the sequence route corresponding to special symbol variation pattern ASP1-A is associated with the sequence route corresponding to special symbol variation pattern HSP1-A, the sequence route corresponding to special symbol variation pattern ASP1-B is associated with the sequence route corresponding to special symbol variation pattern HSP1-B, the sequence route corresponding to special symbol variation pattern ASP2-A is associated with the sequence route corresponding to special symbol variation pattern HSP2-A, the sequence route corresponding to special symbol variation pattern ASP2-B is associated with the sequence route corresponding to special symbol variation pattern ASP2-B, the sequence route corresponding to special symbol variation pattern HSP3-A is associated with the sequence route corresponding to special symbol variation pattern ASP3-A, and the sequence route corresponding to special symbol variation pattern ASP3-B is associated with the sequence route corresponding to special symbol variation pattern ASP3-B. As a result, the content of the sequences in the associated sequence routes will match from the beginning to just before the end (the timing at which the result of the special symbol win / loss judgment is shown by the development sequence related to the sequence route). Therefore, during the symbol variation in which the development sequences HEA and HEB are executed, the player can be made to feel a sense of anticipation for winning a jackpot. Furthermore, the aforementioned special symbol variation patterns that determine the performance route for the development performance HEA and HEB can also be described as special symbol variation patterns that suggest a jackpot. The same applies to other performance modes. Furthermore, there is no corresponding developmental failure sequence for the special symbol variation pattern ASP-C. Therefore, when the developmental sequence HEC is executed during the symbol variation, the player can definitively recognize that they have won a jackpot (either a regular win or a probability variation win). Thus, it can be said that the sequence corresponding to this special symbol variation pattern is a sequence that guarantees a jackpot, and that this special symbol variation pattern is a special symbol variation pattern that guarantees a jackpot.
[0111] Further, as shown in FIG. 9(a), when the result of the special symbol win / fail determination is a loss, within a range where the number of pseudo-fluctuations is the same, it becomes less likely to be determined in the order of: the special symbol fluctuation pattern corresponding to the effect route in which the development effect HEA is executed (for example, special symbol fluctuation pattern HSP1-A), and the special symbol fluctuation pattern corresponding to the effect route in which the development effect HEB is executed (for example, special symbol fluctuation pattern HSP1-B). Furthermore, when the result of the special symbol win / fail determination is a normal win or a probability-variable win, within a range where the number of pseudo-fluctuations is the same, it becomes more likely to be determined in the order of: the special symbol fluctuation pattern corresponding to the effect route in which the development effect HEA is executed (for example, special symbol fluctuation pattern ASP2-A), and the special symbol fluctuation pattern corresponding to the effect route in which the development effect HEB is executed (for example, special symbol fluctuation pattern ASP2-B). As described above, the development effect HEC is executed only when a jackpot is won. Therefore, the expectation of winning a jackpot can be increased in the order of development effect HEA, development effect HEB, and development effect HEC.
[0112] When receiving a reservation command (hereinafter, may be simply referred to as occurrence of reservation winning), the sub reservation control means 223 causes, based on the information of the special symbol 1 reservation counter and special symbol 2 reservation counter included in the command, a reservation display area (not shown) of the main display section 81 to display effect data for displaying the number of reservation images corresponding to the special symbol 1 reservation counter and the number of reservation images corresponding to the special symbol 2 reservation counter. Note that the reservation image is an image that is the object of a reservation pre-reading effect that changes into various modes suggesting an advantage such as the expectation degree that a jackpot game will occur.
[0113] When receiving a pre-determination command, the pre-reading effect control means 224 determines the content of a so-called pre-reading effect based on the pre-determination result included in the command. A pre-announcement effect is an effect that, with the aim of enhancing the enjoyment of the game, hints at the expected outcome of the special symbol win / loss judgment during the pre-announcement effect, as well as the content of the effect to be performed during the pre-announcement effect, before the effect of the pre-announcement effect's effect begins. The pre-announcement effect's effect refers to the effect of the main special symbol (special symbol 1 in special symbol effect pattern derivation state PA, and special symbol 2 in special symbol effect pattern derivation state PB and special symbol effect pattern derivation state PC), and refers to the effect of the symbols held in the hold 1 to hold 3 state.
[0114] 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 a reference performance pattern lottery table for each performance execution timing in the symbol variation, based on the performance route determined by the performance route determination means 222, and then determines the content of the performance by lottery using the determined performance pattern lottery table. In particular, this makes it possible to change the content of the performance related to (executed according to) the determined performance route, and also to create a connection between the performances in a single symbol variation.
[0115] When the decorative pattern control means 226 receives a variation start command, it determines the final combination of decorative patterns (left pattern, middle pattern, right pattern) that will be displayed as a confirmed stop, based on the determined stop pattern of the special pattern. Specifically, in the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA, one of the symbol combinations related to decorative symbols excluding the 7 symbol may be determined for symbol B, and all symbol combinations including the 7 symbol may be determined for symbol C. Therefore, in this embodiment, the number of rounds in the jackpot game that occurs, and the subsequent performance mode (special symbol variation pattern derivation state) after the jackpot game ends, can be inferred from the type of symbol combination related to decorative symbols corresponding to the jackpot game.
[0116] When the jackpot performance control means 227 receives a performance control command related to the jackpot game (start demo command, round start command, end demo command), it determines the content of the performance during the jackpot game based on the type of performance control command and the information contained in the performance control command. During a jackpot game, there are three types of effects: a start demo effect that is executed based on the reception of a start demo command to announce the start of the jackpot game; a round effect that is executed based on the reception of a round start command to announce that a round game is in progress; and an end demo effect that is executed based on the reception of an end demo command to announce the end of the jackpot game. The start demo sequence, which is executed based on the reception of the start demo command, includes a right-hand shot indicator (an indicator prompting the player to shoot to the right) displayed on the main display unit 81, and this right-hand shot indicator continues to be displayed on the main display unit 81 even during the round sequence. The round effects executed based on the reception of the round start command include the display of animation video A and the output of music A, which can be performed in a jackpot game related to symbol C. The ending demo sequence, executed based on the reception of the ending demo command, includes displays on the main display unit 81 that indicate the game state to which the player transitions after the end of a big win game (displays that can identify low probability time-saving mode and RUSH mode) and warning displays (displays that encourage players to avoid excessive gambling).
[0117] The normal performance control means 220 reads performance data for each device corresponding to each performance at the execution timing of each performance, according to the content of the performance determined by the means described above provided in the first sub-control board 200. If the read performance data includes performance data related to images, it generates an image control command based on that performance data and stores the command in the transmission command storage area of the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, it generates an audio control command related to sound based on that performance data and stores the command in the transmission command storage area of the sub-information storage means 260. Furthermore, the normal performance control means 220 reads performance data to notify that the system has become playable after the RAM clear process is executed if the system has returned to a playable state after power is restored, and reads performance data to notify that the system has become playable without the RAM clear process if the system has returned to a playable state without the RAM clear process is executed. In addition, if the system enters a play-stopped state, the normal performance control means 220 reads performance data to notify that the system has entered a play-stopped state and that the RAM clear process is required. The details of these notifications are omitted here, but it is preferable that they continue to be executed for a certain period of time (for example, 30 seconds) after execution begins, and the performance device that executes the notification is not limited.
[0118] The sub-error control means 230 determines an error notification pattern when an error command is transmitted and reads out performance data for executing the error notification according to the error notification pattern. Furthermore, error notifications are executed with priority over reel spinning effects. Here, reel spinning effects refer to effects that occur during the execution of reel spinning, including at the start of reel spinning, and that suggest the likelihood of a big win occurring in that reel spinning or the reel spinning that is currently in reserve. Moreover, the execution of error notifications with priority includes not only cases where only error notifications are executed on the device that executes error notifications and the device that executes reel spinning effects, when the device is the same device (where the execution of reel spinning effects is restricted by the execution of error notifications), but also cases where error notifications are executed on the device in a manner that is more easily recognized than reel spinning effects. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether the gaming machine 10 is in an error state, and if it determines that it is in an error state, it may read out performance data to execute an error notification.
[0119] 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.
[0120] The movable prop control means 250, 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 to control the movement of the movable ornament 22 based on the performance data, transmits the read movable control data to the movable ornament 22, and controls the movement of the movable ornament 22.
[0121] 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.
[0122] 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. These commands are, in principle, transmitted in the order they are stored in the transmission command storage area of the subinformation storage means 260.
[0123] As described above, in the gaming machine 10 according to this embodiment, the display of animation video A and the output of music A can be performed during a jackpot game related to symbol C. Animation video A is a scene actually used in the anime that serves as the motif for the gaming machine 10, and music A is a dedicated song (including the voices of the characters' lines) that corresponds to animation video A. The display of animation video A and the output of music A are performed not only during the winning game but also in the RUSH mode after it ends. However, since the duration of the animation video A display and music A output is fixed, they may not always coincide with the start of the symbol changes. In order to improve the enjoyment of the game or prevent a decline in it by appropriately controlling the presentation in such cases, the gaming machine 10 has various features, which are described in detail below.
[0124] <Regarding audio output for specific animated videos and corresponding music> Next, we will explain the audio output of specific animation videos and their corresponding dedicated music using Figures 11 to 17. Figure 11 is a time chart showing the sequence of events from winning a jackpot related to symbol C to winning a jackpot related to symbol a. Figures 12 to 17 show the display mode of the main display unit 81 and the audio output mode of the speaker 33 at each timing shown in the time chart of Figure 11.
[0125] The timing t1 shown in Figure 11 is the timing when a jackpot related to symbol C is won. At this timing, the main display unit 81 displays a set of "7" symbols (see Figure 12(a)). In this embodiment, the set of "7" symbols in the special symbol variation pattern derivation state PA (normal mode) corresponds to a jackpot related to symbol C, and is not displayed when a jackpot related to symbol A or symbol B is won. When a round sequence begins during a jackpot game related to symbol C, the main display unit 81 starts displaying animation video A in the center, displays the recommended direction for launching the game balls (right-hand shot display) in the upper right, displays the number of balls won in the lower right, and speaker 33 starts outputting music A (see Figure 12(b)). Note that this figure shows the point at which the third round of gameplay has ended. When the ending demo sequence begins during a jackpot game related to symbol C, the main display unit 81 displays "RUSH mode" (an indication that the game will transition to RUSH mode after the jackpot game ends) over the animation video A (see Figure 12(c)), and then displays a warning about preventing excessive gambling (see Figure 12(d)).
[0126] The timing t2 shown in Figure 11 is the start timing of the RUSH mode. At this timing, the main display unit 81 starts displaying the number of remaining fluctuations in the RUSH mode in the lower left corner (see Figure 13(a)). As described above, the RUSH mode in this embodiment consists of 150 fluctuations, so the number of remaining fluctuations displayed in the figure is "150". When a win occurs in the second starting gate 59, triggering a symbol change related to special figure 2, the above count display becomes "149," and the symbol change display corresponding to that change is displayed at the bottom of the main display unit 81. Furthermore, if another win occurs in the second starting gate 59 during the symbol change, the main display unit 81 displays a hold indicator to the right of the symbol change display, indicating that the symbol change corresponding to that win is being held (see Figure 13(b), in which the icon drawn on the far left of the figure is the symbol change display, and the other three icons are hold indicators). In the figure, the symbols indicated by the arrows represent the decorative symbols during the change. Since the decorative symbols during the change are transparent or invisible, the player can see the animation video A displayed in the background. When the pattern change shown in Figure 13(b) ends, a decorative pattern corresponding to the stopping pattern of that pattern change is displayed in the center of the main display unit 81 (see Figure 13(c)). When the next symbol change begins, the display corresponding to the previous symbol change disappears, and the hold display that was displayed on the right slides to become the display for that change. Also, the number of remaining changes displayed on the main display unit 81 is reduced by one to "148" (see Figure 13(d)).
[0127] The timing t3 shown in Figure 11 is the timing when a power outage occurs during RUSH mode. For example, as shown in Figure 14(a), when a power outage occurs during a symbol change when the remaining number of changes is displayed as "135", the main display unit 81 turns off and the audio output from the speaker 33 also stops (see Figure 14(b)). Subsequently, when the power is turned on at timing t4 as shown in Figure 11, the symbol changes that were interrupted at timing t3 are restored, and the main display unit 81 displays a message indicating this ("Restoring" display) (see Figure 14(c)). In this embodiment, the audio output of speaker 33 is stopped while the symbol changes are being restored, but speaker 33 may output some kind of sound (for example, an audio message indicating that restoration is in progress). Subsequently, at timing t5 shown in Figure 11, when the next symbol change begins, the main display unit 81 starts displaying animation video A, and the speaker 33 starts outputting music A (see Figure 14(d)). At this time, it is preferable that the display of animation video A and the output of music A start from the beginning (initial part). This is to avoid the possibility that interruptions could reduce the enjoyment of the game, as some scenes may be missed.
[0128] Therefore, it can be said that in the gaming machine 10, when the first symbol variation (a variation of a symbol with a low probability of winning) is started while the first display (animation video A) is being executed, the power is cut off while the first display is continuing, and when the power is turned on after the power is cut off, the first display can be executed from the beginning of the first display after the power is turned on.
[0129] The timing t6 shown in Figure 11 is the timing after a predetermined period TA has elapsed from timing t5 (i.e., the start of the display of animation video A and the audio output of music A). In this embodiment, as shown in Figure 15(a), timing t6 is described as occurring during a pattern change when the remaining number of changes displayed is "98". When the predetermined period TA has elapsed, the animation video A displayed on the main display unit 81 ends and disappears, and the music A that was being output from the speaker 33 also ends and becomes silent (see Figure 15(b)). Next, the main display unit 81 starts displaying animation video B, and the speaker 33 starts outputting audio of song B, which is the music specifically for animation video B (see Figure 15(c)). Animation video B and song B, like animation video A and song A, were actually used in the animation that serves as the motif for the gaming machine 10, and are content that ends after a predetermined period (a period different from the predetermined period TA). After animation video B and song B have ended, animation video A and song A may be started again, or other videos and songs may be started. Then, when the symbol variation that was being performed ends, the main display unit 81 displays a decorative symbol corresponding to the stopped symbol of that symbol variation (see Figure 15(d)).
[0130] As described above, in the gaming machine 10 according to this embodiment, the display of animation video A may end in the middle of the symbol change. In other words, even if the first symbol variation (a variation with a low probability of winning) starts while the first display (animation video A) is running, the first display will continue and may then end.
[0131] In this embodiment, the end of the animation video A display and the end of the audio output of song A occurred during the pattern change, but it is also possible that the timing of the elapsed predetermined period TA coincides with the start or end timing of the pattern change.
[0132] The timing t7 shown in Figure 11 is the timing when a reserved ball win occurs, which triggers a specific reserved ball win animation. Here, the specific reserved ball win animation is a type of pre-announcement animation as described above, and is performed for at least a portion of the period from when the reserved ball win occurs until the corresponding symbol variation ends. In this embodiment, as shown in Figure 16(a), timing t7 is described as occurring during a symbol variation where the remaining variation count display is "77". When the above-mentioned pending win occurs, the animation video B displayed on the main display unit 81 ends and disappears, the music B that was being output from speaker 33 stops, and a special sound indicating the execution of a specific pending win animation is output (see Figure 16(b)). Next, the main display unit 81 starts displaying the animation video X corresponding to a specific pending winning animation, and the corresponding special mode of the fluctuation display and pending display, and the speaker 33 starts outputting the audio of song X, which is the dedicated music for the animation video X (see Figure 16(c)). Then, at timing t8 shown in Figure 11, the symbol variation corresponding to the reserved ball entry that triggered a specific reserved ball entry animation begins. During the execution of this symbol variation, a special reach animation is triggered, and the main display unit 81 displays the mini symbols in the reach state in the upper left and displays the animation video Y corresponding to the special reach animation in the center, and the speaker 33 begins outputting the audio of song Y, which is the music dedicated to the animation video Y (see Figure 16(d)). The special reach animation described above occurs whether or not a jackpot is won, and is considered to have a lower probability of winning a jackpot compared to the full-rotation reach animation described later. In the following explanation, it is assumed that the symbol change in which the special reach animation described above is performed is not a win, and at timing t9, which is the start of the next symbol change, the display of animation video B and the audio output of song B will begin. At this time, it is preferable that the display of animation video B and the audio output of song B begin from the beginning (starting part) for the same reasons as the display of animation video A and the audio output of song A.
[0133] The timing t10 shown in Figure 11 is the start timing of the symbol change when the full rotation reach effect is executed. Here, the full rotation reach effect is a reach effect that guarantees a jackpot, and it has the highest probability of winning a jackpot among the effects described in this embodiment. In this embodiment, as shown in Figure 17(a), timing t10 is described as occurring after the end of the symbol change when the remaining number of spins displayed is "55". When the reel spinning that triggers the full-rotation reach animation begins, immediately after the start timing of the reel spinning (timing t10), the main display unit 81 hides the animation video B, and the speaker 33 stops outputting the audio of music B, resulting in silence (see Figure 17(b)). Next, the main display unit 81 displays the mini symbols in the full rotation reach state in the upper left and starts displaying the animation video Z corresponding to the full rotation reach effect in the center, and the speaker 33 starts outputting the audio of song Z, which is the music dedicated to the animation video Z (see Figure 17(c)). Then, at the timing t11 shown in Figure 11, the main display unit 81 ends the full rotation reach animation and displays the matching symbols indicating a jackpot win (see Figure 17(d)).
[0134] As described above, in this embodiment, the symbol variation that performs the effect with the highest probability of winning a jackpot terminates the display of the animation video B that was displayed before the start of the symbol variation at its beginning. Therefore, it can be said that if the second symbol variation (a symbol variation with a high probability of winning) begins while the first display (animation video B) is running, the first display may end.
[0135] As explained above, the gaming machine 10 according to this embodiment faithfully reproduces the content used in the original work (animation video A and animation video B), and therefore, as a general rule, terminates the content after a predetermined period of time has elapsed. Consequently, there may be times when the display of animation video A ends in the middle of the symbol variation. On the other hand, in symbol changes that perform a sequence with a high probability of winning a jackpot, the content ends at the start of the sequence. Therefore, by focusing on "the length of time from the start of the symbol change to the end of the content," players can infer the probability of winning a jackpot in that particular symbol change. In this embodiment, in order to reliably ensure the above relationship, the content is described as ending at the start of a symbol variation that performs a high probability of winning a jackpot. However, it is not necessary to end the content at the start of the symbol variation; the content may end during the execution of the symbol variation (at any point from the start to the stop of the variation). In other words, if the length from the start of a symbol variation that performs a high probability of winning a jackpot to the end of the content is shorter overall than the length from the start of a symbol variation that performs a low probability of winning a jackpot to the end of the content, the same effect will be achieved. Furthermore, the opposite embodiment (an embodiment in which the content is terminated at the start of a symbol change that performs an effect with a low probability of winning a jackpot) also produces a similar effect. In this embodiment, we have exemplified an embodiment in which a symbol change that performs an effect that guarantees a jackpot is designated as the "second symbol change," and a symbol change that does not perform such an effect is designated as the "first symbol change." However, the present invention can also be applied by modifying the system so that a symbol change that performs an effect that has a high expectation level regarding the advantages or content of other benefits is designated as the "second symbol change," and a symbol change that performs an effect with a lower expectation level or does not perform an effect is designated as the "first symbol change." Furthermore, although this embodiment illustrates that both the "first symbol variation" and the "second symbol variation" are of the same type (both are symbol variations related to Illustrated Figure 2), the present invention can also be implemented by modifying the system to use different types and combinations of symbol variations.
[0136] Therefore, the gaming machine 10 has two cases: a first case (as shown in Figure 15) in which the first symbol variation (a symbol variation with a low probability of winning) begins while the first display (animation video A or animation video B) is running and then the first display ends; and a second case (as shown in Figure 17) in which the second symbol variation (a symbol variation with a high probability of winning) begins while the first display is running and then the first display ends. In the second case, the length from the start of the second symbol variation to the end of the first display is shorter than in the first case.
[0137] Furthermore, the gaming machine 10 does not display content such as animation video A and animation video B individually, but can also display information necessary for gameplay (such as right-hand shooting indicator, acquired payout indicator, and remaining spin count indicator) in parallel, and the same applies to the "first time" and "second time" described above. Therefore, at the end of the content (the point at which the probability of winning a symbol change can be estimated), the player can see the information necessary to proceed with the game.
[0138] Therefore, it can be said that the first display (animation video A or animation video B) and the second display (a display showing information necessary for game progression) can be executed in parallel, and in the case of the second display, the second display can continue beyond the end time of the first display. Furthermore, in either the first or second case, it can be said that the second display may continue beyond the end time of the first display.
[0139] As illustrated in Figure 16, the gaming machine 10 may end the display of the content (animation video B) used in the original work and hide it when a reserved ball is entered, which triggers a specific reserved ball entry animation. Even in this case, the content may end in the middle of a symbol change with a low probability of winning, but the above relationship is maintained when comparing this case with the case illustrated in Figure 17.
[0140] Therefore, the machine is equipped with a detection means (second start-up sensor 71) for detecting when a game ball enters the prize-winning slot, and when predetermined conditions (conditions for executing a specific prize-winning animation) based on detection by the detection means are met, predetermined displays (animation video X, animation video Y) are displayed, and in a third case (as shown in Figure 16) when predetermined conditions are met while the first display (animation video B) is being executed, the first display is hidden even when the first symbol variation (a symbol variation with a low probability of winning) is being executed. Furthermore, in the second case (as illustrated in Figure 17), the length from the start of the second symbol variation to the end of the first display is shorter than in the third case.
[0141] <Regarding cases where the power is cut off during a jackpot game> Next, we will explain the case of power loss during a jackpot game using Figures 18 and 19. Figure 18 is a time chart showing the sequence of events after a power outage during a jackpot game related to symbol C. Figure 19 is a diagram showing the display mode of the main display unit 81 and the audio output mode of the speaker 33 at each timing shown in the time chart of Figure 18.
[0142] The timing t21 shown in Figure 18 is the timing when a jackpot related to symbol C is won, and corresponds to the timing t1 in Figure 11. When a round sequence begins during a jackpot game related to symbol C, the main display unit 81 starts displaying animation video A in the center, displays the recommended direction for launching the game balls (right-hand shot display) in the upper right, displays the number of balls won in the lower right, and speaker 33 starts outputting music A (see Figure 19(a)). Note that this figure shows the point at which the first round of gameplay has ended. If a power outage occurs during a jackpot game (timing t22 in Figure 18), the main display unit 81 will be hidden, and the audio output from the speaker 33 will also stop (see Figure 19(b)). Subsequently, when the power is turned on at timing t23 as shown in Figure 18, the jackpot game that was interrupted at timing t22 is resumed, and the main display unit 81 displays a message indicating this ("Jackpot in progress") (see Figure 19(c)). In this embodiment, the audio output of speaker 33 is stopped while the symbol changes are being resumed, but speaker 33 may output some kind of sound (for example, an audio message indicating that a jackpot game is in progress). Subsequently, when the next symbol variation begins at timing t24 as shown in Figure 18, the main display unit 81 starts displaying animation video A, and also starts displaying the right-hand shooting indicator, the number of remaining variations, the number of balls won, etc., and the speaker 33 starts outputting the sound of song A (see Figure 19(d)). In this case as well, for the same reasons as illustrated and explained in Figure 14, it is preferable that the display of animation video A and the sound output of song A are not restored, and that after the conditions for starting animation video A and song A are met, they start from the beginning (the opening part).
[0143] Therefore, if the power is cut off during the execution of the first display (the display period of animation video A during a jackpot game) when neither the first symbol variation nor the second symbol variation is being performed, and the power is turned on after the power is turned on, it can be said that the first display will not be restored after the power is turned on.
[0144] <Regarding cases where a specified device is connected> Next, we will explain the case of connecting a predetermined device (earphones or smartphone) using Figures 20 to 23. Figure 20 shows the display mode during the pattern change while animation video A is being displayed. Figure 21 shows the display behavior when an error occurs during the symbol change while animation video A is being displayed. Figure 22 shows how the performance changes when earphones are connected during the execution of the performance shown in Figure 16. Figure 23 shows how the performance changes when a smartphone is connected during the execution of the performance shown in Figure 16.
[0145] Figure 20(a) shows the same state as shown in Figure 13(d), and is in the RUSH mode that was entered after the jackpot game related to symbol C ended, and is in the process of the second symbol change (the number of remaining changes displayed is "148"). In the state shown in Figure 20(a), when earphones are connected to the stereo jack C1, the first sub-control board 200 stops the audio output of song A from speaker 33 and uses the earphones to output song A (see Figure 20(b)). In the state shown in Figure 20(a), when a smartphone is connected to USB port C2, the first sub-control board 200 replaces the display of animation video A that the main display unit 81 was showing with a general-purpose background display, stops the audio output of music A from speaker 33, and uses the smartphone to display animation video A and output music A (see Figure 20(c)). Thus, when a predetermined device (earphones or a smartphone) is detected by the first sub-control board 200, the gaming machine 10 may terminate the performance (display of animation video A and audio output of song A) that was being performed before the detection. In this embodiment, the description was given in a manner in which the performance being executed before detection is terminated, but the same effect can be achieved in embodiments in which the manner of the performance is changed (for example, by lowering the volume of song A).
[0146] In other words, the gaming machine 10 according to this embodiment has a performance (display of animation video A and audio output of music A) that can be executed whether the predetermined device (earphones or smartphone) is disconnected (the first detection means does not detect the detected part) or connected (the first detection means detects the detected part).
[0147] Figure 21(a) shows the state in which a full-tank error occurs in the condition shown in Figure 20(a). Here, a full-tank error is an error state in which the upper ball tray 27 is full of game balls. To encourage the balls to flow down to the lower ball tray 29, the game machine 10 displays animation video A and outputs music A, and simultaneously displays and outputs the message "Please remove the balls." Figure 21(b) shows the state in which a full tank error occurs in the condition shown in Figure 20(b). As shown in the figure, the display by the main display unit 81 and the audio output by the speaker 33 regarding the full tank error are the same as in Figure 21(a). This is because notification regarding the error state needs to be conveyed not only to the player but also to those around them. On the other hand, the audio output of song A is performed by earphones instead of speaker 33. Figure 21(c) shows the state in which a full tank error occurs in the condition shown in Figure 20(c). As shown in the figure, the display by the main display unit 81 and the audio output by the speaker 33 regarding the full tank error are the same as in Figures 21(a) and 21(b). On the other hand, the display of animation video A is performed by the smartphone instead of the main display unit 81, and the audio output of music A is performed by the smartphone instead of the speaker 33.
[0148] Figure 22(a) shows the state shown in Figure 16(a) with earphones connected. In this state, the first sub-control board 200 directs the audio output of song B to the earphones instead of the speaker 33. Figure 22(b) shows the state shown in Figure 16(b) with earphones connected. In this state, the first sub-control board 200 directs the output of special sounds to the earphones instead of the speaker 33. Figure 22(c) shows the state shown in Figure 16(c) with earphones connected. In this state, the first sub-control board 200 directs the audio output of song X to the earphones instead of the speaker 33. Figure 22(d) shows the state shown in Figure 16(d) with the earphones connected. In this state, the first sub-control board 200 directs the audio output of song Y to the earphones instead of the speaker 33. In other words, the change in the presentation patterns illustrated in Figure 16 (the progression from a specific reserved winning animation to a special reach animation) only changes the device that performs the audio output, even when earphones are connected; there are no other changes.
[0149] Figure 23(a) shows the state shown in Figure 16(a) when a smartphone is connected. In this state, the first sub-control board 200 causes the smartphone to display animation video B instead of the main display unit 81, and causes the smartphone to output audio of music B instead of the speaker 33. Figure 23(b) shows the state shown in Figure 16(b) when a smartphone is connected. In this state, the first sub-control board 200 causes speaker 33 to output special sounds, and the performance control by the smartphone stops. Figure 23(c) shows the state shown in Figure 16(c) when a smartphone is connected. In this state, the first sub-control board 200 causes the main display unit 81 to display the animation video X, causes the speaker 33 to output the audio of the music X, and stops the performance control by the smartphone. Figure 23(d) shows the state shown in Figure 16(d) when a smartphone is connected. In this state, the first sub-control board 200 causes the main display unit 81 to display the animation video Y, causes the speaker 33 to output the audio of music Y, and stops the performance control by the smartphone. In other words, the change in the presentation mode illustrated in Figure 16 (the progression from a specific reserved ball entry presentation to a special reach presentation) involves changes in the reserved ball display in addition to the background display that can be displayed by the smartphone. Therefore, even when a smartphone is connected, the presentation is executed as usual using the main display unit 81 and speaker 33.
[0150] In other words, in this embodiment, even if a predetermined device (earphones or a smartphone) is connected, the performance using that predetermined device may not be executed.
[0151] Although not shown in the illustrations, a gaming machine implementing the present invention may have special effects that are only executable when a predetermined device (earphones or a smartphone) is connected. In other words, there may be effects that can only be performed in either the disconnected state (the state in which the first detection means does not detect the part to be detected) or the connected state (the state in which the first detection means detects the part to be detected), and not in the other state. Furthermore, in this embodiment, earphones directly connected to the gaming machine and a smartphone indirectly connected to the gaming machine via a USB cable were given as examples of the predetermined device. However, the connection method between the gaming machine and the predetermined device is not limited to these examples; it is sufficient as long as the predetermined device is connected in a controllable manner from the gaming machine. Also, in this embodiment, the first sub-control board 200 was given as an example of controlling the predetermined device, but other control means may also be capable of controlling the predetermined device, and the predetermined device only needs to be able to switch between connected and disconnected states with respect to each control means.
[0152] Furthermore, although this embodiment describes the control of the performance when transitioning from a disconnected state (a state in which the first detection means does not detect the unit to be detected) to a connected state (a state in which the first detection means detects the unit to be detected), it is not necessary to immediately return to the original performance control even if the system transitions from a connected state to a disconnected state. For example, the control over a series of effects (or a single effect) may be maintained until the effect ends. This prevents inconsistencies in the effect control before and after the detection of a predetermined device.
[0153] <Regarding other variations> The following are variations not described above.
[0154] First, the controls shown in the illustrations and other means in this embodiment are merely means for realizing the above-described inventions and do not limit the specific control content of each invention. In other words, the above-described inventions only describe the phenomenal aspects.
[0155] Furthermore, the functions shown by illustrations in this embodiment are not limited to those essential for carrying out the present invention, and the present invention may also be carried out by a gaming machine with additional functions not shown.
[0156] For example, a gaming machine implementing the present invention may be equipped with volume adjustment means for adjusting the volume. In this modified example, when the volume is adjusted by the volume adjustment means while the first display (animation video A or animation video B) is being displayed, and the first symbol change (a symbol change with a low probability of winning) is performed after the volume adjustment, it is preferable that the volume related to the first display (song A or song B) remains unchanged. This is because a stable visual effect can be expected by keeping the volume constant. Furthermore, it is preferable that the volume of other sound effects played during the execution of the first symbol variation may change. This is because keeping all sound effects constant would undermine the purpose of providing a volume adjustment mechanism.
[0157] Alternatively, a gaming machine implementing the present invention may be equipped with a means for customizing the effects. The above-mentioned effect customization includes items that may be reflected in the effects that may occur during the execution of the first symbol variation (a symbol variation with a low probability of winning) (for example, items that change the execution frequency of a specific reserved winning effect or a special reach effect as shown in Figure 16), and it is preferable that the effect customization related to such items is not reflected in the first display (animation video A or animation video B). This is because it is desirable that the execution conditions for the first display to which the present invention is applied are unchangeable for the player.
[0158] The timings and time intervals for each timing shown in the time charts illustrated in the above embodiments (Figures 11 and 18) are merely examples and can be modified as appropriate within the scope of achieving the objectives of the present invention. For example, in order to illustrate an embodiment in which the first display ends when a game ball enters the prize slot (retained prize), Figure 11 illustrates that animation video X is displayed from timing t7 to timing t8, and animation video Y is displayed from timing t8 to timing t9. However, one or both of these videos may be omitted (that is, the present invention may be implemented by any of three variations in which timing t7 and timing t8 are the same timing, timing t8 and timing t9 are the same timing, or timing t7, timing t8, and timing t9 are all the same timing).
[0159] Furthermore, the presentation methods illustrated in the above embodiments (as shown in Figures 12 to 17 and 19 to 23) are merely specific examples and can be modified as appropriate within the scope of achieving the objectives of the present invention. For example, while videos such as animated video A and animated video B were given as examples of the "first display" according to the present invention, displays not mentioned in this embodiment may also be considered the "first display." For example, still images or text displays, where the content of the display does not change, may also be considered the "first display." Furthermore, examples of displays that indicate information necessary for game progression, such as a right-hand shot indicator, a remaining spin count indicator, and a display of the number of balls won, have been given as examples of the "second display" according to the present invention. However, displays not listed in this embodiment may also be considered "second displays." For example, displays that are not directly related to game progression, such as error displays, may also be considered "second displays."
[0160] Furthermore, in the above embodiment, the flow of the performance shown in Figure 15 is shown as an example of the "first time," and the flow of the performance shown in Figure 17 is shown as an example of the "second time." However, the "first time" and the "second time" are relative concepts, and it is not necessary to necessarily fall under the illustrated cases as long as the requirements of the present invention are satisfied by comparing the two events. For example, Figure 15 shows an example where the end timing of the first display occurs during the pattern change, but the present invention may be implemented by a modified example in which the end timing of the first display coincides with the stopping of the pattern change. Also, Figure 17 illustrates a case where the end timing of the first display occurs immediately after the start of the pattern change (a configuration in which it can be seen that Figure 17(c) is reached via Figure 17(b)), but the present invention may be implemented by a modified example in which the end timing of the first display occurs at the start of the pattern change (a configuration in which the start of the pattern change and the end timing of the first display completely coincide).
[0161] Furthermore, in this embodiment, the probabilities, ratios, frequencies, and the number of occurrences may be such that the smaller value is 0, or the larger value is the maximum value, as long as the respective relationships are guaranteed. In particular, regarding the high and low levels of each ratio mentioned above, the control used to achieve these levels is not limited, as long as the phenomenal aspects are guaranteed.
[0162] The present invention as described above is not limited to the above description, but also includes various modifications, improvements, and other forms as long as the objectives of the present invention are achieved.
[0163] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine characterized in that there is a first case in which the first display ends after the first symbol variation begins during the execution of the first display, and a second case in which the first display ends after the second symbol variation begins during the execution of the first display, wherein the length from the start timing of the second symbol variation to the end timing of the first display in the second case is shorter than the length from the start timing of the first symbol variation to the end timing of the first display in the first case. (a) The gaming machine according to (1), comprising a detection means for detecting when a game ball enters a prize slot, wherein a predetermined display is shown when predetermined conditions based on detection by the detection means are met, and the first display is not shown when the predetermined conditions are met while the first symbol variation is being performed. (b) The gaming machine according to (1), further comprising a volume adjustment means for adjusting the volume, wherein the volume adjustment means is performed while the first display is being shown, and when the first symbol variation is performed after the volume adjustment, the volume of the first display remains unchanged, but the volume of other sound effects performed during the execution of the first symbol variation changes. (c) The gaming machine according to (1), comprising a means for customizing the performance, wherein the performance customization includes items that are reflected in the performance that may be performed during the execution of the first symbol variation, and the performance customization relating to such items is not reflected in the first display. (d) The gaming machine according to (1), wherein when the first symbol variation is started while the first display is being executed, the power is cut off while the first display is continuing, and the power is turned on after the power is cut off, the first display can be executed from the beginning after the power is turned on. (e) The gaming machine described in (1), wherein the power is cut off while the first display is being executed, and when the power is turned on after the power is cut off, the first display does not recover after the power is turned on. (f) A gaming machine characterized in that there are two cases: (f) When the first symbol changes while the first display is being executed, the first display continues and then ends; and (f) When the second symbol changes while the first display is being executed, the first display ends. [Explanation of symbols]
[0164] 10 Gaming Machines 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable ornaments 23 Cylinder lock 25 Transparent component 27 Upper ball tray 29 Lower ball tray 31 Operating handle 32 Upper frame part 33 (33a, 33b) Speaker 34a, 34b Left and right side frame sections 35 (35a, 35b, 35c) Frame Lamp 36 Ball Removal Mechanism 37 Performance Button 38 Cursor buttons 38a Up cursor button 38b Down arrow button 38c Left cursor button 38d Right cursor button 39 Main control unit 39a Ball dispensing button 39b Return button 40 Power switch 43 RAM Clear Switch 45 Opening and closing cover 46 Game ball tank 47 Tank Rail 48 Dispensing Unit 49. Dispensing passage 50 game boards 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 54 Protective component 55 Grand Prize Winners 57 First Starter Port 59 Second Starter Port 61 Standard Electric Mechanism 62 Standard Electric Solenoid Gate 63 65 Special Electric Mechanism 66 Special Electric Solenoid 67 General Prize Winners 69 Outlet 70. First start port sensor 71 Second start port sensor 72 Large Prize Entrance Sensor 73 General Prize Entrance Sensor 74 Gate Sensors 75 Out ball sensor 76. Inner frame door opening sensor 77 Front frame door open sensor 81 Main display unit 90 Pattern Display Device 91. First Special Pattern Display Device 92 Second Special Pattern Display Device 93 Standard Pattern Display Device 94. First Special Symbol Hold Lamp 95. Second Special Symbol Hold Lamp 96 Normal Symbol Hold Lamp 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O ports 105 Random Number Circuit 109 Main control board case 110 Ball entrance determination method 115 Main Random Number Generation Method 120 Main hold control means 125 Pre-determination means 130 Special drawing method 131 Special Feature Approval / Disapproval Determination Method 132 Special Symbol Stopping Symbol Lottery Method 133 Special Pattern Variation Derivation Method 135 General drawing lottery method 140 Jackpot Game Control Means 145 Pattern display control means 150 Electric control means for mechanical devices 155 Game state control means 160 Main Information Storage Means 165 Main Error Control Means 170 Main command management method 175 Power restoration processing execution means 176 Recovery state setting means 179 Means for transitioning to a playable state 180 Power interruption processing execution means 190 Complete Function Control Means 200 First Sub-Control Board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 First Sub-Control Board Case 210 Sub-random number generation method 220 Normal performance control means 221 Performance mode control means 222 Performance route determining means 223 Sub pending control means 224 Look-ahead performance control means 225 Performance content determining means 226 Decorative symbol control means 227 Jackpot performance control means 230 Sub error control means 240 Lamp control means 250 Movable accessory control means 260 Sub information storage means 270 Sub command management means 300 Second sub-control board 309 Second sub-control board case 310 Audio control board 311 CPU 312 ROM 313 RAM 314 I / O port 400 Payout control board 409 Payout control board case 500 Power supply control board 501 Normal power supply circuit 502 Backup power supply circuit 503 Power outage detection circuit 509 Power supply control board case C1 Stereo jack C2 USB port X First flow path Y Second flow path
Claims
[Claim 1] There are two cases: the first case, where the first symbol variation begins while the first display is running and then the first display ends; and the second case, where the second symbol variation begins while the first display is running and then the first display ends. In the second case, the length from the start timing of the second symbol variation to the end timing of the first display is shorter than the length from the start timing of the first symbol variation to the end timing of the first display in the first case. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2021129925A