Gaming Machines
The gaming machine addresses the challenge of maintaining player concentration during symbol fluctuations by enabling customizable game effects through a validity determination system, allowing flexible customization operations during non-gaming and symbol variations.
Patent Information
- Application Number
- JP2023044302
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-20
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2043-03-20
AI Technical Summary
Existing gaming machines face challenges in allowing smooth customization of game effects during non-gaming states without reducing player concentration on symbol fluctuations, particularly when symbol variations are executed.
A gaming machine that enables customization changes during symbol variations by implementing a validity determination system, allowing specific customization operations during non-gaming and symbol fluctuations, with distinct customization types and delayed operation invalidation based on condition satisfaction.
The system maintains player concentration on symbol variations by allowing flexible customization changes while reducing the impact of symbol fluctuations, enhancing the gaming experience.
Smart Images

Figure 0007602818000001 
Figure 0007602818000002 
Figure 0007602818000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a pachinko machine. [Background technology]
[0002] 2. Description of the Related Art Some gaming machines, such as pachinko machines and slot machines, are configured to enable customization of game presentation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-036490 A Summary of the Invention [Problem to be solved by the invention]
[0004] In such a gaming machine, in order to smoothly customize the game presentation, it is required to configure the content of the customization to be changeable during the pattern change in addition to during the non-play state in which neither the pattern change, the big win game, nor the small win game is being executed among the playable states. However, if such a function is provided, there is a risk that the concentration on the pattern change will decrease.
[0005] Therefore, the present invention has been made in consideration of the above problems, and provides a gaming machine that is configured to allow the content of customization to be changed while pattern changes are being performed in addition to when not playing, while still suppressing a decrease in concentration on the pattern changes. [Means for solving the problem]
[0006] According to the present invention, there is provided a gaming machine capable of executing a pattern change accompanied by a win / lose judgment, and capable of executing a winning game after the pattern change in which the win / lose judgment was executed when a specific result is derived in the win / lose judgment, the gaming machine comprising: an image display means; and a display control means for controlling the image display means, configured to be able to execute customization related to game presentation, configured to be able to change the content of the customization based on a gaming operation, the gaming operation related to the change in the content of the customization can be effective at least during a non-play period in which neither the pattern change nor the winning game is being executed, and during the execution of the pattern change, the customization includes a first customization and a second customization having a different item to be customized from the first customization, and the display control means is configured to be able to specify that a gaming operation for starting the change in the content of the customization is effective. display It is possible to display the specified display a first specific display and a second specificity corresponding to the second customization. display And, there is, The display control means further During the non-play period In , the first specific display and the second specific display and of Displayed in parallel height The period during which the pattern change is being performed In , the second specific Display Displayed height Without the first specification Display Displayed height Gain, a prize opening into which a prize ball is awarded when a game ball enters the prize opening, a game stop state is set based on a first condition being satisfied by the entry of a game ball into the prize opening, and when the first condition is satisfied and the game stop state is set, a game operation related to the change in the content of the customization is invalidated, and at least in part of the time when the first condition is satisfied, the game operation related to the change in the content of the customization is invalidated at a timing after the timing when the first condition is satisfied, and the display control means further displays a predetermined display capable of identifying a delay in the timing when the game operation related to the change in the content of the customization will be invalidated at a timing after the timing when the first condition is satisfied, and the predetermined display may be continuously displayed until the game operation related to the change in the content of the customization is invalidated; During the non-play period In , and further, the first specific display and the second specific display There may be a predetermined period during which neither of the above is displayed, and the predetermined period ends when the pattern variation begins. The display control means is further capable of displaying a change display related to the change in the content of the customization, which is the same as or different from the specific display, and when a pattern variation is started during the display of the change display during the non-playing period, the display of the change display can be maintained. A gaming machine is provided that has the following features. Effect of the Invention
[0007] According to the present invention, a gaming machine is provided that is configured to allow the content of customization to be changed while a pattern change is being performed in addition to when a game is not being played, while still preventing a decrease in concentration on the pattern change. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of the gaming machine. [Diagram 2] FIG. 2 is a diagram showing a pattern display device disposed in the area II shown in FIG. [Diagram 3] FIG. 3 is a bird's-eye view showing the operation buttons and their surroundings arranged in the area III shown in FIG. [Figure 4] FIG. 4 is a diagram showing a game board installed in the gaming machine. [Diagram 5] FIG. 5 is a rear view of the gaming machine. [Figure 6] FIG. 6 is a block diagram showing a control configuration of the gaming machine. [Figure 7] FIG. 7 is a block diagram showing the functional configuration of the gaming machine. [Figure 8] Figure 8(a) is a diagram showing a schematic drawing of a lottery table for determining whether a special symbol is a hit or not, Figure 8(b) is a diagram showing a schematic drawing of a lottery table for selecting stopping symbols used when a big hit is derived in the special symbol hit or not determination related to special symbol 1, Figure 8(c) is a diagram showing a schematic drawing of a lottery table for selecting stopping symbols used when a small hit is derived in the special symbol hit or not determination related to special symbol 2, and Figure 8(d) is a diagram showing a schematic drawing of a lottery table for selecting stopping symbols used when a big hit is derived in the special symbol hit or not determination related to special symbol 2. [Figure 9] Figure 9(a) is a schematic diagram showing a special chart change pattern lottery table used in the pattern change related to special chart 1 when in the special chart change pattern derivation state PA, and Figure 9(b) is a schematic diagram showing a special chart change pattern lottery table used when special chart change pattern HNP is determined in the pattern change related to special chart 1 when in the special chart change pattern derivation state PA. [Figure 10]Figure 10(a) is a schematic diagram showing a special chart change pattern lottery table used in the pattern change related to special chart 2 when the special chart change pattern derivation state PB is in effect, and Figure 10(b) is a schematic diagram showing a special chart change pattern lottery table used when special chart change pattern HNP is determined in the pattern change related to special chart 2 when the special chart change pattern derivation state PB is in effect. [Figure 11] Figure 11(a) is a schematic diagram showing a special chart change pattern lottery table used in the pattern change related to special chart 2 when the special chart change pattern derivation state PC is in effect, and Figure 11(b) is a schematic diagram showing a special chart change pattern lottery table used when special chart change pattern HNP is determined in the pattern change related to special chart 2 when the special chart change pattern derivation state PC is in effect. [Figure 12] FIG. 12(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 12(b) is a diagram showing the relationship of the average variation time for each special chart variation pattern derivation state. [Figure 13] Figure 13(a) is a table summarizing the items that can be set in bulk customization for normal mode and their details, Figure 13(b) is a table summarizing the items that can be set in bulk customization for challenge mode and their details, and Figure 13(c) is a table summarizing the items that can be set in bulk customization for RUSH mode and their details. [Figure 14] FIG. 14 is a table summarizing the items that can be set in individual customization and their details. [Figure 15] FIG. 15 is a diagram showing a flow of content change related to collective customization while not playing a game. [Figure 16] FIG. 16 is a diagram showing a flow of content change related to collective customization during the execution of pattern variation. [Figure 17] FIG. 17 is a diagram showing a flow of content change related to individual customization while not playing a game. [Figure 18] FIG. 18 is a diagram showing a flow of content change related to individual customization during the execution of pattern variation. [Figure 19]Figure 19(a) shows the display flow relating to the changed image when a pattern change starts while a collective customized changed image is being displayed and no game is being played, and Figure 19(b) shows the display flow relating to the changed image when a pattern change starts while an individual customized changed image is being displayed and no game is being played. [Figure 20] Figure 20(a) is a diagram showing the flow of handling operations and operation recommendation images related to customization when the occurrence conditions for a game stop error other than an abnormal winning error are satisfied, and Figure 20(b) is a diagram showing the flow of handling operations and operation recommendation images related to customization when the occurrence conditions for an abnormal winning error are satisfied. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all drawings, the same components are given the same reference numerals, and the description will be omitted as appropriate. In the following description, "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, unless otherwise specified. In the following explanation, "advantageous (degree of advantage)" refers to an advantage for the player, and further, unless otherwise specified, refers to an advantage in terms of the amount of prize balls (gaming media) obtained (including not only the payout of gaming balls but also the payout of medals), excluding aspects of presentation such as so-called premium images.
[0010] <Features of the present invention> Before describing the details of the gaming machine 10 in this embodiment, the features of the invention (the present invention) described in this embodiment will be described. In addition, when explaining the features, the configuration in parentheses is an example of the configuration of this embodiment corresponding to the immediately preceding configuration, and the configuration may be described in parentheses for the same purpose in the explanations of the gaming machine 10 that follow.
[0011] The present invention relates to A gaming machine capable of executing a pattern change accompanied by a hit / miss judgment, and capable of executing a winning game after the end of the pattern change in which the hit / miss judgment was executed when a specific result (a big hit or a small hit) is derived in the hit / miss judgment, Image display means (main display unit 81); A display control means (first sub-control board 200, second sub-control board 300) for controlling the image display means; Equipped with The game device is configured to be able to customize game effects, The content of the customization is changeable based on a game operation, The game operation related to the change in the content of the customization can be effective at least during a non-play period when neither the pattern change nor the winning game is being executed, and during the execution of the pattern change; The above customization includes a first customization (bulk customization) and a second customization (individual customization) in which the items to be customized are different from those in the first customization. The display control means is capable of displaying a specific image capable of identifying that a game operation (operation on the cursor button 38) for starting the change of the content of the customization is valid, The specific images include a first specific image (collectively customization recommended image) corresponding to the first customization, and a second specific image (individual customization recommended image) corresponding to the second customization, During the non-play period, the first specific image and the second specific image may be displayed in parallel, During the period in which the pattern variation is being performed, the second specific image may not be displayed and the first specific image may be displayed, During the non-play period, there may be a predetermined period during which neither the first specific image nor the second specific image is displayed, The predetermined period ends when the pattern variation starts. This is a gaming machine characterized by the above.
[0012] According to the present invention, while allowing freedom in changing the content of the above-mentioned customization, by narrowing down the specific image displayed during the pattern change to a first specific image, it is possible to suppress a decrease in concentration on the pattern change during execution. Furthermore, according to the present invention, it is possible to emphasize that an operation for starting a change in the contents of the first customization while a pattern change is being performed is effective.
[0013] In addition, the above-mentioned "game operation related to the change in the content of the customization" is a concept that includes not only "a game operation for starting the change in the content of the customization" but also operations for changing the content of the customization (operations for changing the items related to the customization themselves and operations for switching the state of each item). Furthermore, the "at least" in "the gaming operation related to the change in the content of the customization can be effective at least during non-play periods when neither the pattern change nor the above-mentioned winning game is being executed, and during the execution of the pattern change" allows the gaming operation to be effective even during periods other than non-play periods and periods when the pattern change is being executed (for example, during the above-mentioned winning game).
[0014] In addition, the phrase "during the non-play period, the first specific image and the second specific image may be displayed in parallel" means that there is a period during the non-play period during which the first specific image and the second specific image are displayed in parallel, and does not require that the first specific image and the second specific image be displayed in parallel at all times during the non-play period. Furthermore, the above phrase "during the period when the pattern change is being executed, the first specific image may be displayed without the second specific image being displayed" means that there is a period when the first specific image is displayed without the second specific image being displayed, and does not require that the second specific image is not displayed at all times during the period when the pattern change is being executed.
[0015] Furthermore, the above-mentioned customization is not limited to customizing the reliability of a performance or customizing whether or not a target performance is executed, as in the present embodiment described below, but may also customize the performance aspect of a target performance without changing the reliability of the performance (for example, changing the subject who speaks the lines or changing the color of an image).
[0016] In addition, in the embodiment described below, an example of applying the present invention to a pachinko machine is shown, but the present invention can also be applied to a slot machine that uses a predetermined number of medals to perform a pattern change that spins multiple reels, and pays out medals based on the result of the pattern change (the stopping pattern of the multiple reels).
[0017] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0018] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. Figure 1 is a front view of the gaming machine 10, Figure 2 is a diagram showing a pattern display device 90 arranged in area II shown in Figure 1, Figure 3 is a bird's-eye view showing a group of operation buttons arranged in area III shown in Figure 1 and their surroundings, Figure 4 is a diagram showing a game board 50 installed in the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. 1 to 5 are merely components necessary for explaining the gaming machine 10 of this embodiment, and components and functions not shown here may be added to the gaming machine 10. In addition, the gaming machine 10 does not necessarily have to include all of the components shown here, and some components or functions may be omitted as long as the effects of the present invention are not impaired.
[0019] The gaming machine 10 of this embodiment is a so-called pachinko machine, in which gaming balls are shot into a front area (hereinafter referred to as "game area 50a") of a gaming board 50 on which a large number of gaming nails (not shown) are erected, and a prize ball is obtained when the gaming ball enters a winning hole (for example, a big winning hole 55, etc.). In the following description, the entry of a gaming ball into a winning hole may be simply expressed as "entering (a winning hole)."
[0020] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, a middle frame 17 that detachably holds a gaming 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 gaming board 50.
[0021] The middle frame 17 is supported so as to be rotatable about the left end side by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed to the front side of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (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 (right in this embodiment)).
[0022] The front frame 20 is supported by a hinge mechanism 21 so as to be rotatable about the left end side, and can be opened and closed 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 (left in this embodiment)). In addition, the front frame 20 is provided with a transparent member 25 arranged to cover the playing area 50a, and the transparent member 25 protects the playing area 50a and the playing board 50 from view. The front frame 20 also includes an upper ball tray 27 and a lower ball tray 29 for storing game balls, and the upper ball tray 27 and the lower ball tray 29 are vertically spaced apart and integral with the front frame 20. In this embodiment, a full tank detection sensor (not shown) for detecting when the lower ball tray 29 is full of discharged game balls is provided upstream of the lower discharge port that discharges game balls into the lower ball tray 29. In addition, the front frame 20 is provided with an operating handle 31 on the right side of the lower ball tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball tray 27 are launched toward the game area 50a.
[0023] 1 to 5, the middle frame 17 has a middle frame open door sensor 76 that detects whether the middle frame 17 is in an open state or a closed state relative to the outer frame 15, and a front frame open door sensor 77 that detects whether the front frame 20 is in an open state or a closed state relative to the middle frame 17. In this embodiment, both of these door open sensors are ON in the open state and OFF in the closed state. However, these door open sensors may be configured to be OFF in the open state and ON in the closed state. 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.
[0024] As shown in FIG. 3, a group of operation buttons operated by the player is arranged on the upper surface of the upper ball tray 27. The group of operation buttons includes a ball loan button 39a and a return button 39b for accepting a return operation of a prepaid card as a main operation unit 39 electrically connected to a main control board 100 described later, and includes a performance button 37 for switching the performance generated during a game or accepting a player's operation to obtain various information related to the gaming machine 10 as an operation unit electrically connected to a first sub-control board 200 described later, and cursor buttons 38 (upper cursor button 38a, lower cursor button 38b, left cursor button 38c, right cursor button 38d, middle cursor button 38e) for instructing operations to the up, down, left, and right directions, respectively. Each operation unit is provided with a sensor for detecting the operation, and the control board to be connected detects the operation of each operation unit by a change in the detection state of the sensor. Furthermore, a movable decoration 22 operated by an actuator such as a motor (not shown) is provided on the side of the upper ball tray 27. The movable decoration 22 is configured to be able to accept the operation of the player, similar to the above-mentioned operation button group.
[0025] A ball ejection mechanism 36 is provided below the lower ball tray 29 to eject the game balls stored in the lower ball tray 29 downward. By operating this ball ejection mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball tray 29 opens, and the game balls fall naturally from the bottom opening and are ejected. Although not shown in the figure, the upper ball tray 27 is provided with a mechanism which, similar to the ball removal mechanism 36, can be operated to move the stored balls to the lower ball tray 29, and by operating both this mechanism and the ball removal mechanism 36, it is possible to remove the stored balls.
[0026] As shown in Fig. 1, a pair of speakers 33 (33a, 33b) are disposed on the left and right sides of the upper frame portion 32 of the front frame 20. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed of light-transmitting covers, and frame lamps 35 (35a, 35b, 35c) are disposed inside the covers. The speaker 33 and the frame lamps 35 can emit sounds or turn on or off in conjunction with effects and error notifications that occur during play.
[0027] The performance display device 80 is composed of a main display unit 81 disposed approximately in the center of the game board 50, and a sub-display unit 82 disposed around the main display unit 81. The sub-display unit 82 further includes an upper sub-display unit 82a disposed above the main display unit 81, a left sub-display unit 82b disposed on the left side of the main display unit 81, and a right sub-display unit 82c disposed on the right side of the main display unit 81. Here, the main display unit 81 is a fixed liquid crystal display device, and the upper sub-display unit 82a, the left sub-display unit 82b, and the right sub-display unit 82c are movable liquid crystal display devices operated by actuators such as motors (not shown).
[0028] The main display unit 81 can display the changing display of a pattern row that is performed in conjunction with the changing display in the first special pattern display device 91 or the second special pattern display device 92 described below, and can also display various other effects. In the variable display of the pattern row (decorative pattern) displayed on the main display unit 81, the displayed decorative pattern forms three pattern rows. In this embodiment, the direction of the variable display of each pattern row is downward, but the direction is not particularly limited. For example, it may be upward, left and right, depth, or a combination of these (diagonal direction). Here, the depth direction refers to a virtual direction recognized by the player in a display mode that uses a method (e.g., perspective) that makes the player perceive the pattern row as if it is changing from the back of the main display unit 81 to the front or vice versa, even though in reality it is a planar changing display on the display screen of the main display unit 81. In addition, the decorative symbols in this embodiment include a "1 symbol" that imitates the number "1", a "2 symbol" that imitates the number "2", a "3 symbol" that imitates the number "3", a "4 symbol" that imitates the number "4", a "5 symbol" that imitates the number "5", a "6 symbol" that imitates the number "6", a "7 symbol" that imitates the number "7", an "8 symbol" that imitates the number "8", and a "9 symbol" that imitates the number "9", and these symbols are provided in each symbol row. In the following description, the "1 symbol", "3 symbol", "5 symbol", "7 symbol", and "9 symbol" may be collectively referred to as "odd number symbols", and the "2 symbol", "4 symbol", "6 symbol", and "8 symbol" may be collectively referred to as "even number symbols".
[0029] Each of the sub-display units 82 is not only provided mainly for displaying a performance image related to a performance, but is also configured to be movable. The initial positions of the upper sub-display unit 82a are on the upper side with respect to the main display unit 81, the left sub-display unit 82b are on the left side with respect to the main display unit 81, and the right sub-display unit 82c are on the right side with respect to the main display unit 81, and each of the sub-display units 82 is configured to be movable from these initial positions to a position where the entire display area of the sub-display unit 82 overlaps with the display area of the main display unit 81. However, even when the sub-display units 82 (particularly the left sub-display unit 82b and right sub-display unit 82c) are in the initial positions shown in FIG. 4, the upper halves of the display areas are visible to the player.
[0030] In addition, the performance display device 80 in this embodiment (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) has a lenticular lens arranged on the surface, and is configured to realize naked-eye stereoscopic vision by the lenticular method. This makes it possible to display a part of the image displayed on the performance display device 80 as a 3D image or a 2D image.
[0031] A number of light emitting diodes (hereinafter abbreviated as "LEDs") are arranged on the lower right side of the main display unit 81, and these LEDs form the display area of the pattern display device 90, which displays special patterns and normal patterns. In addition, the symbol display device 90 is disposed in a position that is more difficult for the player to see 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 addition, the arrangement and number of LEDs in the pattern display device 90 in this embodiment are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs in the pattern display device 90 are not limited to this example.
[0032] The special symbols are symbols that are stopped and displayed as a result of a symbol change that determines whether or not to activate a special electric role (for example, the special electric role 65). The special symbols in this embodiment 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. In addition, the special pattern may be abbreviated as "Special pattern", the first special pattern as "Special pattern 1", and the second special pattern as "Special pattern 2".
[0033] The normal symbol is a symbol that is stopped and displayed as a result of a symbol variation that determines whether or not to operate a normal electric role (for example, the normal electric role 61). The normal symbol in this embodiment is displayed on the normal symbol display device 93. In addition, normal patterns are sometimes abbreviated as "Fuzu", and normal electric devices are sometimes called "denchu".
[0034] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations of reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations of reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and all of them make it possible to identify the corresponding number of pattern variations by the lighting state of the two LEDs (in this embodiment, right side only constantly lit = 1, left and right sides constantly lit = 2, right side flashing + left side constantly lit = 3, left and right flashing = 4).
[0035] In the following explanation, the pattern change in which the first special pattern display device 91 or the second special pattern display device 92 displays a special pattern in a variable manner and then stops displaying the special pattern will be referred to as the ``pattern change of the special pattern,'' and in the following explanation, the pattern change in which the normal pattern display device 93 displays a normal pattern in a variable manner and then stops displaying the normal pattern will be referred to as the ``pattern change of the normal pattern.'' In addition, in the following explanation, the change display of the pattern row (decorative pattern) displayed on the above-mentioned main display unit 81 may be referred to as "pattern change of decorative pattern" to distinguish it from "pattern change of special pattern" and "pattern change of normal pattern". In the following explanation, when the term "pattern change" is used, it means a pattern change of a special design unless otherwise specified.
[0036] As shown in FIG. 4, a number of obstacles such as game pegs (not shown), windmills 52, and decorative parts are arranged on the front of the game board 50, thereby defining a game area 50a in which the shot game ball can roll. Additionally, on the left and upper sides of the play area 50a, there are arranged a curved outer rail 51 and an inner rail 53 for guiding the game balls launched by rotating the operating handle 31 to the upper part of the play area 50a. The outer rail 51 is located outside the inner rail 53 with the center of the play area 50a as the reference point. Here, the windmill 52 is a nail-shaped mechanism for changing the direction in which the game balls fall.
[0037] The gaming machine 10 is capable of varying the strength of the game ball's launch depending on the amount of rotation (e.g., the angle of rotation) of the operating handle 31, and various obstacles are arranged in the gaming area 50a to make the game ball roll along either the first flow path X (so-called left hit), in which a game ball that is launched more weakly, or the second flow path Y (so-called right hit), in which a game ball that is launched more strongly, rolls.
[0038] In Figure 4, the main prize openings are shown as large prize opening 55, first start opening 57, second start opening 59, gate 63, and general prize opening 67, but the prize openings shown are only examples, and the number and arrangement of the openings may be changed as appropriate.
[0039] The large prize opening 55 is located in the lower right of the game area 50a. The large prize opening 55 is provided with a large prize opening sensor 72, and the result of detection by the large prize opening sensor 72 determines whether a prize has been won in the large prize opening 55, and the number of prize balls (15 in this embodiment) associated with the large prize opening 55 is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the big prize opening 55 when rolling from the second flow path Y compared to when rolling from the first flow path X.
[0040] A special electric device 65 is disposed above the large prize opening 55. The special electric device 65 is a member that can be switched between an open state, in which it is easy to win a prize in the large prize opening 55, and a closed state, in which it is difficult to win a prize, and is switched to either the open state or the closed state by a special electric device solenoid 66. More specifically, the special electric device 65 is in an open state in a part of a big win game that starts due to a big win being derived by a special pattern hit / miss judgment described later, or in a part of a small win game that starts due to a small win being derived by a special pattern hit / miss judgment, and thus entry into the big winning hole 55 is permitted. In this way, when the special electric device 65 is in an open state, it is easy to win a prize in the big winning hole 55, so it can be said that the big win game and the small win game, in which the chance of winning a prize ball is greatly increased, are advantageous game states. In addition, although details will be described later, the small win game in this embodiment can cause a big win game. In a jackpot game, the special electric device 65 is alternately set to an open state and a closed state, and one open state (sometimes referred to as a "round game", and the total number of round games occurring in one jackpot may be referred to as the "number of rounds") ends when a predetermined number (10 in this embodiment) of game balls have entered the large prize opening 55, and the special electric device 65 enters a closed state. Furthermore, one open state in a jackpot game also ends when a sufficient time (30 s (seconds) in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize opening 55. On the other hand, in the small win game, the game ends when the special electric device 65 is open for 1.8 seconds or when 10 game balls enter the large winning hole 55. Therefore, in the small win game, it is difficult for game balls to enter the large winning hole 55 compared to the large win game.
[0041] The first starting hole 57 is located at the center lower part of the game area 50a. The first starting hole 57 is provided with a first starting hole sensor 70, and the winning of the first starting hole 57 is determined based on the detection result of the first starting hole sensor 70, and the number of prize balls (4 in this embodiment) associated with the first starting hole 57 is awarded. In at least some of the cases where the winning of the first starting hole 57 is determined, the pattern of the special chart 1 is changed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when they roll from the first flow path X compared to when they roll from the second flow path Y.
[0042] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the winning of the second starting hole 59 is determined based on the detection result of the second starting hole sensor 71, and the number of winning balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning jackpot has been awarded at the second starting hole 59, the pattern on special chart 2 will change. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when they roll from the second flow path Y compared to when they roll from the first flow path X.
[0043] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state in which it is easy to insert a game ball into the second starting port 59 and a closed state in which it is difficult to insert the ball, and is switched to either the open state or the closed state by a normal electric device solenoid 62. More specifically, the normal electric device 61 is opened when the result of the normal winning / losing judgment described later is a normal winning (hereinafter, sometimes simply referred to as a "normal winning"), and thus entry into the second starting hole 59 is permitted. In this way, when the normal electric device 61 is in the open state, entry into the second starting hole 59 is possible, so that the opportunity for the pattern variation of the special drawing 2 to be executed can be greatly increased while suppressing the decrease in the game balls by the prize balls.
[0044] The gate 63 is located in the right center of the game area 50a. A gate sensor 74 is attached to the gate 63, and the winning of the gate 63 is determined based on the detection result of the gate sensor 74. In at least some cases where the winning of the gate 63 is determined, the pattern of the normal figure is changed. In this embodiment, the gate 63 can be a trigger for starting a jackpot game in a jackpot game standby state described later. Specifically, when the entry (passage) of a game ball into the gate 63 is detected in the jackpot game state, the standby jackpot game is started. Note that, a game ball passage area that triggers the start of a jackpot game may be provided separately from the gate 63, but the passage area is preferably provided on the second flow path Y, similar to the gate 63.
[0045] The general winning opening 67 is located at the lower left of the game area 50a. A general winning opening sensor 73 is attached to the general winning opening 67, and a winning ball is determined based on the detection result of the general winning opening sensor 73, and the number of prize balls associated with the general winning opening 67 (4 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X compared to when rolling from the second flow path Y, but the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.
[0046] The outlet 69 is disposed at the bottom of the game area 50a. A game ball that is shot into the game area 50a and does not enter any of the winning holes falls into the outlet 69 and is treated as an out ball. In this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that enter the winning hole and the out hole 69, is provided.
[0047] In addition to the sensors mentioned above, the game board 50 is also provided with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) in order to prevent fraudulent acts such as receiving prize balls illegally.
[0048] As shown in FIG. 5, the rear of the game board 50 is fitted with a main control board case 109 in which the main control board 100 is stored, a first sub-control board case 209 in which the first sub-control board 200 is stored, a second sub-control board case 309 in which the second sub-control board 300 is stored, a power supply control board case 509 in which the power supply control board 500 is stored, and a payout control board case 409 in which the payout control board 400 is stored. In addition to the rear of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 which covers part of the rear of the main control board case 109 is attached in a removable manner. In addition, the main control board 100 is provided with a RAM clear switch 43. Furthermore, the substrate cases and covers that cover the respective substrates are made of transparent materials, and the corresponding substrates can be seen through the respective substrate cases and covers.
[0049] A game ball tank 46 for storing game balls supplied from the ball supply facility of the game island is disposed on the back of the game board 50, above the opening and closing cover 45. The game ball tank 46 is further connected to a payout passage 49 leading to the upper ball tray 27 via a tank rail 47 and a payout unit 48, and the balls paid out by the payout unit 48 are paid out to the upper ball tray 27 through the payout passage 49.
[0050] So far, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with a different configuration.
[0051] <Regarding the control configuration of the gaming machine 10> Next, a control configuration of the gaming machine 10 according to the present embodiment will be described with reference to Fig. 6. Fig. 6 is a block diagram showing a control configuration of the gaming machine 10. Note that the control configuration shown in Fig. 6 is necessary for explaining the gaming machine 10 according to the present embodiment, and the gaming machine 10 may have a control configuration not shown in Fig. 6.
[0052] The main control board 100 is equipped with a CPU 101 which performs various calculation processes related to the game, a ROM 102 which stores data such as control programs and various lottery tables, a RAM 103 which functions as a work area and buffer memory that serves as a temporary storage area, an I / O port 104 which inputs and outputs signals between peripheral boards and each device, and a random number circuit 105 which operates in a system separate from the program processing by the CPU 101 and generates random numbers (hard random numbers), and these are connected to each other via an internal bus.
[0053] The CPU 101 executes various processes related to the main control of the game by reading out various control programs stored in the ROM 102 and performing arithmetic processing. The RAM 103 is backed up by a backup power source generated in a backup power circuit 502, which will be described later. Specifically, among the information stored in the RAM 103, various information is backed up so that when power is restored (when power is turned on) after a power outage, the data can be used to restore the gaming machine 10 to the state it was in immediately before the power outage. For example, in addition to the data of the stack pointer and each register, etc., held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (a game stop state or a playable state), the current regular drawing state, etc., are backed up. Note that this information is cleared (initialized) by a RAM clear process. Therefore, after the RAM is cleared, a special pattern variation pattern derivation state PA (low probability of regular pattern, which will be described later) is newly set. Furthermore, when a RAM clear process is executed, the pattern string related to the decorative pattern is in a state in which the initial pattern combination is stopped and displayed, and even if the RAM clear process is not executed when the power is turned on and the pattern variation is not being executed at the time of the previous power outage, the initial pattern combination is also in a state in which it is stopped and displayed. In addition, this initial symbol combination is displayed statically only when the power is turned on, and is not displayed statically due to the execution of symbol variation.
[0054] In this embodiment, at least an area in which such information related to the game is stored (sometimes referred to as the area of RAM 103 related to the game) is backed up, as well as an area in which the complement of the checksum and the backup flag related to the area of RAM 103 related to the game are stored (sometimes referred to as the backup information area of RAM 103 related to the game). Then, when power is restored, the gaming machine 10 returns to normal using the various pieces of information stored in the backed up area of RAM 103 related to the game and the backup information area of RAM 103 related to the game. In addition, the specific method of backup in this embodiment is not limited. For example, the area to be backed up in the RAM 103 may be realized with a configuration capable of holding data in a non-volatile manner even in a power-off state. As another example, in the RAM 103, a first memory configured to hold data in a non-volatile manner even in a power-off state and a second memory referenced during operation of the gaming machine 10 may be provided with different hardware. In that case, the gaming machine 10 may save information to be backed up from the second memory to the first memory when power is cut off, and recover the saved information from the first memory to the second memory when power is restored.
[0055] The main control board 100 is also electrically connected to the first start opening sensor 70, the second start opening sensor 71, the special prize opening sensor 72, the general prize opening sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame door opening sensor 76, the front frame door opening sensor 77, etc., and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104. Although not shown in the figure, in addition to these sensors, the main control board 100 is also electrically connected to a full tank detection sensor, a magnetic detection sensor, and a radio wave detection sensor, and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104.
[0056] In addition, the main control board 100 is electrically connected to the first special pattern display device 91, the second special pattern display device 92, the normal pattern display device 93, the first special pattern hold lamp 94, the second special pattern hold lamp 95, the normal pattern hold lamp 96, the normal electric role solenoid 62 and the special electric role solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, main control board 100 is electrically connected to main operation unit 39 and RAM clear switch 43, and is configured to be able to detect the operation of main operation unit 39.
[0057] 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 so that communication is possible in only one direction, from the main control board 100 to the first sub-control board 200, and various performance control commands are transmitted from the main control board 100 to the first sub-control board 200. Furthermore, data cannot be transmitted from the first sub-control board 200 to the main control board 100, and the first sub-control board 200 is configured not to be able to request the main control board 100 to transmit data. In addition, in this embodiment, a parallel transmission method is used for transmitting data from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.
[0058] The first sub-control board 200 comprises a CPU 201 which performs various arithmetic processing related to game presentation based on presentation control commands from the main control board 100, a ROM 202 which stores data such as presentation control programs and various lottery tables, a RAM 203 which functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 204 which inputs and outputs signals between peripheral boards and each device. These are interconnected via an internal bus, and the CPU 201 is configured to execute main control related to game presentation in accordance with the control program stored in ROM 202. In addition, the first sub-control board 200 is electrically connected to the performance button 37, the cursor button 38, and the movable decorative body 22, and is configured to be able to detect the operation of the operating parts.
[0059] In addition, the first sub-control board 200, through performance control processing based on performance control commands from the main control board 100, generates image control commands that instruct the image to be displayed on the second sub-control board 300, audio control commands that instruct the audio to be output to the audio control board 310, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82, etc. Here, the first sub-control board 200 is connected to the second sub-control board 300 and the voice control board 310 to enable two-way communication, and 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, a response command (ACK command) indicating that the control command was successfully received is transmitted from each control board (second sub-control board 300, voice control board 310) to the first sub-control board 200.
[0060] The first sub-control board 200 is also electrically connected to the frame lamp 35, and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured such that its illumination is 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 ornament 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable ornament 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0061] The second sub-control board 300, although not shown in the figure, is equipped with a CPU that performs various calculations related to image presentation based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, etc., a RAM that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port that inputs and outputs signals between peripheral boards and each device, and the CPU is configured to execute main control related to image presentation in accordance with the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the performance determined by a performance content determination means 225 described later based on a control signal received from the CPU, and a sound source IC that generates sound data according to the content of the performance based on a control signal received from the CPU. The VDP is a so-called image processor that reads image data stored in an image ROM in response to an instruction from the CPU, processes the image data, and transmits the generated image data to the main display unit 81 and the sub-display unit 82. A high-speed VRAM that is used for expanding and processing the image data read from the image ROM is also connected to this VDP.
[0062] The audio control board 310 includes a CPU 311 that performs various arithmetic processing related to audio performance based on audio control commands from the first sub-control board 200, a ROM 312 that stores audio control programs and audio data, a RAM 313 that functions as a work area or buffer memory serving as a temporary storage area, and an I / O port 314 that inputs and outputs signals between the peripheral boards and each device, and is configured such that the CPU 311 executes main control related to audio performance according to the control program stored in the ROM 312. Thus, the audio control board 310 reads audio data stored in the ROM 312 in response to audio control commands received from the first sub-control board 200, synthesizes the read audio data, and transmits the final synthesized audio data to the speaker 33 via an amplifier, thereby enabling the speaker 33 to output audio.
[0063] The dispensing control board 400 is mainly composed of a CPU, a ROM and a RAM (all not shown). In addition, the payout control board 400 is connected to the main control board 100 for two-way communication, and performs control to drive the payout unit 48 to pay out game balls based on a payout control command from the main control board 100, and also controls the launch of the game balls by synchronously driving the ball feeding mechanism and the launch mechanism based on the amount of operation of the operating handle 31.
[0064] The power supply control board 500 is composed of a normal power supply circuit 501 that generates normal power to be supplied to electronic and electrical components such as the control board mentioned above based on the primary power supply supplied from the game island's power supply equipment, a backup power supply circuit 502 that generates backup power, and a power interruption detection circuit 503 that detects power interruption (when the voltage supplied by the normal power supply drops to a specified voltage). In addition, a power switch 40 is connected to the power supply control board 500, and assuming that primary power is supplied from the power supply equipment of the game island, when the power switch 40 is turned ON, normal power is generated in the normal power supply circuit 501 of the power supply control board 500, and power is supplied to electronic and electrical components including the above-mentioned control boards (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). In addition, when a power interruption is detected by the power interruption detection circuit 503, the power supply control board 500 transmits a power interruption signal (NMI signal) to each of the main control board 100, the first sub-control board 200, and the dispensing control board 400. In addition, the backup power circuit 502 is configured to be charged when power is being supplied to the gaming machine 10 from the power supply equipment of the gaming island. In addition, the backup power supply circuit 502 may be provided on the dispensing control board 400, and the power interruption detection circuit 503 may not be provided on the power supply control board 500, but may be provided on each of the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0065] <Functional Configuration of the Gaming Machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 7. Fig. 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Fig. 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may have a functional configuration not shown in Fig. 7. Also, when explaining the functional configuration, Figs. 8 to 12 will be referred to as necessary.
[0066] As shown in FIG. 7, the main control board 100 is equipped with 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 chart lottery means 130, a normal chart lottery means 135, a jackpot game control means 140, a pattern display control means 145, an electric gimmick control means 150, a game status control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, and a power outage processing execution means 180. These means are functional representations of what is realized by each control configuration on the main control board 100 described using FIG. 6.
[0067] First, the main information storage means 160 is a means for temporarily storing data read by the means included in the main control board 100, data derived by calculations in the means, etc., in the corresponding storage areas. In particular, the data (performance control commands) stored in the transmission command storage area of the main information storage means 160 is transmitted to the sub-command management means 270 of the first sub-control board 200 (described later) by the command transmission means after being stored.
[0068] The winning ball determination means 110 determines whether a ball has been won at each winning hole based on the detection results of a sensor provided at each winning hole. In addition, when the ball entry determination means 110 determines that a game ball has entered a prize hole by a sensor installed in a prize hole such as the large prize hole sensor 72, it generates a presentation control command (prize entry command) including information that can identify the type of sensor related to the prize, and stores the command in the transmission command storage area of the main information storage means 160.
[0069] The main random number generation means 115 is capable of generating multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win at a winning port is determined, it obtains (latches) one or more random numbers corresponding to that winning port from the random number circuit 105. More specifically, when it is determined that the first start gate 57 or the second start gate 59 has been won, the main random number generating means 115 obtains a random number for determining whether or not the special symbol has been won, a random number for drawing a special symbol stop symbol, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that the gate 63 has been won, the main random number generating means 115 stores a random number for determining whether or not the normal symbol has been won, a random number for drawing a normal symbol stop symbol, and a random number for drawing a normal symbol change pattern, which will be described later, in a corresponding storage area of the main information storage means 160. The random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated normally, and if an update abnormality occurs in which the random numbers are not updated normally, information indicating the occurrence of the abnormality is written to a specific storage area of the random number circuit 105. Therefore, the CPU 101 can grasp that an update abnormality has occurred in the random number circuit 105.
[0070] The main reservation control means 120 controls the reservation of the pattern change of the special chart and the reservation of the pattern change of the normal chart. Regarding the special chart 1, the random number for determining whether the special chart is a hit or not, the random number for drawing the special chart stop pattern, and the random number for drawing the special chart change pattern, which are obtained as a result of winning the first starting port 57, are reserved (stored) as operation reservation information for the special chart 1. More specifically, the main hold control means 120 is provided with a hold counter (hereinafter referred to as the "special chart 1 hold counter") which is incremented by 1 each time the activation hold information of special chart 1 is held and decremented by 1 each time the activation hold information of special chart 1 is used (used in the draw by the special chart draw means 130), and stores the activation hold information in a storage area corresponding to the current special chart 1 hold counter of the main information storage means 160 until the value of the special chart 1 hold counter reaches an upper limit value (4 in this embodiment), and clears the used activation hold information each time the activation hold information is used, and controls the remaining activation hold information to be moved (shifted) from the current storage area to a storage area corresponding to a special chart 1 hold counter which is 1 less than the current special chart 1 hold counter, in order from the smallest special chart 1 hold counter. In addition, the main reserve control means 120 performs the same control as described above for special drawing 2 and ordinary drawing separately from special drawing 1, and the reserve counter for special drawing 2 is referred to as the special drawing 2 reserve counter, and the upper limit value of the special drawing 2 reserve counter in this embodiment is 4. In addition, in the following explanation, "suspended operation information" may be expressed as "suspended pattern change" or simply as "suspended." In addition, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of special chart 1 or special chart 2, it generates a performance control command (hold command) including the special chart 1 hold counter and the special chart 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, when both the operation pending information corresponding to the special chart 1 and the operation pending information corresponding to the special chart 2 are reserved, a priority variation is performed in which the operation pending information corresponding to the special chart 2 is used preferentially. However, instead of this priority variation, a winning order variation in which the operation pending information is used in the order in which it is reserved regardless of whether it corresponds to the special chart 1 or the special chart 2, or a simultaneous variation in which the operation pending information corresponding to the special chart 1 and the operation pending information corresponding to the special chart 2 are simultaneously used when both the operation pending information corresponding to the special chart 1 and the operation pending information corresponding to the special chart 2 are reserved may be adopted.
[0071] The advance judgment means 125 executes an advance judgment for a pre-reading performance targeting the pending activation information in at least some cases where the pending activation information of a special chart is pending at a predetermined advance judgment timing. More specifically, the pre-judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and executes pre-judgment for each of the special chart hit / miss judgment, special chart stop pattern lottery, and special chart change pattern lottery, which will be described later. In each pre-judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each pre-judgment is used. Therefore, the results of these pre-judgments will be the same as the results of the lottery that will be executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) including the derived result of the pre-determination, and stores the command in a transmission command storage area of the main information storage means 160. Since 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 timing of the predetermined pre-determination, it will be transmitted following the above-mentioned pending command. Here, the predetermined timing of pre-determination is, for example, the timing when the activation pending information of the special chart is reserved. In this embodiment, if the activation pending information of the special chart 1 is reserved during the normal chart high probability described below, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to the pre-determination is also restricted. On the other hand, if the activation pending information of the special chart 2 is reserved during the normal chart low probability described below, the pre-determination may or may not be restricted.
[0072] The special drawing means 130 includes a special drawing hit / miss judgment means 131, a special drawing stop pattern lottery means 132, and a special drawing change pattern derivation means 133, and executes processing by each means in the order of the special drawing hit / miss judgment means 131, the special drawing stop pattern lottery means 132, and the special drawing change pattern derivation means 133. When the special drawing change start condition is satisfied, the special drawing lottery means 130 reads out the earliest operation pending information among the operation pending information reserved in the main information storage means 160. In addition, "the conditions for starting the change of the special chart are satisfied" means, for example, that all of the following conditions are satisfied: the player is not in the middle of a jackpot game, neither Special Chart 1 nor Special Chart 2 is in the process of changing the pattern (including when the pattern change related to Special Chart 1 or Special Chart 2 is displayed as stopped), and at least one of Special Chart 1 and Special Chart 2 has pending operation information.
[0073] Here, Figs. 8 to 11 are diagrams that typically show a lottery table used in the main control board 100, and will be referred to as necessary in the following description. In addition, in a lottery using a lottery table, including other lottery tables, the lottery values stored in the lottery table are added to the read random number in a predetermined order (if there is only one lottery value, the addition is performed once), and a result corresponding to the lottery value where a carry (overflow) occurs is derived as the result of the lottery. Similarly, in the explanation of the lottery table, the lottery table is given a name for convenience of explanation, but it is sufficient that the data such as the lottery value included in the lottery table corresponding to the name is identifiably stored in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery table, there are items described for convenience of explanation, and if "-" or "0" is described as the lottery value, these do not necessarily indicate the data stored in each ROM. And, a result with "-" or "0" described as the lottery value will not win. Furthermore, if the same lottery value as the random number range used for the lottery (the number of random numbers that can be obtained in the range) is described in the lottery table, the result is derived 100%, so it is not necessary to perform a lottery. Furthermore, if the total value of the lottery values used in one lottery matches the random number range used in the lottery, a carry will always occur when adding the final lottery value, so that addition does not need to be performed, and in that case, the lottery values used in that addition themselves become unnecessary.
[0074] The special pattern hit / miss judgment means 131 reads out a random number for the special pattern hit / miss judgment for each pattern change, and executes a special pattern hit / miss judgment to determine by lottery whether a big hit, a small hit, or a miss will be won, using the read out random number and a lottery table for the special pattern hit / miss judgment. FIG. 8(a) is a diagram showing a schematic drawing of a lottery table for determining whether a special drawing is a hit or not. The lottery table is different between special drawing 1 and special drawing 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in the special drawing hit or not determination in special drawing 1, a big hit is derived with a probability of 205 / 65536 (about 1 / 320), and otherwise it is a miss, and a small hit is not derived. On the other hand, in the special drawing hit or not determination in special drawing 2, a big hit is derived with a probability of 205 / 65536 (about 1 / 320), a small hit is derived with a probability of 1820 / 65536 (about 1 / 36.0), and otherwise it is a miss. In this embodiment, as described later, a jackpot game can occur via a small jackpot, so the probability of a jackpot being derived in the special chart hit / miss determination is set to the one probability mentioned above.
[0075] When the result of the special chart hit / miss judgment is a big hit or a small hit, the special chart stopping pattern selection means 132 determines the special chart stopping pattern by lottery using a random number for special chart stopping pattern selection (in this embodiment, in the range of 0 to 999) and a selection table for special chart stopping pattern selection. Specifically, as shown in Figure 8(b), which is a schematic diagram of a lottery table for selecting the stopping patterns used when a jackpot is derived in the special pattern hit / miss judgment related to special pattern 1, when a jackpot is derived in the special pattern hit / miss judgment related to special pattern 1, pattern A is determined as the stopping pattern with a probability of 100 / 1000 (1 / 10), and pattern B is determined as the stopping pattern with a probability of 900 / 1000 (approximately 1 / 1.11). Here, whether pattern A or pattern B is determined, the game will become a normal high probability game after the end of the jackpot game corresponding to these stopped patterns, but the number of pattern changes during which the normal high probability game continues (hereinafter referred to as the "prescribed number of times related to the normal high probability game") is 80 times after the end of the jackpot game when pattern A is determined, and 40 times after the end of the jackpot game when pattern B is determined. In addition, the number of rounds of the jackpot game corresponding to pattern A is 10, while the number of rounds of the jackpot game corresponding to pattern B is 4. Therefore, it can be said that pattern A is more advantageous than pattern B in terms of both the number of rounds and the prescribed number of times related to the normal high probability game.
[0076] As shown in Figure 8(c), which is a schematic diagram of a lottery table for selecting the stopping patterns used when a small win is derived in the judgment of whether the special pattern is a hit or miss related to special pattern 2, when a small win is derived in the judgment of whether the special pattern is a hit or miss related to special pattern 2, pattern a is determined as the stopping pattern with a probability of 700 / 1000 (approximately 1 / 1.43), and pattern b is determined with a probability of 300 / 1000 (approximately 1 / 3.33). Here, pattern a is a stopping pattern that has 10 rounds of jackpot play that occurs in a small jackpot play related to the pattern, and becomes a normal high probability after the jackpot play ends, and the specified number of times for the normal high probability is 80. On the other hand, pattern b is a stopping pattern that has 4 rounds of jackpot play that occurs in a small jackpot play related to the pattern, and becomes a normal high probability after the jackpot play ends, and the specified number of times for the normal high probability is 80. Therefore, it can be said that pattern a is more advantageous than pattern b in terms of the number of rounds. In addition, when a jackpot game occurs in a small win game, the number of rounds in the jackpot game is the number calculated by counting the small win game as one round. Furthermore, in the following explanation, a jackpot game that occurs in a small win game related to the pattern a may be expressed as a "jackpot game related to the pattern a", and a jackpot game that occurs in a small win game related to the pattern b may be expressed as a "jackpot game related to the pattern b".
[0077] As shown in Fig. 8(d), which is a schematic diagram of a lottery table for drawing the stopping symbols used when a jackpot is derived in the special symbol hit / miss judgment related to the special symbol 2, when a jackpot is derived in the special symbol hit / miss judgment related to the special symbol 2, the symbol c is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, the symbol c is a stopping symbol for which the number of rounds of the jackpot game corresponding to the stopping symbol is 10 and which becomes a normal symbol with high probability after the jackpot game ends, and the prescribed number of times related to the normal symbol with high probability is 80 times.
[0078] In addition, the special chart stop pattern lottery means 132 determines pattern C as the stop pattern when the result of the special chart hit / miss judgment regarding special chart 1 is a miss, and determines pattern d as the stop pattern when the result of the special chart hit / miss judgment regarding special chart 2 is a miss.
[0079] In this manner, in the above-described embodiment, the jackpot game generated in the pattern variation related to the special chart 2 tends to be more advantageous than the jackpot game generated in the pattern variation related to the special chart 1. Therefore, the game interest can be further increased by transitioning from the special chart variation pattern derivation state PA to another special chart variation pattern derivation state, which will be described later.
[0080] The special pattern variation pattern derivation means 133 has a plurality of types of special pattern variation pattern selection tables to be referred to when determining the special pattern variation pattern, and selects one special pattern variation pattern selection table for determining the current special pattern variation pattern based on the current special pattern variation pattern derivation state and the result of the current special pattern hit / miss judgment, determines one special pattern variation pattern using the selected special pattern variation pattern selection table and the random number for special pattern variation pattern selection, and determines the variation time based on the determined special pattern variation pattern. Here, the variation time refers to the time from the start of the pattern variation related to the special pattern (special pattern 1 or special pattern 2) to the end of the pattern variation. Details of the transition conditions will be described later, but in the present embodiment, there are a special chart variation pattern derivation state PA, a special chart variation pattern derivation state PB, and a special chart variation pattern derivation state PC. The above-mentioned method of determining the special chart variation pattern is adopted in the pattern variation of the special chart 1 in the special chart variation pattern derivation state PA, and in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, it is adopted in the pattern variation of the special chart 2. In addition, in the pattern variation related to the other special chart in each special chart variation pattern derivation state, a predetermined special chart variation pattern is determined according to the result of the special chart hit / miss judgment.
[0081] FIG. 9(a) is a schematic diagram showing a special chart variation pattern lottery table used in the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 9(a), in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA, special chart change patterns HNP to ASP-C can be determined. Specifically, when the result of the special chart hit / miss judgment is a miss in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA, the special chart change pattern HNP occurs with a probability of 900 / 1000 (approximately 1 / 1.11), the special chart change pattern HRP occurs with a probability of 52 / 1000 (approximately 1 / 19.2), the special chart change pattern HSP1-A occurs with a probability of 13 / 1000 (approximately 1 / 76.9), and the special chart change pattern HS occurs with a probability of 11 / 1000 (approximately 1 / 90.9). P1-B, special pattern variation pattern HSP2-A with a probability of 9 / 1000 (approximately 1 / 111), special pattern variation pattern HSP2-B with a probability of 7 / 1000 (approximately 1 / 143), special pattern variation pattern HSP3-A with a probability of 5 / 1000 (1 / 200), and special pattern variation pattern HSP3-B with a probability of 3 / 1000 (approximately 1 / 333) are determined, and in this case, special pattern variation pattern ASP1-A to special pattern variation pattern ASP-C are not determined. Note that, although details will be described later using Figure 9 (b), when special pattern variation pattern HNP is determined, the special pattern variation pattern is further specified using the value of the special pattern 1 reserved counter at the start of this pattern variation. On the other hand, when the result of the special chart hit / miss judgment in the pattern change related to the special chart 1 during the special chart change pattern derivation state PA is a jackpot, the special chart change pattern ASP1-A has a probability of 90 / 1000 (approximately 1 / 11.1), the special chart change pattern ASP1-B has a probability of 110 / 1000 (approximately 1 / 9.09), the special chart change pattern ASP2-A has a probability of 135 / 1000 (approximately 1 / 7.41), and the special chart change pattern ASP3-B has a probability of 165 / 1000 (approximately 1 / 6.01). Special chart fluctuation pattern ASP2-B is determined with a probability of 1.06), special chart fluctuation pattern ASP3-A with a probability of 180 / 1000 (approximately 1 / 5.56), special chart fluctuation pattern ASP3-B with a probability of 220 / 1000 (approximately 1 / 4.56), and special chart fluctuation pattern ASP-C with a probability of 100 / 1000 (1 / 10). In such cases, special chart fluctuation pattern HNP to special chart fluctuation pattern HSP3-B will not be determined. In this embodiment, when the result of the special chart hit / miss judgment in the pattern fluctuation related to the special chart 1 in the special chart fluctuation pattern derivation state PA is a miss, any one of the special chart fluctuation patterns HRP to HSP3-B is determined at a rate of 100 / 1000 (1 / 10), and the special chart fluctuation pattern HNP is determined at a rate of 900 / 1000 (approximately 1 / 1.11). Furthermore, when the result of the special chart hit / miss judgment in the pattern fluctuation related to the special chart 1 in the special chart fluctuation pattern derivation state PA is a big hit, any one of the special chart fluctuation patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). Here, in the description of the special pattern variation pattern of this embodiment, when two special pattern variation patterns are described with "~" between them, the description of the special pattern variation pattern existing between the special pattern variation pattern described earlier and the special pattern variation pattern described later is omitted according to the order described in the drawing related to the special pattern variation pattern lottery table for each special pattern variation pattern derivation state. Also, in the description of the special pattern variation pattern of this embodiment, regardless of whether the corresponding variation time is described or not, if the names of the special pattern variation patterns are different, it indicates that the different special pattern variation patterns are different.
[0082] Figure 9(b) is a schematic diagram showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 1 during special chart variation pattern derivation state PA, and the range of random numbers used in the lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9 (b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 1 during special chart fluctuation pattern derivation state PA include special chart fluctuation pattern HNP-A with a fluctuation time of 3200 ms (milliseconds), special chart fluctuation pattern HNP-B with a fluctuation time of 5600 ms, special chart fluctuation pattern HNP-C with a fluctuation time of 8000 ms, and special chart fluctuation pattern HNP-D with a fluctuation time of 11200 ms, in that order of increasing fluctuation time. Specifically, if the special pattern 1 reserved counter is 3 at the start of the current pattern change, the special pattern change pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the special pattern 1 reserved counter is 2 at the start of the current pattern change, the special pattern change pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and the special pattern change pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the special pattern 1 reserved counter is 1 at the start of the current pattern change, the special pattern change pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), and the special pattern change pattern HNP-B is determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special pattern variation pattern HNP-B is determined with a probability of 800 / 1000 (1 / 1.25), and the special pattern variation pattern HNP-C is determined with a probability of 800 / 1000 (1 / 1.25). If the special pattern 1 reserved counter at the start of the pattern variation is 0, the special pattern variation pattern HNP-B is determined with a probability of 50 / 1000 (1 / 20), the special pattern variation pattern HNP-C is determined with a probability of 100 / 1000 (1 / 10), and the special pattern variation pattern HNP-D is determined with a probability of 850 / 1000 (about 1 / 1.18). In the following explanation, if the value of the special pattern reserved counter to be referenced is 3, it may be called "reserved 3", if the value of the special pattern reserved counter is 2, it may be called "reserved 2", if the value of the special pattern reserved counter is 1, it may be called "reserved 1", and if the value of the special pattern reserved counter is 0, it may be called "reserved 0". In this way, when the special pattern change pattern HNP is determined in the special pattern change pattern derivation state PA, the special pattern change pattern (change time) that is likely to be determined by the value of the special pattern 1 reserved counter at the start of the current pattern change differs. More specifically, the smaller the value of the special pattern 1 reserved counter at the start of the current pattern change, the more likely it is that a long pattern change will be determined (the larger the value of the special pattern 1 reserved counter at the start of the current pattern change, the more likely it is that a short change time will be determined). In addition, such special chart variation pattern HNP (hereinafter, sometimes referred to as the "basic special chart variation pattern") also exists in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, and in these special chart variation pattern derivation states, the reserved counter referenced is different from that in the special chart variation pattern derivation state PA, and in both cases the value of the special chart 2 reserved counter is referenced.
[0083] FIG. 10(a) is a schematic diagram showing a special pattern variation lottery table used in the pattern variation related to special pattern 2 during the special pattern variation pattern derivation state PB, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 10(a), in the pattern change related to the special chart 2 in the special chart change pattern derivation state PB, the special chart change pattern HNP to the special chart change pattern ASP-F can be determined. Specifically, when the result of the special chart hit / miss judgment in the pattern change related to the special chart 2 in the special chart change pattern derivation state PB is a miss, the special chart change pattern HNP is determined with a probability of 960 / 1000 (approximately 1 / 1.04), the special chart change pattern HSP-D with a probability of 20 / 1000 (1 / 50), the special chart change pattern HSP-E with a probability of 15 / 1000 (approximately 1 / 66.7), and the special chart change pattern HSP-F with a probability of 5 / 1000 (1 / 200), and in this case, the special chart change pattern ASP-D to the special chart change pattern ASP-F are not determined. Note that, although details will be described later using FIG. 10(b), when the special chart change pattern HNP is determined, the special chart change pattern is further specified using the value of the special chart 2 reserved counter at the start of the current pattern change. And, the method of determining the special chart change pattern using this special chart 2 reserved counter is the same in the special chart change pattern derivation state PB described later. On the other hand, if the result of the special chart hit / miss judgment in the pattern change related to special chart 2 during the special chart change pattern derivation state PB is a big hit or a small hit, special chart change pattern ASP-D is determined with a probability of 500 / 1000 (1 / 2), special chart change pattern ASP-E with a probability of 350 / 1000 (approximately 1 / 2.86), and special chart change pattern ASP-F with a probability of 150 / 1000 (approximately 1 / 6.67), and in such case, special chart change pattern HNP to special chart change pattern HSP-F will not be determined. In this embodiment, when the result of the special chart hit / miss judgment in the pattern fluctuation related to the special chart 2 in the special chart fluctuation pattern derivation state PB is a miss, any one of the special chart fluctuation patterns HSP-D to HSP-F is determined at a rate of 40 / 1000 (1 / 25), and the special chart fluctuation pattern HNP is determined at a rate of 960 / 1000 (approximately 1 / 1.04). Furthermore, when the result of the special chart hit / miss judgment in the special chart fluctuation pattern derivation state PB is a big hit or a small hit, any one of the special chart fluctuation patterns ASP-D to ASP-F is determined at a rate of 1000 / 1000 (1 / 1).
[0084] Figure 10(b) is a schematic diagram showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 2 during special chart variation pattern derivation state PB, and the range of random numbers used in the lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 10(a)) is 0 to 999. As shown in Figure 10 (b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 2 in the special chart fluctuation pattern derivation state PB include special chart fluctuation pattern HNP-E with a fluctuation time of 3000 ms and special chart fluctuation pattern HNP-F with a fluctuation time of 15000 ms. Specifically, if the special chart 2 reserved counter is 3 at the start of the current pattern change, if the special chart 2 reserved counter is 2 at the start of the current pattern change, and if the special chart 2 reserved counter is 1 at the start of the current pattern change, the special chart change pattern HNP-E is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special chart change pattern HNP-F is not determined. On the other hand, if the special chart 2 reserved counter is 0 at the start of the current pattern change, the special chart change pattern HNP-F is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special chart change pattern HNP-E is not determined. In addition, special chart variation pattern HNP-E and special chart variation pattern HNP-F are different from both the special chart variation pattern that can be determined when special chart variation pattern HNP is determined in the pattern variation related to special chart 1 in the special chart variation pattern derivation state PA described above, and the special chart variation pattern that can be determined when special chart variation pattern HNP is determined in the pattern variation related to the special chart variation pattern derivation state PC described below.
[0085] FIG. 11(a) is a schematic diagram showing a special chart variation pattern lottery table used for the pattern variation related to special chart 2 when the special chart variation pattern derivation state PC is in, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 11(a), in the pattern change related to special chart 2 in the special chart change pattern derivation state PC, special chart change pattern HNP to special chart change pattern ASP-I can be determined. Specifically, if the result of the special chart hit / miss judgment in the pattern change related to special chart 2 during the special chart change pattern derivation state PC is a miss, special chart change pattern HNP is determined with a probability of 950 / 1000 (approximately 1 / 1.05), special chart change pattern HSP-G with a probability of 25 / 1000 (1 / 40), special chart change pattern HSP-H with a probability of 15 / 1000 (approximately 1 / 66.7), and special chart change pattern HSP-I with a probability of 10 / 1000 (1 / 100), and in such case, special chart change pattern ASP-G to special chart change pattern ASP-I will not be determined. On the other hand, if the result of the special chart hit / miss judgment in the pattern change related to special chart 2 during the special chart change pattern derivation state PC is a big hit or a small hit, regardless of the number of spins in the special chart change pattern derivation state PC, special chart change pattern ASP-G is determined with a probability of 500 / 1000 (1 / 2), special chart change pattern ASP-H is determined with a probability of 350 / 1000 (approximately 1 / 2.86), and special chart change pattern ASP-I is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and in such case, special chart change pattern HNP to special chart change pattern HSP-I will not be determined.
[0086] Figure 11(b) is a schematic diagram showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 2 during special chart variation pattern derivation state PC, and the range of random numbers used in the lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 11(a)) is 0 to 999. As shown in Figure 11 (b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 2 when the special chart fluctuation pattern derivation state PC is in include special chart fluctuation pattern HNP-G with a fluctuation time of 2000 ms and special chart fluctuation pattern HNP-H with a fluctuation time of 10000 ms. Specifically, when the special pattern 2 reserved counter is 3 at the start of the current pattern change, when the special pattern 2 reserved counter is 2 at the start of the current pattern change, and when the special pattern 2 reserved counter is 1 at the start of the current pattern change, the special pattern change pattern HNP-G is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special pattern change pattern HNP-H is not determined. On the other hand, when the special pattern 2 reserved counter is 0 at the start of the current pattern change, the special pattern change pattern HNP-H is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special pattern change pattern HNP-G is not determined. In addition, special chart variation pattern HNP-G and special chart variation pattern HNP-H are different from both the special chart variation pattern that can be determined when special chart variation pattern HNP is determined in the pattern variation related to special chart 1 in the above-mentioned special chart variation pattern derivation state PA, and the special chart variation pattern that can be determined when special chart variation pattern HNP is determined in the pattern variation related to special chart 2 in the above-mentioned special chart variation pattern derivation state PB.
[0087] In addition, at the start of the pattern change, the special chart change pattern derivation means 133 generates a performance control command (change start command) including the result of the special chart hit / miss judgment, the determined stopping pattern of the special chart, and the determined special chart change pattern, and stores the command in the transmission command storage area of the main information storage means 160.
[0088] The regular map lottery means 135, like the special map lottery means 130, reads out the most recent pending activation information from the pending activation information stored in the main information storage means 160 when the regular map pattern is not changing, and uses the read random number to perform a regular map hit / miss judgment to determine whether the regular map is correct or not, and determines various parameters related to the regular map (regular map change time, regular map stop display time, etc.) based on the result of the regular map hit / miss judgment and information such as the current special map change pattern derivation state. In the judgment of whether the regular drawing is a hit or miss, there are two states: a high probability state of the regular drawing selection (sometimes abbreviated as "regular drawing high probability") and a low probability state of the regular drawing selection (sometimes abbreviated as "regular drawing low probability"). Although the drawing of the selection table is omitted, in this embodiment, in the high probability state, the probability of the regular drawing being a hit is 65535 / 65536, and the remaining probability of 1 / 65536 is a miss, while in the low probability state, the probability of the regular drawing being a hit is 1 / 65536, and the remaining probability of 65535 / 65536 is a miss. Note that in the low probability state, the regular drawing may not be a hit (65536 / 65536 is a miss).
[0089] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (jackpot start command) including information related to the jackpot game (number of rounds and the state of derivation of the special chart variation pattern thereafter) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the jackpot game, generates a presentation control command (jackpot end command) including a demo time related to the end demo of the jackpot game and stores it in the transmission command storage area of the main information storage means 160. This is also true for jackpot games caused by small jackpot games.
[0090] In addition, the jackpot game control means 140 starts a small jackpot game when the result of the special winning / unwinning judgment is a small jackpot, and when the game ball passes through the V winning area (not shown) provided in the large winning port 55 during the small jackpot game, the jackpot game corresponding to the small jackpot can be started after the small jackpot game ends. Therefore, in this embodiment, the small jackpot game functions as a game that generates a jackpot game. Note that if the game ball does not pass through the V winning area during the small jackpot game, the jackpot game does not start after the small jackpot game ends.
[0091] The pattern display control means 145 displays the special pattern 1 on the first special pattern display device 91 in a variable manner according to the variable time corresponding to the determined special pattern variable pattern of the special pattern 1, and stops and displays the special pattern 1 with the stop pattern determined by the special pattern stop pattern lottery after the variable time has elapsed. Similarly, the special pattern 2 is displayed on the second special pattern display device 92 in a variable manner according to the variable time corresponding to the determined special pattern variable pattern of the special pattern 2, and stops and displays the special pattern 2 with the stop pattern determined by the special pattern stop pattern lottery after the variable time has elapsed. Here, the stop display time (interval) of the pattern change related to the special chart refers to the time from when the special chart is stopped and displayed until the pattern change of the next special chart can start (when the result of the special chart hit / miss judgment is a miss), or the time from when the pattern change of the special chart ends and until the big win game or small win game starts (when the result of the normal chart hit / miss judgment is a normal hit), and the stop display time of the pattern change related to the special chart in this embodiment is a uniform 300 ms, regardless of the type of special chart or the result of the special chart hit / miss judgment. In addition, the pattern display control means 145 has a special chart game timer for managing the time (variation time, stop display time) related to the display of special chart 1 and special chart 2, and when the special chart is stopped (at the timing when the value of the special chart game timer becomes "0"), it generates a presentation control command (variation stop command) for requesting a fixed stop display of the decorative pattern, and stores the command in the transmission command storage area of the main information storage means 160. Here, the definite stop display of the decorative pattern refers to the final stop display of the decorative pattern in the pattern change, and is different from the provisional stop display of the decorative pattern that may occur during the execution of the pattern change. In the provisional stop display of the decorative pattern, for example, the decorative pattern displayed as stopped is accompanied by a movement in which the decorative pattern is slightly swaying up and down (so-called swaying change), while in the definite stop display of the decorative pattern, the decorative pattern displayed as stopped is not accompanied by a swaying change, and so on. Even if the same decorative pattern is displayed as stopped, the display mode of the decorative pattern displayed as stopped as definite is different from the display mode of the decorative pattern displayed as stopped provisionally. Therefore, the player can recognize whether the display of the decorative pattern is a definite stop display or a provisional stop display.
[0092] Furthermore, the pattern display control means 145 causes the normal pattern display device 93 to display the normal pattern in a variable manner in accordance with a variable time corresponding to the determined normal pattern variable pattern of the normal pattern, and after the variable time has elapsed, causes the normal pattern to be displayed in a stopped state with the determined stopping pattern. In addition, the pattern display control means 145 has a regular pattern play timer for managing the time related to the regular pattern (regular pattern change time, regular pattern stop display time, etc.).
[0093] In the above-mentioned big win game or small win game, the electric device control means 150 outputs a control signal to the special electric device solenoid 66, and opens the special electric device 65 according to an opening pattern corresponding to the stopping pattern of the special chart.
[0094] The game state control means 155 controls the normal drawing state. Specifically, the game state control means 155 sets the normal drawing state to low probability regardless of the stopped pattern of the special drawing related to the jackpot game at the start of the jackpot game, sets the normal drawing state to high probability until the pattern change of the specified number of times related to the normal drawing high probability is performed when the specified conditions such as the end of the jackpot game are satisfied, and sets the normal drawing state to low probability when the pattern change of the specified number of times related to the normal drawing high probability is completed. In particular, in this embodiment, during the small win game, the normal drawing state in the pattern change that caused the small win game is maintained.
[0095] Such a general drawing state changes in link with the above-mentioned special drawing pattern derivation state, and the transition of the special drawing pattern derivation state is managed by the game state control means 155. The transition of the special drawing pattern derivation state will be explained below with reference to Fig. 12(a) and Fig. 12(b). Fig. 12(a) is a state transition diagram showing the transition of the special drawing pattern derivation state, and Fig. 12(b) is a diagram showing the relationship of the average change time for each special drawing pattern derivation state. As shown in Figure 12 (a), in the special chart variation pattern derivation state, there is a special chart variation pattern derivation state PA as a special chart variation pattern derivation state corresponding to a normal chart low probability, and there are a special chart variation pattern derivation state PB and a special chart variation pattern derivation state PC as special chart variation pattern derivation states corresponding to a normal chart high probability, and one of these special chart variation pattern derivation states is set except during a jackpot game. And, there are transition conditions (i) to (v) for the transition conditions between the special chart variation pattern derivation state PA and the special chart variation pattern derivation state PC.
[0096] Specifically, transition condition (i) is the end of a jackpot game related to pattern B, transition condition (ii) is the end of a jackpot game related to pattern A, transition condition (iii) is the end of a jackpot game related to pattern a, pattern b, or pattern c, transition condition (iv) is the end of pattern change related to special pattern 2 executed without a jackpot game in normal high probability state by the number of times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PB) that the number of times of pattern change related to special pattern 2 executed without a jackpot game in normal high probability state by the number of times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PC) that the number of times of pattern change related to special pattern 2 executed without a jackpot game in normal high probability state by the number of times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PC) that the number of times is 80. In addition, if a big win game occurs in the special pattern variation pattern derivation state PC, the state transitions to the special pattern variation pattern derivation state PC again after the end of the big win game, and the number of pattern variations related to the special pattern 2 that can be executed up to the specified number of times related to the high probability of the normal pattern in the special pattern variation pattern derivation state PC is reset. Also, although not shown, if a big win game does not occur in a small win game that occurs in the special pattern variation pattern derivation state PC, and if a big win game does not occur in a small win game related to the transition condition (iii), the end of the small win game triggers the current special pattern variation pattern derivation state to end and transition to the special pattern variation pattern derivation state PA.
[0097] As shown in FIG. 12(b), the average change time of each of the special pattern change pattern derivation state PA, the special pattern change pattern derivation state PB, and the special pattern change pattern derivation state PC is shorter in the order of the special pattern change pattern derivation state PA, the special pattern change pattern derivation state PB, and the special pattern change pattern derivation state PC. This is due to the length of the change time related to the basic special pattern change pattern that is most likely to be determined in each special pattern change pattern derivation state. Here, the average change time refers to the sum of the change times derived by multiplying the occurrence rate (the probability that may occur in any pattern change, which is derived by multiplying the probability that the result of the special pattern hit / miss judgment is derived by the probability of the special pattern change pattern being hit) for each change time related to the special pattern change pattern that can be selected in a certain special pattern change pattern derivation state. However, in this embodiment, when there is only one special pattern change pattern that can be selected in the certain special pattern change pattern derivation state, the change time related to the special pattern change pattern is treated as the average change time.
[0098] In addition, when a transition occurs to the regular chart lottery state or the special chart variation pattern derivation state, the game state control means 155 generates a presentation control command (game state designation command) including 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 that the pattern change related to the transition to another special pattern change pattern derivation state is executed in each special pattern change pattern derivation state, and generates a performance control command including the number of times of the counted pattern change each time the pattern change is started, 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 be included in the above-mentioned change start command.
[0099] As described above, the main information storage means 160 is a means for temporarily storing data read by each means, data derived by calculations or the like by each means, etc., in the corresponding storage areas.
[0100] The main error control means 165 monitors the input information of the I / O port 104 and judges whether or not an error has occurred in the gaming machine 10. If it is judged that an error has occurred, a performance control command (error command) including information capable of identifying the error that has occurred is stored in a transmission command storage area of the main information storage means 160. In this embodiment, errors determined by the main error control means 165 include, for example, a main board error based on the occurrence of the update abnormality described above, a magnetic error based on magnetic detection by a magnetic detection sensor, a radio wave error based on radio wave detection by a radio wave detection sensor, an abnormal winning error based on a game ball entering an abnormal winning port, a right-hit error based on detection of a game ball by the gate sensor 74, a door open error based on detection of the opening of the middle frame 17 by the middle frame opening sensor 76 or detection of the opening of the front frame 20 by the front frame opening sensor 77, and a full tank error based on detection of a game ball by a full tank detection sensor. To summarize the conditions under which these errors occur, the main board error is an error indicating an update abnormality in the random number circuit 105, as described above, and occurs when the update abnormality occurs. Next, the magnetic error is an error that occurs when magnetic detection by the magnetic detection sensor occurs continuously for 500 ms, the radio wave error is an error that occurs when the number of radio wave detections by the radio wave detection sensor (the cumulative number of times since the previous power-on) occurs a total of 5 times, and the abnormal winning error is a state that occurs when a game ball is detected by the large winning opening sensor 72 after a predetermined time has passed since the large winning opening 55 was closed during a big win game, etc. In addition, the right hit error is an error that occurs when the gate sensor 74 detects a game ball three times (the number of detections is reset 1000 ms after the last detection) during normal times (low probability of special drawing and low probability of normal drawing), and the full tank error is an error that occurs when the full tank detection sensor is ON, that is, when a game ball is detected by the full tank detection sensor.
[0101] In this embodiment, among these errors, the main board error, magnetic error, radio wave error, and abnormal winning error are treated as errors of relatively high importance (hereinafter, simply referred to as "errors of high importance"). Therefore, when such an error of high importance occurs, the main error control means 165 sets a game stop state, which will be described later, in addition to turning on the security signal. Here, the security signal is a type of signal that is output from an external terminal board (not shown) provided on the gaming machine 10 to devices outside the gaming machine (such as a data display device or a hall computer). Including the following explanation, turning the security signal ON refers to starting the output of the security signal, and turning the security signal OFF refers to ending the output of the security signal. In addition, when such an error of high importance occurs and a game stop state is set, the first sub-control board 200 and the second sub-control board 300 execute a notification display that makes it possible to identify which error has occurred. Furthermore, these errors of high severity can only be resolved by simply cutting and restoring power (without executing the RAM clear process) or by cutting and restoring power while executing the RAM clear process (making it possible to end the game-stop state related to the error and set the game to a playable state). The above-mentioned errors with high importance are merely examples, and other errors may be set as the errors.
[0102] On the other hand, for errors of relatively low importance (hereinafter simply referred to as "low importance errors"), such as a right-hit error, a door-open error, a full tank error, and a remaining prize ball error, the game is not stopped, and the game is maintained in a state in which the game can proceed (a playable state, described later). When these errors occur, the first sub-control board 200 and the second sub-control board 300 execute a notification effect that can identify which error has occurred. Also, a right-hit error ends when the execution of the notification effect related to the error ends, a door open error ends when the middle frame open door sensor 76 detects the middle frame 17 in a closed state or the front frame open door sensor 77 detects the front frame 20 in a closed state, a remaining prize ball error ends when there are no more prize balls, and a full tank error ends when the full tank detection sensor no longer detects game balls. When the termination conditions for these errors are met, a performance control command (return command) indicating that the termination conditions have been met is stored in the transmission command storage area of the main information storage means 160.
[0103] When a performance control command is stored in the transmission command storage area of the main information storage means 160, the main command management means 170 transmits the performance control command to the first sub-control board 200. 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.
[0104] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0105] The return state setting means 176 executes a return state setting process to set a return 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 inner frame door open sensor 76 when power is restored. The return states set by this process include a game stop state and a game ready state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in the RAM 103 when power is restored, a game-stopped state is set regardless of the state of the RAM clear switch 43 and the state of the middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in the RAM 103 when power is restored and the RAM clear switch 43 is ON (pressed state) when power is restored, the RAM clear process is executed and a playable state is set on the condition that the middle frame door open sensor 76 is ON when power is restored (if the middle frame door open sensor 76 is OFF when power is restored, the RAM clear process is not executed and the playable state is set), and if there is no abnormality in the RAM 103 when power is restored and the RAM clear switch 43 is OFF (not pressed state) when power is restored, the RAM clear process is not executed and the playable state is set. Here, the game stop state is a return state in which game progress is impossible by not executing processing according to the detection results of the sensors installed at each winning port (it is not necessary to look at the detection results of the sensors themselves). On the other hand, the playable state is a restored state in which the game can be played by executing a process according to the detection result of the sensor installed in each winning port. In particular, if the RAM clear process is not executed when the power is restored, the game returns to the playable state at the time of the previous power outage. For example, if the previous power outage was during a big win game or a small win game, the game returns to the big win game or small win game that was being executed, and if the previous power outage was during a pattern change, the game returns to the pattern change that was being executed.
[0106] In addition, whether or not there is an abnormality in RAM 103 is determined by executing a RAM abnormality check at the beginning of the recovery state setting process (specifically, a process which determines whether or not a backup flag is stored (whether or not the backup flag is ON) in the backup information area related to the target area, derives a checksum of the target area and the complement stored in the backup information area related to the area if the backup flag is stored (if the backup flag is ON), and if the calculation result is 0, determines that the target area is normal, and otherwise determines that the target area is abnormal) on the area related to the game in RAM 103.
[0107] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. More specifically, in the game play state transition process, if the security signal output is ON, a process for turning the security signal output OFF and initial settings of the device are executed. In addition, during the initial setting of the device, processes such as sending a launch permission command to the payout control board 400 to permit the launch of game balls, setting the state in which balls will be valid when they enter each winning slot, and setting data to activate the random number circuit 105 are performed.
[0108] The power cut-off process execution means 180 executes a power cut-off process based on receiving a power cut-off signal from the power supply control board 500. Specifically, for an area of RAM 103 related to game play, a process is performed in which a checksum for that area is derived and the complement of that checksum is stored in a backup information area of RAM 103 related to game play, and a process is performed in which a backup flag indicating that a power cut process has been performed for that area is turned ON (a backup flag is stored in the backup information area of RAM 103 related to game play).
[0109] As shown in Figure 7, the first sub-control board 200 is equipped with a sub-random number generation means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 245, a sub-information storage means 260, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means included in the first sub-control board 200, data derived by calculation in the means, etc., in the respective corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored in the received command storage area of the sub-information storage means 260 by the sub-command management means 270. In the following explanation, the storage of the performance control command transmitted from the main command management means 170 in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may be simply expressed as reception of the performance control command.
[0110] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by program processing by the CPU 201, and obtains random numbers at the timing when each lottery (details will be described later) is executed by the normal performance control means 220.
[0111] The normal presentation control means 220 includes a presentation mode control means 221, a presentation route determination means 222, a sub-hold control means 223, a look-ahead presentation control means 224, a presentation content determination means 225, a decorative pattern control means 226, and a jackpot presentation control means 227.
[0112] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner consistent with the special chart variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are broadly divided into normal mode, challenge mode, and RUSH mode, with normal mode corresponding to the special chart variation pattern derivation state PA, challenge mode corresponding to the special chart variation pattern derivation state PB, and RUSH mode corresponding to the special chart variation pattern derivation state PC.
[0113] When the presentation route determination means 222 receives a pre-determination command, it determines (sets) a presentation route corresponding to the reserved pattern change based on the result of the pre-determination included in the command (in this embodiment, the special pattern change pattern). Note that, when the special pattern change pattern corresponding to the pattern change is the above-mentioned special pattern change pattern HNP, the presentation route determination means 222 does not determine a presentation route when the pre-determination command is transmitted, and determines a presentation route based on the special pattern change pattern included in the change start command at the start of the pattern change (for example, in the special pattern change pattern derivation state PA, the special pattern change pattern HNP-A to special pattern change pattern HNP-D). Here, the presentation route refers to the presentation from the start to the end of the pattern change, and specifies the process of the presentation that notifies the result of the special pattern determination in the pattern change. The content of the presentation executed in the pattern change is determined by the presentation content determination means 225, which will be described later, in accordance with the presentation route corresponding to the pattern change.
[0114] The presentation route in this embodiment is roughly divided into a miss presentation route that notifies that the result of the special chart hit / miss judgment in the current pattern change is a miss (the result of the special chart hit / miss judgment in the current pattern change is neither a big hit nor a small hit), and a big hit presentation route that notifies that the result of the special chart hit / miss judgment in the current pattern change is a big hit or a small hit. Furthermore, the miss presentation route includes a non-development miss presentation route in which the development presentation is not executed, and a development miss presentation route in which the development presentation is executed. Note that, as described later, when the big hit presentation route is determined, the development presentation is executed. Here, the development performance refers to a performance that is executed after the decorative symbols are in a reach state (a state in which all decorative symbols except one symbol row are displayed stationary and the remaining symbol rows are displayed in a variable manner), and at the end of which, it is announced whether the result of the special symbol hit / miss judgment in the current symbol change is a big hit or a small hit. Therefore, in a development performance that corresponds to a development miss performance route, a series of performances corresponding to the development performance are executed, and at the end of which, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a big hit nor a small hit. On the other hand, in a development performance that corresponds to a big hit performance route, a series of performances corresponding to the development performance are executed, and at the end of which, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is a big hit or a small hit. In particular, in this embodiment, in one presentation mode, each of the determined special chart variation patterns corresponds to one different presentation route. Therefore, in the following description, the presentation route for the special chart variation pattern may be simply expressed as a special chart variation pattern. However, multiple presentation routes may be made to correspond to one special chart variation pattern, and in this case, one presentation route may be determined from multiple presentation routes corresponding to the determined special chart variation pattern.
[0115] When the sub-reservation control means 223 receives a reserve command (hereinafter, may be simply expressed as the occurrence of a reserved winning), it sets performance data for displaying the number of reserved images corresponding to the special chart 1 reserve counter and the number of reserved images corresponding to the special chart 2 reserve counter in the reserve display area (not shown) of the main display unit 81 based on the information of the special chart 1 reserve counter and the special chart 2 reserve counter contained in the command. The reserved images are images that are the subject of a reserve pre-reading performance (an example of a pre-reading performance described later) that changes into various forms suggesting the degree of advantage such as the expectation degree of the occurrence of a jackpot game.
[0116] When the look-ahead performance control means 224 receives a pre-determination command, it determines the content of the so-called look-ahead performance based on the result of the pre-determination included in the command.
[0117] When the performance content determination means 225 receives a change start command, it determines the content of the performance to be executed in the current pattern change in accordance with the setting status (reflection status) of the collective customization and individual customization described below, in addition to the performance route already determined by the performance route determination means 222. More specifically, the performance content determination means 225 determines the performance pattern selection table to be referenced for the content of the performance (performance pattern) for each performance execution timing in the pattern change based on the performance route determined by the performance route determination means 222, the setting status of the collective customization, and the setting status of the individual customization, and determines the content of the performance by lottery using the determined performance pattern selection table. In particular, by doing so, it is possible to change the content of the performance related to (executed according to) the determined performance route, and to provide a connection between the performances in one pattern change. Even if the same performance route is determined, it is also possible to diversify the performance to be executed according to the setting status of the collective customization, the setting status of the individual customization, etc.
[0118] When the decorative pattern control means 226 receives a variation start command, it determines the final (determined stopped) combination of decorative patterns (left pattern, center pattern, right pattern) based on the stopped pattern of the determined special pattern. Specifically, in the pattern variation related to the special chart 1, one of the pattern alignments related to the decorative patterns other than the 7 pattern is determined for the pattern A and the pattern B, and the pattern alignment related to the 7 pattern is determined for the pattern C. Therefore, in this embodiment, even if the pattern alignment related to the decorative patterns other than the 7 pattern is stopped and displayed, the subsequent performance mode, that is, the performance mode set at the opportunity of the end of the big win game related to the pattern alignment, cannot be accurately determined from the pattern alignment that is stopped and displayed. On the other hand, when the pattern alignment related to the 7 pattern is stopped and displayed, the player can determine that the RUSH mode will be set afterwards. In addition, in the pattern variation related to the special chart 2, any of the pattern alignments related to the decorative patterns except for the 7 pattern is determined for the patterns a and c, and any of the pattern alignments related to the decorative patterns including the 7 pattern is determined for the patterns b and d. Therefore, in this embodiment, when a pattern alignment related to the decorative patterns except for the 7 pattern is stopped and displayed, it is not possible to accurately determine the number of rounds of the jackpot game related to the pattern alignment. On the other hand, when a pattern alignment related to the 7 pattern is stopped and displayed, the player can determine that the number of rounds of the jackpot game related to the pattern alignment is 10.
[0119] When the jackpot start command is received, the jackpot effect control means 227 determines the content of the effects during the jackpot game based on the information included in the command, etc. The effects during the jackpot game include a round effect that notifies the player that a round game is in progress and an end demo effect that notifies the player that the jackpot game has ended. In addition, in this embodiment, the jackpot presentation control means 227 is configured to be capable of determining the content of a presentation mode announcement presentation that announces the presentation mode after the end of a jackpot game (capable of identifying the presentation mode after the end of a jackpot game), and the details of the presentation including the start conditions will be described later.
[0120] The normal performance control means 220 reads out performance data for each device corresponding to each performance at the execution timing of that performance, in accordance with the content of the performance determined by the above-mentioned means provided in the first sub-control board 200. If the read performance data includes performance data related to images, an image control command is generated based on that performance data, and the command is stored in a transmission command storage area of the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, an audio control command related to sound is generated based on that performance data, and the command is stored in a transmission command storage area of the sub-information storage means 260. In addition, the normal presentation control means 220 reads presentation data for informing the user that a playable state has been achieved with the execution of a RAM clear process when the return state at the time of power recovery has become a playable state with the execution of a RAM clear process, and reads presentation data for informing the user that a playable state has been achieved without the execution of a RAM clear process when the return state at the time of power recovery has become a playable state without the execution of a RAM clear process. Furthermore, in the case where the return state at the time of power recovery is a game stop state, the normal presentation control means 220 reads presentation data for informing the user that a game stop state has been achieved and that a RAM clear process needs to be executed. Details of these notifications are omitted, but it is preferable that they are executed continuously for a certain period of time (for example, 30 seconds) after the execution is started, and the presentation device for executing the notification does not matter.
[0121] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern, and reads out performance data for executing an error notification in accordance with the error notification pattern. In addition, the error notification is executed with priority over the variable performance related to the pattern variation. Here, the error notification is executed with priority, not only when the device related to the execution of the error notification and the device related to the execution of the variable performance are the same device, but also includes the case where the error notification is executed in a manner that is easier to recognize than the variable performance in the device, not only when the device related to the execution of the error notification and the device related to the execution of the variable performance are the same device, but also when the error notification is executed in a manner that is easier to recognize than the variable performance in the device.
[0122] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read out by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads out the lamp control data based on the performance data, and transmits the read lamp control data to the lamp to be executed.
[0123] When the performance data read by the normal performance control means 220 contains performance data corresponding to a movable prop, the movable prop control means 245 reads movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82 from the ROM 202 based on the performance data, and transmits the read movement control data to the movable decorative body 22 and the sub-display unit 82 to control the movement of the movable decorative body 22 and the sub-display unit 82.
[0124] As described above, the sub-information storage means 260 is a means for temporarily storing data read out by the means provided in the first sub-control board 200, data derived by calculations in the means, etc. in the corresponding storage areas.
[0125] The customization control means 265 executes control related to the change of the contents of the collective customization and the individual customization that affect the performance contents by the performance content determination means 225. Note that, although details will be described later, the control related to the change of the contents of these customizations is executed based on the operation of the cursor button 38, the performance button 37, and the movable ornament 22.
[0126] The sub-command management means 270 receives a performance control command transmitted from the main control board 100, and stores the received performance command in a received command storage area of the sub-information storage means 260. Furthermore, if an image control command is stored in the transmission command storage area of the sub-information storage means 260, the sub-command management means 270 transmits the image control command to the second sub-control board 300. Furthermore, if an audio control command or a volume adjustment command is stored in the storage area, the sub-command management means 270 transmits these commands to the audio control board 310. Note that these commands are transmitted in principle in the order in which they are stored in the transmission command storage area of the sub-information storage means 260.
[0127] As described above, the gaming machine 10 according to this embodiment is configured so that the contents of the collective customization and individual customization that affect the presentation contents during pattern variation can be changed based on game operations, and implementing these customizations allows presentation contents to be realized that match the player's preferences, thereby contributing to increased interest in the game. Furthermore, in such a gaming machine, in order to smoothly customize the game presentation, it is required to configure the content of the customization to be changeable during the pattern change in addition to during the non-play state in which none of the pattern change, big win game, and small win game is being executed among the playable states. However, if such a function is provided, there is a risk that the concentration on the pattern change will decrease. In contrast, the present embodiment has a function for solving such a problem, and the function and the invention related to the function will be described in detail below.
[0128] <Contents of bulk customization and individual customization> First, the contents of the collective customization and the individual customization will be described in detail with reference to FIG. 13 and FIG. Figure 13(a) is a table summarizing the items that can be set in bulk customization for normal mode and their details, Figure 13(b) is a table summarizing the items that can be set in bulk customization for challenge mode and their details, and Figure 13(c) is a table summarizing the items that can be set in bulk customization for RUSH mode and their details. FIG. 14 is a table summarizing the items that can be set in individual customization and their details.
[0129] As shown in Figs. 13(a) to 13(c), in this embodiment, the items that can be set by collective customization differ in some of the rendering modes. As shown in Figures 13(a) and 13(b), the items that can be set in the bulk customization for normal mode and challenge mode include normal, active, and simple, and the frequency with which the effects are executed (occurrence frequency) during pattern change changes depending on the item that is set. More specifically, when normal is set as a standard, when active is set, the frequency of the effect in the pattern change increases, and when simple is set, the frequency of the effect in the pattern change decreases. Therefore, when normal is set as a standard, when active is set, the reliability of the effect in the pattern change decreases, and when simple is set, the reliability of the effect in the pattern change increases. Here, the reliability of the effect refers to the expectation that a big win game will occur in the pattern change corresponding to the effect when the effect is executed (the pattern change being executed if the effect is not a look-ahead effect, and the pattern change that the look-ahead effect is the target of the look-ahead effect if the effect is a look-ahead effect), that is, the expectation that a big win or a small win will be derived in the pattern change corresponding to the effect. On the other hand, as shown in FIG. 13(c), the items that can be set in the collective customization related to the RUSH mode include normal and active, and the contents of these items are as described above.
[0130] As shown in Fig. 14, the items that can be set by individual customization include no pre-reading, instant notification UP, auto button, and 3D display, and each item can be set to either ON or OFF. Depending on the setting status of these items, the execution of the corresponding effects and the execution frequency will change. More specifically, when the no look-ahead item is ON, the look-ahead performance will not occur, and when the item is OFF, the look-ahead performance is allowed to be executed. When the one-shot notification UP item is ON, the frequency (occurrence probability) of the one-shot notification effect is higher than when the one-shot notification UP item is OFF. Here, the one-shot notification effect is an effect in which a big win game is generated by the symbol change that executed the effect at the time of execution, that is, an effect in which it is determined that a big win or a small win will be derived by the symbol change. When the Auto Button item is ON, the Auto Button is set, and when the Auto Button is set, if an effect that requires operation of the effect button 37 is executed in a pattern change effect, the effect corresponding to the operation is executed without operating the operation unit. When the 3D display item is ON, the target image of the 3D display is displayed as a 3D image, and when the item is OFF, the target image is displayed as a 2D image.
[0131] In this way, in this embodiment, the number of items that can be set in the special chart variation pattern derivation state PA for collective customization is different from the number of items that can be set in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC for collective customization. On the other hand, for individual customization, the content of customization (more specifically, the type of items related to individual customization) is the same regardless of the special chart variation pattern derivation state. In this embodiment, the system is configured to be able to perform bulk customization and individual customization both when not playing and when pattern variation is in progress.
[0132] <About the flow of content changes related to bulk customization> Next, the flow of content changes related to bulk customization will be described in detail with reference to FIG. 15 and FIG. FIG. 15 is a diagram showing a flow of content change related to collective customization while not playing a game. FIG. 16 is a diagram showing a flow of content change related to collective customization during the execution of pattern variation.
[0133] As shown in FIG. 15, the content of the bulk customization can be changed while not playing the game by operating the left cursor button 38c and the right cursor button 38d, as well as the effect button 37 and the movable decoration 22. Specifically, as shown in the scene at the top left of Figure 15, when not playing, a normal operation recommended image ssg1 is displayed in the display area related to the main display unit 81, which indicates that bulk customization can be performed by operating the left cursor button 38c or the right cursor button 38d, and that individual customization can be performed by operating the up cursor button 38a or the down cursor button 38b. In particular, the normal operation recommended image ssg1 is composed of a bulk customization recommended image (which can specify that an operation to start changing the contents of bulk customization is valid) consisting of the characters "Bulk Customization", an image imitating the left cursor button 38c, an image imitating the right cursor button 38d, and an arrow connecting the characters and the images imitating these buttons, and an individual customization recommended image (which can specify that an operation to start changing the contents of individual customization is valid) consisting of the characters "Individual Customization", an image imitating the up cursor button 38a, an image imitating the down cursor button 38b, and an arrow connecting the characters and the images imitating these buttons. Therefore, it can also be said that the normal operation recommended image ssg1 is an image that can specify that both an operation to start changing the contents of bulk customization and an operation to start changing the contents of individual customization are valid.
[0134] As shown in the middle scene in the top row, when the right cursor button 38d is operated while the normal operation recommended image ssg1 is displayed, a bulk customization change image ikg is displayed that can identify the bulk customization item being set (which is the same as the item that was set immediately before the operation in this embodiment, and in this example, normal). As will be described later, when the performance button 37 is operated while the bulk customization change image ikg is displayed, the item identified by the currently displayed bulk customization change image ikg is determined to be the bulk customization item. For this reason, the bulk customization change image ikg can be said to be an image that can identify items that can be set as bulk customization (setting candidates for bulk customization). Although not shown in the drawings, even if the left cursor button 38c is operated in this state, the same collective customization change image ikg is displayed. In this embodiment, when an operation is performed to start displaying the collective customization change image ikg (operation of the left cursor button 38c or the right cursor button 38d), the collective customization change image ikg that identifies the item that was set immediately before the operation is displayed, but a collective customization change image ikg that makes it possible to identify the item next to the item that was set immediately before the operation at that time may be displayed. In other words, the operation may switch the items related to the collective customization.
[0135] When the right cursor button 38d is operated in the state shown in the middle scene at the top, the collective customization change image ikg switches to a display mode in which the next item (active in this example) can be identified, as shown in the rightmost scene at the top. When the right cursor button 38d is operated in the state shown in the scene at the right end of the upper row, as shown in the scene at the left end of the lower row, the bulk customization change image ikg switches to a display mode that allows identification of the next item (in this example, it is simple because it indicates that the current presentation mode is normal mode or challenge mode, but if the current presentation mode is RUSH mode, it will be normal). When the right cursor button 38d is operated in the state shown in the scene at the left end of the lower row, the collective customization change image ikg switches to a display mode in which the next item (in this example, normal) can be specified, as shown in the scene in the middle of the lower row. When the effect button 37 is operated in the state shown in the middle scene in the lower row, the items specified by the collective customization change image ikg that was displayed until just before are determined as collective customization items, and the collective customization change image ikg is hidden as shown in the lower right scene in the lower row. The determined collective customization items are reflected when a new pattern change is started. Therefore, in the newly started pattern change, the effect contents are determined by referring to the determined collective customization items. Furthermore, when the left cursor button 38c is operated in the state shown in the middle scene at the bottom, the bulk customization change image ikg switches to a display mode in which the front item (simple in this example) can be identified. In other words, when the left cursor button 38c is operated, the bulk customization items switch in the reverse order to when the right cursor button 38d is operated.
[0136] Next, as shown in Figure 16, changes to the content of the bulk customization while the pattern is changing are achieved by operating the left cursor button 38c and the right cursor button 38d, as well as the performance button 37 and the movable decoration 22, in the same way as changes to the content of the bulk customization while the game is not being played. Specifically, as shown in the scene at the top left of Figure 16, while the pattern change is being performed, a special operation recommendation image ssg2 is displayed in the display area related to the main display unit 81, which indicates that bulk customization can be performed by operating the left cursor button 38c or the right cursor button 38d. In particular, the special operation recommended image ssg2 includes the collective customization recommended image described above, but does not include an individual customization recommended image. Therefore, it can be said that the special operation recommended image ssg2 is an image that makes it possible to specify that an operation for starting a change to the contents of collective customization is valid, but does not make it possible to specify that an operation for starting a change to the contents of individual customization is valid. As for the scenes from the middle of the top row onwards in Figure 16, the process is the same as changing the contents of bulk customization while not playing, except that the normal operation recommended image ssg1 is replaced with the special operation recommended image ssg2, so a description of that will be omitted.
[0137] <About the process for changing content for individual customization> Next, the flow of content changes relating to individual customization will be described in detail with reference to FIG. 17 and FIG. FIG. 17 is a diagram showing a flow of content change related to individual customization while not playing a game. FIG. 18 is a diagram showing a flow of content change related to individual customization during the execution of pattern variation.
[0138] As shown in FIG. 17, individual customization during non-play is achieved by operating the middle cursor button 38e, the effect button 37, and the movable decoration 22 in addition to operating the up cursor button 38a and the down cursor button 38b. Specifically, as shown in the top left scene of FIG. 17, during non-play, a normal operation recommendation image ssg1 is displayed in the display area of the main display unit 81, similar to the top left scene of FIG.
[0139] As shown in the scene in the middle of the top row, when the down cursor button 38b is operated while the normal operation recommended image ssg1 is displayed, an individual customization change image kkg is displayed that can identify the ON / OFF setting status of each item related to individual customization (in this embodiment, this is the same as the setting immediately before the operation, and in this example, all items are OFF) and the predetermined first selection item (the item shown in a shaded area, and in this example, no pre-reading). Although not shown in the drawings, even if the up cursor button 38a is operated in this state, the same individual customization change image kkg is displayed. Further, the individual customization change image kkg includes the text "*Switch with middle button" which indicates that the selected item can be switched ON / OFF by operating the middle cursor button 38e.
[0140] When the down cursor button 38b is operated in the state shown in the middle scene in the upper row, the individual customization change image kkg switches to a state in which the next item (in this example, Instant Announcement UP) is selected, as shown in the scene at the right end of the upper row. When the down cursor button 38b is operated in the state shown in the scene at the right end of the upper row, the individual customization change image kkg switches to a state in which the next item (in this example, the auto button) is selected, as shown in the scene at the left end of the lower row. Although not shown in the figure, when the up cursor button 38a is operated in the state shown in the scene at the top right, the individual customization change image kkg switches to a state in which the previous item (in this example, no pre-reading) is selected.
[0141] When the middle cursor button 38e is operated in the state shown in the scene at the far left of the lower row, as shown in the scene in the middle of the lower row, the selected item in the individual customization change image kkg is switched ON / OFF (in this example, the AUTO button item is switched from OFF to ON), and the text "※Press middle button to switch" included in the individual customization change image kkg is changed to the text "※Press PUSH button to confirm." The words "※Press PUSH BUTTON to confirm" indicate that the current ON / OFF selection status of each item will be determined as a result of this individual customization by operating the effect button 37.
[0142] When the effect button 37 is operated in the state shown in the middle scene at the bottom, the individual customization change image kkg is hidden as shown in the rightmost scene at the bottom, and the selection status of each item regarding ON / OFF at the time of the operation (in this example, the AUTO button item is ON and the other items are OFF as shown in the middle scene at the bottom) is determined as a result of the content change related to the current individual customization. Note that the determined selection status of ON / OFF of each item of the individual customization is reflected at the timing when a new pattern change is started. Therefore, in the newly started pattern change, the effect content is determined by referring to the determined selection status of ON / OFF of each item of the individual customization.
[0143] Next, as shown in FIG. 18, changes to the individual customization content while the pattern is changing are achieved by operating the middle cursor button 38e, the performance button 37, and the movable decoration 22 in addition to operating the up cursor button 38a and the down cursor button 38b, in the same way as changes to the individual customization content while not playing. Specifically, as shown in the top left scene of FIG. 18, while the pattern variation is being performed, a special operation recommendation image ssg2 is displayed, similarly to the top left scene of FIG. As for the scenes from the middle of the top row of Figure 18 onwards, the process is the same as changing the content of individual customization while not playing, except that the normal operation recommended image ssg1 is replaced with the special operation recommended image ssg2, so a description of that will be omitted.
[0144] As described above, in this embodiment, both during non-play and during execution of pattern change, an operation for starting a change in the contents of collective customization (operation on the left cursor button 38c or the right cursor button 38d) and an operation for starting a change in the contents of individual customization (operation on the up cursor button 38a or the down cursor button 38b) are valid. In addition, during non-play, a normal operation recommended image ssg1 including both a collective customization recommended image that can identify that an operation for starting a change in the contents of collective customization is valid and an individual customization recommended image that can identify that an operation for starting a change in the contents of individual customization is valid is displayed, while during execution of pattern change, a special operation recommended image ssg2 that includes a collective customization recommended image and does not include an individual customization recommended image is displayed. This allows freedom in changing the content of customization, while narrowing down the images displayed during pattern change to images recommended for bulk customization, thereby preventing a decrease in concentration on the pattern change during execution.
[0145] In order to achieve this effect, it is not necessary that both the collective customization recommended image and the individual customization recommended image are always displayed during non-play, but it is sufficient that the collective customization recommended image and the individual customization recommended image are displayed in parallel at least during a part of the non-play period. Furthermore, this allows a case where both the collective customization recommended image and the individual customization recommended image are not displayed even once during one non-play period (a non-play period from the end of a certain pattern variation to the start of the next pattern variation). Also, it is not necessary that the individual customization recommended image is not always displayed and the collective customization recommended image is always displayed during the execution of the pattern change, but it is sufficient that the collective customization recommended image is displayed and the individual customization recommended image is not displayed at least for a part of the execution of the pattern change. Furthermore, this allows a case where the collective customization recommended image is not displayed even once during the execution of one pattern change.
[0146] Therefore, in the gaming machine 10, a gaming operation related to a change in the customization content can be valid both during non-play when neither pattern change nor winning play is being performed, and during pattern change, and there are first customization (bulk customization) and second customization (individual customization) in which the items to be customized are different from those in the first customization, and the display control means (first sub-control board 200, second sub-control board 300) is capable of displaying a specific image that can identify that a gaming operation for starting a change in the customization content is valid, and the specific images include a first specific image (bulk customization recommended image) corresponding to the first customization and a second specific image (individual customization recommended image) corresponding to the second customization, and during non-play, the first specific image and the second specific image can be displayed in parallel, and during the period when pattern change is being performed, the first specific image can be displayed without the second specific image being displayed.
[0147] Note that, although different from the present embodiment, a configuration may also be adopted in which there is a period during which neither the collective customization recommended image nor the individual customization recommended image is displayed while a game is not being played. This makes it possible to further prevent a decrease in concentration on subsequent pattern changes (particularly pattern changes that have started during the period in question).
[0148] Therefore, in other words, in the gaming machine 10, while a game is not being played, there may be a period during which neither the first specific image (collectively customization recommended image) nor the second specific image (individual customization recommended image) is displayed.
[0149] Furthermore, a period during which neither the collective customization recommended image nor the individual customization recommended image is displayed during non-play is configured to exist, and if a pattern change starts during that period, the special operation recommended image ssg2 is displayed. In other words, in that case, the period during which neither the collective customization recommended image nor the individual customization recommended image is displayed ends with the start of the pattern change. This makes it possible to emphasize that an operation for starting a change in the contents of collective customization while a pattern change is in progress is valid.
[0150] Therefore, in the gaming machine 10, when a game is not being played, there may be a specified period during which neither the first specific image (the image recommended for collective customization) nor the second specific image (the image recommended for individual customization) is displayed, and this specified period ends with the start of the pattern change.
[0151] <About displaying change images while not playing> Next, a characteristic configuration relating to the display of the changed image during non-play will be described in detail with reference to FIG. FIG. 19(a) shows the display flow relating to the changed image when a pattern change starts during non-play and while the collective customized changed image ikg is being displayed, and FIG. 19(b) shows the display flow relating to the changed image when a pattern change starts during non-play and while the individual customized changed image kkg is being displayed.
[0152] As shown in FIG. 19(a), in this embodiment, if a pattern change is started while the collectively customized changed image ikg is being displayed during non-play, the collectively customized changed image ikg becomes hidden at the point when the pattern change is started. On the other hand, as shown in FIG. 19(b), if a pattern change is started while the individual customized changed image kkg is being displayed during non-play, the display of the individual customized changed image kkg continues at the time the pattern change is started.
[0153] Also, as described above, if the performance button 37 or movable decorative body 22 is operated while the collective customization change image ikg and the individual customization change image kkg are displayed, these change images will be hidden at that time. However, these change images will also be hidden if a certain amount of time has passed since the most recent operation of the operation part corresponding to the change image (for example, the left cursor button 38c or the right cursor button 38d for the collective customization change image ikg). In addition, the fixed time related to the collective customization-changed image ikg and the fixed time related to the individual customization-changed image kkg may be the same time, but it is preferable that the fixed time related to the collective customization-changed image ikg is longer than the fixed time related to the individual customization-changed image kkg.
[0154] In this manner, in this embodiment, if a pattern change is initiated while an individual customized changed image kkg is being displayed when not playing, the individual customized changed image kkg is made invisible, whereas if a pattern change is initiated while a collective customized changed image ikg is being displayed when not playing, the collective customized changed image ikg continues to be displayed. This increases the effect of suppressing the decline in concentration due to the pattern changes during execution as described above, while reducing the difference between bulk customization and individual customization (ease of recognizing the existence of customization itself and ease of changing the content). In addition, in order to achieve this effect, in some cases where a pattern change has started while the individual customized change image kkg is being displayed during non-play (for example, when a special pattern change pattern that has a high expectation of resulting in a small win or a big win in the pattern change has been determined), the display of the individual customized change image kkg may be continued.
[0155] In addition, in this embodiment, the bulk customization recommended image that can identify that an operation for starting to change the contents of bulk customization is valid and the bulk customization change image ikg that can identify the bulk customization items that are being set are different images, but each of these images may be replaced with a single image that has both of these roles. In other words, the bulk customization recommended image and the bulk customization change image ikg may be an integrated image. Similarly, the individual customization recommended image capable of identifying that an operation for starting a change in the contents of the individual customization is valid and the individual customization change image kkg capable of identifying an item of the individual customization being set are different images, but each of these images may be replaced with a single image having both of these roles. In other words, the individual customization recommended image and the individual customization change image kkg may be an integrated image. However, when the batch customization recommended image and the batch customization changed image ikg are integrated into an image, it is not necessary to integrate the individual customization recommended image and the individual customization changed image kkg into an image. Furthermore, when the individual customization recommended image and the individual customization changed image kkg are integrated into an image, it is not necessary to integrate the batch customization recommended image and the batch customization changed image ikg into an image.
[0156] Therefore, in the gaming machine 10, the display control means (first sub-control board 200, second sub-control board 300) is capable of displaying a changed image (collectively customized changed image ikg, individually customized changed image kkg) which is an image related to a change in the content of customization and is the same as or different from a specific image, and the changed images include a first changed image (collectively customized changed image ikg) corresponding to the first customization and a second changed image (individual customized changed image kkg) corresponding to the second customization, and in other words, when a pattern change is started while the first changed image is being displayed while not playing, the first changed image can be made invisible, and when a pattern change is started while the second changed image is being displayed while not playing, the display of the second changed image is maintained.
[0157] <Types of game stop errors and when customization becomes invalid> Next, with reference to FIG. 20, the types of game stop errors (errors of high importance as described above) that accompany the setting of a game stop state and the timing at which customization becomes invalid will be described in detail. Figure 20(a) is a diagram showing the flow of handling operations and operation recommendation images related to customization when the occurrence conditions for a game stop error other than an abnormal winning error are satisfied, and Figure 20(b) is a diagram showing the flow of handling operations and operation recommendation images related to customization when the occurrence conditions for an abnormal winning error are satisfied. In the following explanation, since bulk customization and individual customization are treated the same, these types of customization will be collectively referred to simply as "customization."
[0158] As shown in Figure 20(a), when the occurrence conditions for a game stop error other than an abnormal winning error are satisfied, at the time the occurrence conditions are satisfied, operations related to changing the customization content, including operations for starting a change in the customization content and operations for changing the customization content (sometimes simply referred to as "operations related to customization"), become invalid, and the operation recommendation images (normal operation recommendation image ssg1, special operation recommendation image ssg2) are hidden. In addition, if the occurrence conditions for a game stop error other than an abnormal winning error are met during the period in which a change image such as the collective customization change image ikg or the individual customization change image kkg is displayed, these change images will be hidden at the point in time when the occurrence conditions are met, just like the operation recommendation images.
[0159] On the other hand, as shown in Fig. 20(b), when the occurrence condition related to the abnormal winning error (in this embodiment, involving the setting of a game stop state) is satisfied, the operation related to the customization is not invalidated at the time when the occurrence condition is satisfied, but is invalidated at the timing when the time T has elapsed from the timing when the occurrence condition is satisfied. The same applies to the operation recommendation image, and the operation recommendation image is hidden at the timing when the time T has elapsed from the timing when the occurrence condition is satisfied. In addition, if the conditions for an abnormal winning error are satisfied during the period in which the collective customization change image ikg or the individual customization change image kkg is displayed, these change images will be hidden when a time T has elapsed from the time the conditions for the error are satisfied, similar to the operation recommendation image.
[0160] In this way, in this embodiment, when the occurrence condition for a game stop error accompanied by the setting of a game stop state is satisfied, all operations related to customization are invalidated. In addition, when the occurrence condition for a game stop error based on the winning of a game ball that is likely to be playing a game (in this embodiment, an abnormal winning error) is satisfied, the operation related to customization is invalidated at a later timing than when the occurrence condition for other game stop errors not based on the winning of a game ball is satisfied (comparison is based on the timing when the occurrence condition for each game stop error is satisfied, and this also applies to the following explanation). According to this, when the game stop state is set, it is possible to prevent surprise from occurring to a player who is likely to be continuing playing the game.
[0161] In order to achieve this effect, the timing of the game stop state when the occurrence condition related to the abnormal winning error is satisfied may be the timing when the occurrence condition is satisfied, or may be a timing later than the timing when the occurrence condition is satisfied. In particular, when the later timing is adopted, it is preferable to match the later timing with the timing when the operation related to the customization is invalidated. Furthermore, the timing when the operation related to the customization is invalidated when the occurrence condition related to the abnormal winning error is satisfied is not limited to the time elapsed since the occurrence condition is satisfied, and as long as it is a timing later than the timing when the operation related to the customization is invalidated due to another game stop error, the cause does not matter. In addition, in this embodiment, the abnormal winning error is adopted as a game stop error that is likely to be playing a game, but the type of game stop error does not matter as long as the occurrence condition is satisfied based on the winning of the game ball. And, these are the same in the following explanations.
[0162] Therefore, in the gaming machine 10, a game stop state is set based on the satisfaction of a first condition (occurrence condition related to an abnormal winning error) due to a gaming ball entering the winning port, or based on the satisfaction of a second condition (occurrence condition related to a game stop error other than an abnormal winning error) not due to a gaming ball entering the winning port, and in both cases when the first condition is satisfied and the game stop state is set, and when the second condition is satisfied and the game stop state is set, the game operation related to the change in the customization content is invalidated, and in at least some cases when the first condition is satisfied, the game operation related to the change in the customization content is invalidated at a timing later than the timing when the first condition is satisfied, and when the second condition is satisfied, the game operation related to the change in the customization content is invalidated at the timing when the second condition is satisfied.
[0163] Furthermore, as shown in Figure 20(b), in this embodiment, during the period from when the conditions for occurrence of an abnormal winning error are satisfied to when operations related to customization are disabled, a preview notification image hg consisting of the text "Note: Operations related to customization will soon be disabled" is displayed, and the notification image continues to be displayed at least until the end of that period. This can enhance the effect of "making it difficult to surprise players who are likely to be playing the game." It should be noted that the advance notification image hg in this embodiment directly notifies the user of the timing when operations related to customization will become invalid, but it does not have to directly notify the user of the timing when operations related to customization will become invalid, such as an image consisting of the text "Note: Will be invalid soon" (it may also be an image that indirectly notifies the user of the timing).
[0164] Therefore, in other words, in the gaming machine 10, when the first condition (occurrence condition related to an abnormal winning error) is satisfied and the gaming operation related to the change in the customization content becomes invalid at a timing later than the timing when the first condition is satisfied, the display control means (first sub-control board 200, second sub-control board 300) displays a predetermined image (preview notification image hg) that can identify that the timing when the gaming operation related to the change in the customization content becomes invalid will be delayed.
[0165] In particular, in this embodiment, during the period from when the conditions for occurrence of an abnormal winning error are satisfied to when the operation related to customization is disabled, the operation recommendation image (normal operation recommendation image ssg1 and special operation recommendation image ssg2) continues to be displayed, and while a portion of the operation recommendation image is kept visible, the advance notification image hg is displayed superimposed in front of the operation recommendation image. This can further enhance the effect described above of "making it difficult to surprise players who are likely to be playing the game."
[0166] <Other Modifications> Modifications not mentioned in the above description are listed below.
[0167] First, for each of the above-mentioned customizations (bulk customization, individual customization), at the time when an item is changed, a content change related to the change may be determined. In addition, in this embodiment, the timing for reflecting the content change related to each determined customization is the start timing of the new pattern change, but it is not limited to this, and may be the end timing of the pattern change immediately after the content change is determined, or a combination of these (the earlier timing of these). Furthermore, the content change related to each customization may be reflected at the time the content change is determined.
[0168] 15 and 16, in this embodiment, the display mode of the collective customization change image ikg is the same when the game is started while not being played and when the game is started while the pattern is changing, but this is not limited to this. If the displayable items are common, the display mode of the collective customization change image ikg may be different when the game is started while not being played and when the game is started while the pattern is changing. Similarly, as shown in FIG. 17 and FIG. 18, in this embodiment, the display mode of the individual customized change image kkg is the same when it is started during non-play and when it is started during pattern change, but as long as the displayable items are common, the display mode of the individual customized change image kkg may be different when it is started during non-play and when it is started during pattern change.
[0169] In addition, in this embodiment, it has been explained that collective customization and individual customization can be performed when not playing and while pattern changes are being performed, but these customizations may also be performed during winning games such as small winning games and big winning games. Furthermore, during non-play, during pattern change, and during winning play, collective customization does not need to be configured to be executable at all times (operations related to changing the contents of collective customization are always valid), and operations related to changing the contents of the customization may be disabled during part of these periods (for example, during execution of a development performance during pattern change). Similarly, operations related to changing the contents of individual customization may be disabled during part of these periods. However, during the period during which operations related to changing the contents of collective customization are valid, it is preferable that operations related to changing the contents of individual customization are always valid.
[0170] In addition, the gaming machine 10 according to this embodiment is a so-called type 1 / type 2 mixed machine that can derive both a big win and a small win that can result in a big win game in determining whether or not the special chart has been hit, but it is not limited to this, and it is also possible to use one that can only derive a so-called type 2 hit.
[0171] In addition, in each special chart variation pattern derivation state, if the special chart variation pattern is determined using the special chart variation pattern lottery table shown in Figures 9 to 11, the special chart variation pattern may be determined using another special chart variation pattern lottery table, or the special chart variation pattern may be determined without using the special chart variation pattern lottery table (without drawing). However, in each special chart variation pattern derivation state, it is preferable that the special chart variation pattern is determined using the special chart variation pattern lottery table shown in Figures 9 to 11 for more than half of the period during which the special chart variation pattern derivation state continues.
[0172] In addition, in the present embodiment, the probability, ratio, and frequency, and the number of times may be 0 on the smaller side and the maximum value on the larger side, as long as the respective relationships are ensured. In particular, as for the above-mentioned ratios, as long as the phenomenal aspects are ensured, there is no restriction on the control for realizing the ratios. Furthermore, each lottery value in the lottery table illustrated in this embodiment is just an example, and as long as the magnitude relationship between the lottery tables is maintained, each lottery value may adopt any value within the range.
[0173] In the above explanation, the recovery state at the time of power recovery is determined by referring to the state of the RAM clear switch 43 at the time of power recovery, but it may be possible to refer to whether the time that the RAM clear switch 43 is in the ON state after power recovery exceeds a specified time (e.g., 3 seconds). In this way, the occurrence of erroneous RAM clear processing can be further suppressed.
[0174] In the above description, the state of the middle frame open door sensor 76 (open / closed state of the middle frame 17) was referenced when determining the return state when power was restored, but the return state may be set without reference to that state. In this case, the return state when power was restored may be set uniformly according to the case where the middle frame open door sensor 76 is ON (the middle frame 17 is open).
[0175] The present invention described above is not limited to the above description, and includes various modifications and improvements as long as the object of the present invention is achieved.
[0176] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine capable of executing a pattern change accompanied by a winning / losing judgment, and capable of executing a winning game after the winning / losing judgment is performed and a specific result is derived in the winning / losing judgment, Image display means; A display control means for controlling the image display means; Equipped with The game device is configured to be able to customize game effects, The content of the customization is changeable based on a game operation, The game operation related to the change in the content of the customization can be effective at least during a non-play period when neither the pattern change nor the winning game is being executed, and during the execution of the pattern change; The customization includes a first customization and a second customization having a different customization target item from that of the first customization, The display control means is capable of displaying a specific image capable of identifying that a game operation for starting a change in the content of the customization is valid, The specific images include a first specific image corresponding to the first customization and a second specific image corresponding to the second customization, During the non-play period, the first specific image and the second specific image may be displayed in parallel, During the period in which the pattern variation is being performed, the second specific image may be displayed without the first specific image being displayed, During the non-play period, there may be a predetermined period during which neither the first specific image nor the second specific image is displayed, The predetermined period ends when the pattern variation starts. A gaming machine characterized by: [Explanation of symbols]
[0177] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable Decorations 23 Cylinder lock 25 Transparent materials 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 parts 35(35a, 35b, 35c) Frame Lamp 36 Ball removal mechanism 37 Production button 38 Cursor Button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation section 39a Ball loan button 39b Return button 40 Power Switch 43 RAM clear switch 45 Opening and closing cover 46 Game Ball Tank 47 Tank Rail 48 Dispatch Unit 49 Dispatch Passage 50 Game Board 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal Electric Devices 62 Normal electric accessory solenoid Gate 63 65 Special Electric Device 66 Special electric device solenoid 67 General Prize Winners 69 Outlet 70 First starting sensor 71 Second starting port sensor 72 Large prize entrance sensor 73 General prize entry sensor 74 Gate Sensor 75 Out ball sensor 76 Middle frame door open sensor 77 Front frame door open sensor 80 Performance display device 81 Main display 82 Sub display 82a Upper sub display 82b Left sub display 82c Right sub display 90 Pattern display device 91 First special pattern display device 92 Second special pattern display device 93 Ordinary pattern display device 94 1st special pattern reserved lamp 95 2nd Special Design Hold Lamp 96 Normal pattern 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 generator 120 Main Hold Control Means 125 Preliminary Judgment Measures 130 Special drawing lottery method 131 Means of determining whether or not a special drawing is correct 132 Special stop pattern lottery means 133 Means for deriving special chart variation patterns 135 General drawing method 140 Jackpot game control means 145 Pattern display control means 150 Electrical equipment control means 155 Game status control means 160 Main information storage means 165 Main Error Control Measures 170 Main Command Management Method 175 Power restoration processing execution means 176 Return state setting means 179 Means for transitioning to playable state 180 Power cut processing execution means 200 1st sub-control board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 1st sub-control board case 210 Sub-random number generator 220 Normal Production Control Means 221 Presentation mode control means 222 Means of determining the direction route 223 Sub-hold control means 224 Predictive performance control means 225 Means for determining production content 226 Decorative pattern control means 227 Jackpot performance control means 230 Sub-error Control Measures 240 Lamp control means 245 Movable object control means 260 Sub-information storage means 265 Customization Control Measures 270 Subcommand Management Method 300 Second sub-control board 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispatch control board 409 Dispensing control board case 500 Power supply control board 501 Normal power circuit 502 Backup power circuit 503 Power interruption detection circuit 509 Power supply control board case 811 Display area 812 Display area 813 Display area X First flow path Y Second flow path ssg1 Recommended image for normal operation ssg2 Special operation recommended images ikg bulk customization change image kkg individual customization change image hg notice image
Claims
[Claim 1] A gaming machine capable of executing a pattern change accompanied by a winning / losing judgment, and capable of executing a winning game after the winning / losing judgment is performed and a specific result is derived in the winning / losing judgment, Image display means; A display control means for controlling the image display means; Equipped with The game device is configured to be able to customize game effects, The content of the customization is changeable based on a game operation, The game operation related to the change in the content of the customization can be effective at least during a non-play period when neither the pattern change nor the winning game is being executed, and during the execution of the pattern change; The customization includes a first customization and a second customization having a different customization target item from that of the first customization, The display control means is capable of displaying a specific display capable of identifying that a game operation for starting a change in the content of the customization is valid, The specific display includes a first specific display corresponding to the first customization and a second specific display corresponding to the second customization, The display control means further During the non-play period, the first specific display and the second specific display may be displayed in parallel; During the period in which the pattern variation is being performed, the first specific display may be displayed without displaying the second specific display, The machine is provided with a prize slot through which prize balls are awarded when game balls enter the slot, A game stop state is set based on the first condition being satisfied by the entry of a game ball into the winning hole, When the first condition is satisfied and the game stop state is set, the game operation related to the change of the content of the customization is invalidated, At least in part when the first condition is satisfied, a game operation related to the change in the content of the customization is invalidated at a timing after the timing when the first condition is satisfied; The display control means further displays a predetermined display that indicates that the timing at which the game operation related to the change in the content of the customization will be invalidated will be delayed when the first condition is satisfied and the game operation related to the change in the content of the customization will be invalidated at a timing after the timing at which the first condition is satisfied, The predetermined display may be continuously displayed until a game operation related to the change in the content of the customization is invalidated, During the non-play period, there may be a predetermined period during which neither the first specific display nor the second specific display is displayed, The predetermined period ends when the pattern variation starts. The display control means is further capable of displaying a change display related to a change in the content of the customization, the change display being the same as or different from the specific display, When a pattern variation is started during the display of the change display during the non-play period, the display of the change display may be maintained. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2016036490A
Pinball game machine
JP2018099426A
Game machine
JP2020127898A
Game machine
JP2022173603A
Game machine
JP2023000245A
