Gaming Machines
Patent Information
- Application Number
- JP2023044305
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-20
- Publication Date
- 2025-03-13
- Estimated Expiration
- 2043-03-20
AI Technical Summary
【0007】 本発明によれば、音量が基準音量に戻ったことを認識させ易くすることができる遊技機が提供される。
Smart Images

Figure 0007644994000001 
Figure 0007644994000002 
Figure 0007644994000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Some gaming machines, such as pachinko machines and slot machines, are configured so that the volume can be adjusted by operation, and sound related to game performance is output at the adjusted volume. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-19661 Summary of the Invention [Problem to be solved by the invention]
[0004] In such gaming machines, the optimal volume of the sound related to the game performance changes depending on the player's preferences and the surrounding environment (presence or absence of noise, etc.), so there is a demand for the machine to be equipped with a function to return the volume to the standard volume. However, when such a function is provided, when a player stops playing by operating his / her mobile phone, for example, the game volume may return to the standard volume, which may result in the game continuing at an unintended volume.
[0005] Therefore, the present invention has been made in consideration of the above problems, and provides a gaming machine that makes it easy for a player to recognize that the volume has returned to the standard volume. [Means for solving the problem]
[0006] According to the present invention, a gaming machine capable of outputting sounds related to game presentations at a set gaming volume comprises a first volume adjustment means for controlling an adjustable range of the gaming volume, a second volume adjustment means for setting the gaming volume within the adjustable range set by the first volume adjustment means, an alarm means, and an alarm control means for controlling the alarm means, wherein the first volume adjustment means sets one volume included in a predetermined range as a reference volume based on a first operation, and when the set reference volume is higher than a lower limit volume within the predetermined range and when the set reference volume is lower than an upper limit volume within the predetermined range, sets a volume range having a lower limit of a volume lower than the reference volume and an upper limit of a volume higher than the reference volume as the adjustable range, and when the set reference volume is the lower limit volume, sets a volume range having a lower limit of the reference volume and an upper limit of a volume higher than the reference volume as the adjustable range, When the volume is the upper limit volume, a volume range with a lower limit lower than the reference volume and an upper limit equal to the reference volume is set as the adjustable range, and the second volume adjustment means sets a volume included in the adjustable range set by the first volume adjustment means as the game volume based on a second operation, and when a predetermined condition is satisfied, sets the reference volume as the game volume, and the notification control means is capable of executing a first notification, and the first notification can be executed both when the predetermined condition is satisfied in a state where the set reference volume is higher than the lower limit volume and a volume lower than the reference volume is set as the game volume, and when the predetermined condition is satisfied in a state where the set reference volume is lower than the upper limit volume and a volume higher than the reference volume is set as the game volume, and the notification control means is further capable of executing a second notification different from the first notification, A gaming machine is provided in which, when the specified condition is satisfied in a state where the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, the second notification is not executed, and, when the specified condition is satisfied in a state where the set reference volume is smaller than the upper limit volume and a volume larger than the reference volume is set as the game volume, the second notification can be executed, the notification means includes a first notification means and a second notification means different from the first notification means, and the first notification is executed by the first notification means and the second notification is executed by the second notification means. Effect of the Invention
[0007] According to the present invention, there is provided a gaming machine that makes it easy for a player to recognize that the volume has returned to the standard volume. [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] FIG. 10(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 10(b) is a diagram showing the relationship of the average variation time for each special chart variation pattern derivation state. [Figure 11] FIG. 11(a) shows a flow of the reference sound volume setting process, and FIG. 11(b) shows a flow of the reference light amount setting process. [Figure 12] FIG. 12(a) is a table showing the correspondence between the reference volume and the adjustable range of the game volume, and FIG. 12(b) is a table showing the correspondence between the reference light amount and the game light amount. [Figure 13] FIG. 13 is a flow chart showing the game volume change process. [Figure 14] FIG. 14 shows a flow of the game light amount change process. [Figure 15] FIG. 15 is a flow chart showing the game sound volume initialization process. [Figure 16] FIG. 16 shows a flow of the game light amount initialization process. [Figure 17]Figures 17(a) to 17(c) are figures showing specific examples of execution modes related to reset notification, where Figure 17(a) shows a case where there is no change in either the game volume or the game light intensity, Figure 17(b) shows a case where there is a change in both the game volume and the game light intensity and the reference volume is not 0, and Figure 17(c) shows a case where there is a change in both the game volume and the game light intensity and the reference volume is 0. 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 outputting sounds related to game performance at a set game volume, A first volume adjustment means (reference volume setting process) for controlling an adjustable range of the game volume; A second volume adjustment means (a game volume change process, a game volume initialization process) that sets the game volume within the adjustable range set by the first volume adjustment means; Notification means (main display unit 81, speaker 33); A notification control means (first sub-control board 200, second sub-control board 300) for controlling the notification means; Equipped with The first volume control means is Based on a first operation (operation on the volume adjustment unit 84), a volume level included in a predetermined range is set as a reference volume level, When the set reference volume is greater than a lower limit volume within the predetermined range, and when the set reference volume is less than an upper limit volume within the predetermined range, a volume range having a lower limit volume less than the reference volume and an upper limit volume greater than the reference volume is set as the adjustable range, When the set reference volume is the lower limit volume, a volume range having the reference volume as a lower limit and a volume higher than the reference volume as an upper limit is set as the adjustable range, When the set reference volume is the upper limit volume, a volume range having a lower limit lower than the reference volume and an upper limit equal to the reference volume is set as the adjustable range, The second volume control means is Based on a second operation (operation of the left cursor button 38c or the right cursor button 38d), a volume included in the adjustable range set by the first volume adjustment means is set as the game volume; When a predetermined condition is satisfied, the reference volume is set as the game volume; The notification control means is capable of executing a first notification (game sound volume reset notification 1), The first notification can be executed when the predetermined condition is satisfied in a state where the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, and when the set reference volume is less than the upper limit volume and a volume larger than the reference volume is set as the game volume, the predetermined condition is satisfied. The notification control means is further capable of executing a second notification (game sound volume reset notification 2) different from the first notification, When the predetermined condition is satisfied in a state in which the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, the second notification is not executed, When the predetermined condition is satisfied in a state in which the set reference volume is smaller than the upper limit volume and a volume larger than the reference volume is set as the game volume, the second notification may be executed, The notification means includes a first notification means (main display unit 81) and a second notification means (speaker 33) different from the first notification means, The first notification is executed by the first notification means, The second notification is executed by the second notification means. This is a gaming machine characterized by the above.
[0012] According to the present invention, it is possible to make the player easily aware that the game volume has been returned to the standard volume. Furthermore, according to the present invention, it is possible to make the player easily aware that the game sound volume has been returned to the standard sound volume and lowered.
[0013] In addition, the above-mentioned first notification may be made even when the game volume is set to the reference volume and the game volume does not change due to this setting.
[0014] In addition, the first notification may be the same notification type when the game volume is set to a reference volume and the game volume increases due to this setting, and when the game volume is set to a reference volume and the game volume decreases due to this setting, or the first notification may be different in these cases. Furthermore, the first notification may be given in any manner as long as the execution conditions are satisfied. The same applies to the second notification.
[0015] In the present embodiment described later, the operation unit (volume adjustment unit 84) related to the first operation is provided on the back of the gaming machine, thereby narrowing down the targets of the first operation to hall staff, but this is not limited to this. The operation unit related to the first operation may be provided on the front of the gaming machine, and in this case, in order to narrow down the targets of the first operation to hall staff, the first operation may be enabled in an adjustment mode that is entered based on the operation of a switch (for example, a power switch described later) provided on the back of the gaming machine.
[0016] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0017] <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.
[0018] 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)."
[0019] 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.
[0020] 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)).
[0021] 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.
[0022] 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.
[0023] 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. These operation units are provided on the front side of the game board 50. In addition, the up cursor button 38a and the down cursor button 38b are operated to adjust the light intensity (particularly the game light intensity, which will be described later) of the frame lamp 35 and the performance display device 80, which will be described later, and the left cursor button 38c and the right cursor button 38d are operated to adjust the volume of the sound (particularly the game volume, which will be described later) output from the speaker 33, which will be described later. Furthermore, a movable decorative body 22, which is operated by an actuator such as a motor (not shown), is provided on the side of the upper ball tray 27.
[0024] 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.
[0025] 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.
[0026] 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).
[0027] 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".
[0028] 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, approximately the upper half of the display area is visible to the player.
[0029] 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.
[0030] 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".
[0031] 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".
[0032] 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 relating to reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations relating to reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations for reserved normal patterns, and all of them make it possible to identify the number of corresponding pattern variations by the lighting state of the two LEDs (in this embodiment, right constantly lit only = 1, left and right constantly lit = 2, right flashing + left constantly lit = 3, left and right flashing = 4).
[0033] 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 description, 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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 open state and the closed state of the special electric device 65 are set alternately, and the game ends when the cumulative time related to the open state of the special electric device 65 in one small win game reaches 1.8 seconds or when 10 game balls enter the large prize opening 55. Therefore, in the small win game, it is difficult for game balls to enter the large prize opening 55 compared to the large prize game. In this embodiment, when a big win game or a small win game starts, a start demo that ends with the passage of time is set, and when the start demo ends, a round game (when a small win occurs, a small win game) starts, and when all round games end, an end demo that ends with the passage of time is set. That is, in this embodiment, a big win game (including those that occur in a small win game) is composed of a start demo, a round game, and an end demo, and the big win game proceeds in this order.
[0039] The first starting hole 57 is located at the center lower part of the game area 50a. A first starting hole sensor 70 is attached to the first starting hole 57, 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) corresponding to 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 change related to the special chart 1 is performed. 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.
[0040] 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 determined for the second starting port 59, a pattern change related to special chart 2 will occur. 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.
[0041] 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, may be simply expressed as "normal winning"), and accordingly, winning is permitted in the second starting hole 59. In this way, when the normal electric device 61 is in the open state, winning in the second starting hole 59 is possible, so that the opportunity for the pattern variation related to the special drawing 2 to be executed can be greatly increased while suppressing the decrease of the game balls by the prize ball.
[0042] 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.
[0043] 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.
[0044] 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 is provided for detecting out balls, which are game balls that enter the winning hole and the out hole 69.
[0045] 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.
[0046] 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 each case and cover.
[0047] 5, a volume adjustment unit 84 that is operated to adjust the volume (particularly, a reference volume to be described later) and a light amount adjustment unit 85 that is operated to adjust the light amount (particularly, a reference light amount to be described later) are provided on the first sub-control board 200. The first sub-control board case 209 stores the first sub-control board 200 so that the volume adjustment unit 84 and the light amount adjustment unit 85 are exposed to the outside, and the opening / closing cover 45 is attached so as to avoid the volume adjustment unit 84 and the light amount adjustment unit 85. Therefore, in the state shown in FIG. 5, that is, in the state in which the first sub-control board 200 is stored in the first sub-control board case 209 and the opening / closing cover 45 is attached, the volume adjustment unit 84 and the light amount adjustment unit 85 can be operated. The volume adjustment unit 84 and the light amount adjustment unit 85 are so-called rotary switches, and in this embodiment, the volume adjustment unit 84 can be adjusted to any one of 11 levels from volume 0 to volume 10 (when set as the game volume, the higher the value, the louder the volume related to the sound output from the speaker 33 becomes, and particularly when volume 0 is set as the game volume, no sound related to the game performance is output), and the light amount adjustment unit 85 can be adjusted to any one of five levels from light amount 1 to light amount 5. The volume adjustment unit 84 and the light amount adjustment unit 85 are not limited to rotary switches, and may be slide switches. Furthermore, the volume adjustment unit 84 and the light amount adjustment unit 85 may be switches provided on a board different from the first sub-control board 200 as long as they are electrically connected to the first sub-control board 200. Furthermore, as long as they are provided on the back side of the game board 50, there is no restriction on the installation position.
[0048] 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.
[0049] 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.
[0050] <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 of the present embodiment, and the gaming machine 10 may have a control configuration not shown in Fig. 6.
[0051] 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.
[0052] 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, 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 clearing process, which will be described later. 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 the RAM clearing 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 clearing 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 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected 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.
[0057] 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, the volume adjustment unit 84, and the light intensity adjustment unit 85, and is configured to be able to detect the operation of these operating units. In addition, the game performance refers to all performances excluding error notifications, and more specifically, refers to the performances executed when the patterns change and the performances executed during each winning game (jackpot game, small winning game).
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] <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, Fig. 8 and Fig. 9 will be referred to as necessary.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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 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.
[0072] Here, FIG. 8 and FIG. 9 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.
[0073] 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.
[0074] 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.
[0075] 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 generated 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. Pattern b is a stopping pattern that has 4 rounds of jackpot play generated 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".
[0076] 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, which is the same as the jackpot game related to the symbol a.
[0077] 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.
[0078] In this manner, in the above-described embodiment, the jackpot game caused by the pattern change related to the special chart 2 tends to be more advantageous than the jackpot game caused by the pattern change related to the special chart 1. Therefore, the game interest can be further increased by transitioning from the special chart change pattern derivation state PA described later to another special chart change pattern derivation state (special chart change pattern derivation state PB or special chart change pattern derivation state PC described later).
[0079] 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. Although details of the transition conditions will be described later, the special pattern variation pattern derivation state in this embodiment includes a special pattern variation pattern derivation state PA, a special pattern variation pattern derivation state PB, and a special pattern variation pattern derivation state PC. The above-mentioned method of determining the special pattern variation pattern is adopted in the pattern variation related to the special pattern 1 in the special pattern variation pattern derivation state PA, and is adopted in the pattern variation related to the special pattern 2 in the special pattern variation pattern derivation state PB and the special pattern variation pattern derivation state PC. On the other hand, in the pattern change related to the other special pattern (the special pattern for which the above-mentioned method of determining the special pattern change pattern is adopted) in each special pattern change pattern derivation state, a predetermined special pattern change pattern is determined according to the result of the special pattern hit / miss judgment. In particular, in this embodiment, in the pattern change related to the special pattern 2 in the special pattern change pattern derivation state PA, if the result of the special pattern hit / miss judgment related to the pattern change is a miss, and if the result of the special pattern hit / miss judgment related to the pattern change is a big hit, a pattern with a change time of 1000 ms is determined, and in the pattern change related to the special pattern 1 in the special pattern change pattern derivation state PB or the special pattern change pattern derivation state PC, if the result of the special pattern hit / miss judgment related to the pattern change is a miss, and if the result of the special pattern hit / miss judgment related to the pattern change is a big hit, a pattern with a change time of 2000 ms is determined, and if the result of the special pattern hit / miss judgment of the pattern change is a miss, a pattern with a change time of 2000 ms is determined (these are the same for small hits).
[0080] 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.
[0081] 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 special pattern change pattern with a long change time 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.
[0082] 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.
[0083] 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).
[0084] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (start demo command) including information related to the jackpot game (time required for the start demo, number of rounds, and subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a presentation control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of a round game, a presentation control command (end demo command) including the time required for the end demo of the jackpot game is generated and stored in the transmission command storage area of the main information storage means 160. Furthermore, these commands are the same in the big win game caused by the small win game. Specifically, the big win game control means 140 generates a start demo command at the start of the small win game and stores it in the transmission command storage area of the main information storage means 160, generates a round start command at the end of the start demo and stores it in the transmission command storage area of the main information storage means 160, and generates an end demo command at the end of the small win game and stores it in the transmission command storage area of the main information storage means 160.
[0085] In addition, the jackpot game control means 140 starts a small jackpot game when the result of the special winning / non-winning judgment is a small jackpot, and when the game ball passes through a V winning area (which can be said to be an area where the game ball that has won the large winning opening 55 can win, and is not shown) provided in the large winning opening 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. In addition, in the following description, the game ball passing through the V winning area during the small jackpot game may be referred to as "V winning".
[0086] 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.
[0087] 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.).
[0088] 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.
[0089] The game state control means 155 controls the normal drawing state. Specifically, the game state control means 155 sets the normal drawing to low probability regardless of the stop pattern of the special drawing related to the jackpot game at the start of the jackpot game, and when a specified condition such as the end of the jackpot game is satisfied, sets the normal drawing to high probability until the pattern change of the specified number of times related to the normal drawing high probability is performed, and sets the normal drawing to low probability when the pattern change of the specified number of times related to the normal drawing high probability is completed. Here, as described later, in this embodiment, the number of times of pattern change used to determine whether the specified number of times related to the normal drawing high probability has been reached is the number of times of pattern change related to the special drawing 2, but the number of times of pattern change used for the determination may be the number of times of pattern change related to the special drawing 1 added to the number of times of pattern change related to the special drawing 2. In addition, in this embodiment, during a small win game, the normal symbol lottery state is maintained in the pattern change that caused the small win game.
[0090] 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. 10(a) and Fig. 10(b). Fig. 10(a) is a state transition diagram showing the transition of the special drawing pattern derivation state, and Fig. 10(b) is a diagram showing the relationship of the average change time for each special drawing pattern derivation state. As shown in Figure 10(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.
[0091] 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, when a jackpot game related to pattern a, pattern b, or pattern c occurs in the special pattern change pattern derivation state PC, the state transitions to the special pattern change pattern derivation state PC again after the jackpot game ends, and the number of pattern changes related to special pattern 2 that can be executed up to the specified number of times related to the high probability of normal pattern in the special pattern change pattern derivation state PC is reset. Also, although not shown in the figures, in a small win game that occurs in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, if the game ball does not pass through the V winning area and a big win game does not occur, the end of the small win game triggers the end of the current special chart variation pattern derivation state and transition to the special chart variation pattern derivation state PA.
[0092] As shown in FIG. 10(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.
[0093] 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.
[0094] As described above, the main information storage means 160 is a means for temporarily storing data read by each means, data derived by calculations or the like by each means, etc., in the corresponding storage areas.
[0095] The main error control means 165 monitors the input information of the I / O port 104 and judges whether or not the gaming machine 10 is in an error state. If it is judged that the gaming machine 10 is in an error state, a performance control command (error command) including information capable of identifying the error state is stored in a transmission command storage area of the main information storage means 160.
[0096] 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.
[0097] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0098] 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 the game cannot proceed by not executing the process according to the detection result of the sensor provided at each winning port (the detection result of the sensor itself does not need to be seen). In this embodiment, in order to change from these game stop states (game stop states set as return states) to a playable state, it is necessary to execute the RAM clear process, and as described above, when the RAM clear process is executed, the special chart variation pattern derivation state PA is set. 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.
[0099] 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.
[0100] 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.
[0101] 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).
[0102] As shown in Figure 7, the first sub-control board 200 is equipped with a sub-random number generating 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 volume adjustment means 250, a light intensity adjustment means 255, a sub-information storage means 260, and a sub-command management means 270. 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.
[0103] 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.
[0104] 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.
[0105] 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, and the normal mode corresponds to the special chart variation pattern derivation state PA, the challenge mode corresponds to the special chart variation pattern derivation state PB, and the RUSH mode corresponds to the special chart variation pattern derivation state PC. In this embodiment, a background image corresponding to the presentation mode is displayed in the display area related to the main display unit 81. Therefore, the player can grasp the current presentation mode (special chart variation pattern derivation state) by the type of this background image. In particular, the background image is drawn on the display layer with the lowest priority, and is therefore displayed behind other images.
[0106] 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.
[0107] 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. As will be described later, when the big hit presentation route is determined, the development presentation is executed unless otherwise specified. 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 addition, as described later, 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.
[0108] 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.
[0109] 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.
[0110] When the effect content determining means 225 receives a variation start command, it determines the content of the effect to be executed in the current symbol variation according to the presentation route already determined by the presentation route determining means 222. More specifically, the performance content determination means 225 determines a 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, and determines the content of the performance by a selection 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.
[0111] 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 pattern 1, a pattern arrangement related to the decorative pattern including a pattern arrangement related to the 7 pattern is determined for the pattern A, and any pattern arrangement related to the decorative pattern except for the 7 pattern is determined for the pattern B. Therefore, in this embodiment, the number of rounds of the jackpot game that occurs and the subsequent presentation mode (special pattern variation pattern derivation state) after the jackpot game can be guessed depending on the type of pattern arrangement related to the decorative pattern corresponding to the jackpot game. In the pattern variation related to the special chart 2, any of the pattern arrangements related to the decorative patterns including the 7 pattern is determined for the pattern a, the pattern c, and the pattern d, and any of the pattern arrangements related to the decorative patterns excluding the 7 pattern is determined for the pattern b. Therefore, in this embodiment, when the pattern arrangement related to the 7 pattern is stopped and displayed, it is determined that the jackpot game is related to the stopped pattern (pattern a, pattern c, or pattern d) excluding the pattern b. This makes it easier to guess the number of rounds related to the jackpot game that occurs depending on the type of pattern arrangement related to the decorative pattern corresponding to the jackpot game, just like the pattern variation related to the special chart 1. On the other hand, unlike the pattern variation related to the special chart 1, in the pattern variation related to the special chart 2, it is difficult to guess the subsequent performance mode depending on the type of pattern arrangement related to the decorative pattern corresponding to the jackpot game.
[0112] When the jackpot presentation control means 227 receives a presentation control command (start demo command, round start command, end demo command) related to a jackpot game or a small jackpot game, it determines the content of the presentation during the jackpot game or the small jackpot game based on the type of the presentation control command and the information contained in the presentation control command.
[0113] 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 notifying the player 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 is accompanied by the execution of a RAM clear process, and reads presentation data for notifying the player 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 is accompanied by the execution of a RAM clear process. Furthermore, in the case of a game stop state, the normal presentation control means 220 reads presentation data for notifying the player 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 the notifications 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 notifications does not matter.
[0114] 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. In addition, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not the gaming machine 10 is in an error state, and if it is determined that the gaming machine 10 is in an error state, read out presentation data that executes an error notification.
[0115] Furthermore, in this embodiment, an error notification accompanied by sound output is output at one volume (for example, volume 10) regardless of the value of the game volume that has been set. In addition, the error notifications that are output at a volume that is unrelated to the set game volume do not necessarily include all error notifications output by the gaming machine 10, but may be only a portion of them.
[0116] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read 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.
[0117] 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.
[0118] The volume adjustment means 250 executes processing related to volume adjustment, the details of which will be described later.
[0119] The light amount adjustment means 255 executes a process related to the adjustment of the light amount, the details of which will be described later.
[0120] 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.
[0121] 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.
[0122] As described above, the gaming machine 10 according to this embodiment is configured to allow adjustment of the volume of the sound related to the game performance (game volume) by operating the volume adjustment unit 84 or the cursor buttons 38 (particularly, the left cursor button 38c and the right cursor button 38d). Here, the optimal volume of the sound related to the game presentation changes depending on the player's preferences and the surrounding environment (presence or absence of noise, etc.). Therefore, the gaming machine 10 has a function to return the game volume to the standard volume as time passes during non-play, as described later. However, when such a function is provided, when a player stops playing by operating his / her mobile phone, for example, the game volume may return to the standard volume, which may result in the game continuing at an unintended volume. In response to this, the gaming machine 10 according to the present embodiment has a function that allows the player to easily recognize that the game volume has returned to the reference volume, and the details of this function will be described below. In addition, in this description, a function related to light amount adjustment will also be described.
[0123] <Regarding the process for setting the reference volume and light intensity> First, the process for setting the reference sound volume and the reference light amount will be described in detail with reference to FIG. 11 and FIG. FIG. 11(a) shows a flow of a reference volume setting process, and this process is executed by the volume adjustment means 250 when the playable state transition means 179 transitions to a playable state. FIG. 11(b) shows a flow of a reference light amount setting process, and this process is executed by the light amount adjusting means 255 when the playable state transition means 179 transitions to a playable state. FIG. 12(a) is a table showing the correspondence between the reference volume and the adjustable range of the game volume, and FIG. 12(b) is a table showing the correspondence between the reference light amount and the game light amount.
[0124] As shown in FIG. 11(a), in step S102, which is the first step of the reference volume setting process, a volume corresponding to a level of the volume adjustment unit 84 (any of volumes 0 to 10) is set as the reference volume.
[0125] In step S104, an adjustable range of the game sound volume is set based on the set reference sound volume. Specifically, as shown in FIG. 12(a), when the reference volume is volume 0, the adjustable range of the game volume is set to volume 0 to volume 2 (volume 0, volume 1, volume 2). Similarly, if the reference volume is volume 1, the adjustable range for the game volume is set to volume 0 to volume 3; if the reference volume is volume 2, the adjustable range is volume 0 to volume 4; if the reference volume is volume 3, the adjustable range is volume 1 to volume 5; if the reference volume is volume 4, the adjustable range is volume 2 to volume 6; if the reference volume is volume 5, the adjustable range is volume 3 to volume 7; if the reference volume is volume 6, the adjustable range is volume 4 to volume 8; if the reference volume is volume 7, the adjustable range is volume 5 to volume 9; if the reference volume is volume 8, the adjustable range is volume 6 to volume 10; if the reference volume is volume 9, the adjustable range is volume 7 to volume 10; and if the reference volume is volume 10, the adjustable range is volume 8 to volume 10.
[0126] In step S106, the set reference volume is set as the game volume, and then the reference volume setting process ends.
[0127] Next, as shown in FIG. 11(b), in step S202, which is the first step of the reference light amount setting process, the light amount corresponding to the stage of the light amount adjustment unit 85 (any of light amount 1 to light amount 5) is set as the reference light amount.
[0128] In step S204, a predetermined adjustable range of the amount of game light is set. Specifically, as shown in FIG. 12(b), regardless of the set reference volume, the adjustable range of the game light intensity is set to light intensity 1 to light intensity 5 (light intensity 1, light intensity 2, light intensity 3, light intensity 4, light intensity 5).
[0129] In step S206, the set reference light amount is set as the game light amount, and then the reference light amount setting process is terminated.
[0130] In this manner, in this embodiment, for the game volume, one of volumes 0 to 10 is set as the reference volume based on the stage of the volume adjustment unit 84 (the result of operation on the volume adjustment unit 84), and if the set reference volume is greater than volume 0 (lower limit volume) and less than volume 10 (upper limit volume), a volume range with a lower limit of a volume lower than the reference volume and an upper limit of a volume higher than the reference volume is set as the adjustable range for the game volume. In addition, when the set reference volume is volume 0, a volume range with volume 0 as the lower limit and a volume higher than the reference volume as the upper limit is set as the adjustable range for the game volume. In addition, when the set reference volume is volume 10, a volume range with a lower limit lower than the reference volume and an upper limit of volume 10 is set as the adjustable range for the game volume. This allows the volume to be set to match the hall's intentions while giving the player freedom to adjust the game volume. In order to achieve this effect, the width of the adjustable range of the game volume centered on the reference volume (the difference between the reference volume and the lower limit volume of the adjustable range, or the difference between the reference volume and the upper limit volume of the adjustable range) does not matter, but it is preferable that the width of the adjustable range of the game volume is less than half the settable range of the reference volume (volume 0 to volume 10).
[0131] Therefore, in the gaming machine 10, the first volume adjustment means (reference volume setting process) sets one volume within a predetermined range (volume 0 to volume 10) as the reference volume based on a first operation (operation on the volume adjustment unit 84), and when the set reference volume is greater than the lower limit volume (volume 0) within the predetermined range and when the set reference volume is less than the upper limit volume (volume 10) within the predetermined range, sets a volume range with a lower limit of a volume lower than the reference volume and an upper limit of a volume higher than the reference volume as the adjustable range, when the set reference volume is the lower limit volume, sets a volume range with a lower limit of a volume lower than the reference volume and an upper limit of a volume higher than the reference volume as the adjustable range, and when the set reference volume is the upper limit volume, sets a volume range with a lower limit of a volume lower than the reference volume and an upper limit of the reference volume as the adjustable range.
[0132] On the other hand, in this embodiment, for the game light amount, one of light amounts 1 to 5 is set as the reference light amount based on the stage of the light amount adjustment unit 85 (the result of operation on the light amount adjustment unit 85), and a uniform range (light amount 1 to light amount 5) is set for the adjustable range of the game light amount. This is because the effects related to the amount of game light (effects by the frame lamp 35 and main display unit 81) are based on light, and are more directional than the effects related to the volume of game sound (effects by the speaker 33), and have only a minor impact on the surrounding area. <Regarding processing related to changes to game volume and game light intensity> Next, the process for changing the game sound volume and the game light amount will be described in detail with reference to FIG. 13 and FIG. FIG. 13 is a flow chart of the game sound volume change process, which is executed by the sound volume adjustment means 250. FIG. 14 shows a flow of the game light amount change process, which is executed by the light amount adjustment means 255.
[0133] As shown in FIG. 13, in step S302, which is the first step of the game volume change process, it is determined whether or not an operation has been performed on the right cursor button 38d. If the condition is satisfied, the process proceeds to step S304, and if the condition is not satisfied, the process proceeds to step S308. In step S304, it is determined whether the current game volume is at the upper limit of the adjustable range of the game volume, and if the condition is satisfied, the process proceeds to step S314, and if the condition is not satisfied, the process proceeds to step S306. In step S306, the game volume is incremented by 1 (the volume is increased by one level).
[0134] In step S308, it is determined whether or not the left cursor button 38c has been operated. If the condition is met, the process proceeds to step S310, and if the condition is not met, the process proceeds to step S314. In step S310, it is determined whether the current game volume is at the lower limit of the adjustable range of the game volume, and if the condition is satisfied, the process proceeds to step S314, and if the condition is not satisfied, the process proceeds to step S312. In step S312, the game volume is decreased by 1 (the volume is decreased by one level).
[0135] In step S314, it is determined whether the game volume has been updated (added or subtracted), and if the condition is met, the process proceeds to step S316, and if the condition is not met, the game volume change process is terminated. In step S316, the effect data related to the confirmation notification is set, and then the game volume change process is terminated. As a result, when the game volume is updated (when the game volume is changed), the confirmation notification is executed. Here, the confirmation notification is a notification that is composed only of a sound effect output from the speaker 33 and that ends with the passage of time, and the notification is output at the updated game sound volume.
[0136] Next, as shown in FIG. 14, in step S402, which is the first step of the game light intensity change process, it is determined whether or not an operation has been performed on the up cursor button 38a. If the condition is satisfied, the process proceeds to step S404, and if the condition is not satisfied, the process proceeds to step S408. In step S404, it is determined whether the current game light intensity is at the upper limit of the adjustable range of game light intensity (light intensity 5), and if the condition is satisfied, the game light intensity change process is terminated, and if the condition is not satisfied, the process proceeds to step S406. In step S406, the game light amount is increased by 1 (the light amount is increased by one step), and then the game light amount change process is terminated.
[0137] In step S408, it is determined whether or not the down cursor button 38b has been operated. If the condition is satisfied, the process proceeds to step S410. If the condition is not satisfied, the game light intensity change process is terminated. In step S410, it is determined whether the current game light intensity is at the lower limit of the adjustable range of game light intensity (light intensity 1), and if the condition is satisfied, the game light intensity change process is terminated, and if the condition is not satisfied, the process proceeds to step S412. In step S412, the game light amount is decreased by 1 (the light amount is decreased by one level), and then the game light amount change process is terminated.
[0138] <Regarding the initialization process for game volume and light intensity> Next, the process for initializing the game sound volume and the game light amount will be described in detail with reference to FIG. 15 and FIG. FIG. 15 is a flow chart of the game sound volume initialization process, which is executed by the sound volume adjustment means 250. As shown in FIG. FIG. 16 shows a flow of the game light amount initialization process, and this process is executed by the light amount adjustment means 255 following the game sound volume initialization process.
[0139] As shown in FIG. 15, in step S502, which is the first step of the game volume initialization process, it is determined whether or not a game is being played. If the condition is satisfied, the process proceeds to step S504; if the condition is not satisfied, the game volume initialization process is terminated. Here, "not in play" refers to a playable state in which none of the pattern change, big win game, or small win game is being performed, and this state can also be described as a state in which, upon the entry of a game ball into the first starting hole 57 or the second starting hole 59, the pattern change corresponding to the entry is immediately initiated.
[0140] In step S504, it is determined whether or not a specified time (30,000 ms in this embodiment) has elapsed since the end of the most recent pattern change. If the condition is met, the process proceeds to step S506. If the condition is not met, the game volume initialization process is terminated. Here, the end of the most recent pattern change may be replaced with the end of a big win game or a small win game if the end of the pattern change occurs immediately after the end of the big win game or the small win game and the pattern change has not yet been performed. Furthermore, the time measurement for determining whether the specified time has elapsed may be restarted when an operating unit such as the cursor button 38 is operated.
[0141] In step S506, the set reference volume is set as the game volume. In step S508, it is determined whether there has been a change in the game volume (whether there has been an increase or decrease in the game volume), and if the condition is satisfied, the process proceeds to step S510, and if the condition is not satisfied, the game volume initialization process is terminated. In step S510, the performance data related to the game volume reset notification 1 is set. As a result, when the game volume changes due to the game volume being reset after the specified time has elapsed, the game volume reset notification 1 is executed. Details of the notification will be described later. In the following description, the game volume reset notification 1, the game volume reset notification 2 described later, and the game light quantity reset notification may be collectively referred to as the reset notification.
[0142] In step S512, it is determined whether the set reference volume is a volume of 0 or not, and if the condition is satisfied, the process proceeds to step S514, and if the condition is not satisfied, the game volume initialization process is terminated. In step S514, the effect data for the game volume reset notification 2 is set. As a result, when the game volume changes due to the reset of the game volume due to the passage of a specified time, and the game volume after the change is volume 0, the game volume reset notification 2 is executed. Details of the notification will be described later.
[0143] Thus, in this embodiment, when the condition relating to the passage of a specified time is satisfied during non-play, the game volume is set to the reference volume, and if the game volume changes due to this setting, game volume reset notification 1 is executed regardless of the nature of the change (increase or decrease in game volume). This makes it easier for the player to recognize that the game volume has been returned to the standard volume.
[0144] In order to achieve this effect, the game volume reset notification 1 may be executed even if the game volume is set to the reference volume and the game volume has not changed due to the setting. However, as in this embodiment, it is preferable to configure the game volume reset notification 1 to be executed only when the game volume is set to the reference volume and the game volume has changed due to the setting.
[0145] In addition, the notification mode of the game volume reset notification 1 may be the same when the game volume is set to the reference volume and the game volume is increased by the setting, and when the game volume is set to the reference volume and the game volume is decreased by the setting, or the notification mode of the game volume reset notification 1 may be different in these cases. In particular, in the former case, it is highly effective in making the player easily aware that the volume has been returned to the reference volume. Furthermore, the conditions for setting the reference volume as the game volume are not limited to the conditions of this embodiment and any conditions may be adopted, but it is preferable that the conditions include at least the elapsed time during non-play.
[0146] Therefore, in the gaming machine 10, the second volume adjustment means (game volume change processing, game volume initialization processing) sets a volume included in the adjustable range set by the first volume adjustment means as the game volume based on the second operation (operation on the left cursor button 38c, the right cursor button 38d), and when a specified condition is satisfied, sets the reference volume as the game volume, and the notification control means (first sub-control board 200, second sub-control board 300) is capable of executing a first notification (game volume reset notification 1), and in other words, the first notification can be executed both when the specified condition is satisfied in a state where the set reference volume is greater than the lower limit volume and a volume less than the reference volume is set as the game volume, and when the specified condition is satisfied in a state where the set reference volume is less than the upper limit volume and a volume greater than the reference volume is set as the game volume.
[0147] Furthermore, in this embodiment, when the condition related to the passage of a specified time is satisfied while not playing, the game volume is set to the reference volume, and when the game volume increases due to this setting, the game volume reset notification 2 is not executed. On the other hand, when the condition related to the passage of a specified time is satisfied while not playing, the game volume is set to the reference volume, and when the game volume decreases due to this setting, the game volume reset notification 2 can be executed. This makes it easier for the player to recognize that the game volume has been returned to the standard volume and lowered. In order to achieve this effect, the game volume reset notification 2 may be executed when the reference volume is a volume other than 0. In addition, the notification mode of the game volume reset notification 2 in this case is preferably a predetermined notification mode, but different notification modes may be set according to the value of the reference volume.
[0148] Therefore, in the gaming machine 10, the notification control means (first sub-control board 200, second sub-control board 300) is capable of executing a second notification (game volume reset notification 2) different from the first notification (game volume reset notification 1), and in other words, when a predetermined condition is satisfied in a state where the set reference volume is greater than the lower limit volume and a volume less than the reference volume is set as the game volume, the second notification is not executed, and when a predetermined condition is satisfied in a state where the set reference volume is less than the upper limit volume and a volume greater than the reference volume is set as the game volume, the second notification can be executed.
[0149] In particular, in this embodiment, when a condition related to the passage of a specified time is satisfied while not playing, if the game volume is set to a reference volume other than volume 0 and the game volume is reduced by this setting, the game volume reset notification 2 is not executed. On the other hand, when a condition related to the passage of a specified time is satisfied while not playing, if the game volume is set to the reference volume of volume 0 and the game volume is reduced by this setting, the game volume reset notification 2 is executed. This makes it easier for the player to recognize that the game volume has been returned to volume 0. This contributes to making the player recognize that the gaming machine (especially the speaker) is not broken when the game volume is volume 0. In order to achieve this effect, it is not necessary that the game volume reset notification 2 is executed in the latter case, but it is sufficient that the game volume reset notification 2 is executed in some of the cases.
[0150] Therefore, in the gaming machine 10, when the lower limit volume (volume 0) is set as the game volume, no sound related to the game performance is output when it is set as the game volume, when the set reference volume is greater than the lower limit volume and less than the upper limit volume, when a volume greater than the reference volume is set as the game volume and a predetermined condition is satisfied, the second notification (game volume reset notification 2) is not executed, and in other words, when the set reference volume is the lower limit volume, when a volume greater than the reference volume is set as the game volume and a predetermined condition is satisfied, the second notification can be executed.
[0151] Next, as shown in FIG. 16, in step S602, which is the first step of the game light intensity initialization process, it is determined whether or not a game is being played. If the condition is satisfied, the process proceeds to step S604, and if the condition is not satisfied, the game light intensity initialization process is terminated.
[0152] In step S604, it is determined whether a specified time (30,000 ms in this embodiment, which is the same as the game volume initialization process) has elapsed since the end of the most recent pattern change, and if the condition is satisfied, the process proceeds to step S606, and if the condition is not satisfied, the game light volume initialization process is terminated.
[0153] In step S606, the set reference light amount is set as the game light amount. In step S608, it is determined whether there has been a change in the amount of game light (whether there has been an increase or decrease in the amount of game light), and if the condition is satisfied, the process proceeds to step S610, and if the condition is not satisfied, the game light amount initialization process is terminated. In step S610, the performance data related to the game light amount reset notification is set, and then the game light amount initialization process is terminated. As a result, when the game light amount changes due to the reset of the game light amount due to the passage of a specified time, the game light amount reset notification is executed. The details of the notification will be described later.
[0154] In this manner, in this embodiment, when the condition relating to the passage of a specified time is satisfied during non-play, the game light amount is set to the reference light amount, and if the game light amount changes due to this setting, a game light amount reset notification is executed regardless of the content of the change (increase or decrease in the game light amount). This makes it easier for the player to recognize that the light amount has been returned to the reference light amount.
[0155] In order to achieve this effect, the game light amount reset notification may be executed even when the game light amount is set to the reference light amount and the game light amount does not change due to the setting. However, as in this embodiment, it is preferable to configure the game light amount reset notification to be executed only when the game light amount is set to the reference light amount and the game light amount changes due to the setting.
[0156] In addition, the notification mode of the game light amount reset notification may be the same when the game light amount is set to the reference light amount and the game light amount is increased by the setting, and when the game light amount is set to the reference light amount and the game light amount is decreased by the setting, or the notification mode of the game light amount reset notification may be different in these cases. In particular, in the former case, it is highly effective in making the player easily recognize that the light amount has been returned to the reference light amount. Furthermore, the conditions for setting the reference light amount as the game light amount are not limited to the conditions of this embodiment, and any conditions may be adopted, but it is preferable that the conditions include at least the elapsed time during non-play.
[0157] <About reset notification> Next, the reset notification according to this embodiment will be described in detail with reference to FIG. Figures 17(a) to 17(c) are figures showing specific examples of execution modes related to reset notification, where Figure 17(a) shows a case where there is no change in either the game volume or the game light intensity, Figure 17(b) shows a case where there is a change in both the game volume and the game light intensity and the reference volume is not 0, and Figure 17(c) shows a case where there is a change in both the game volume and the game light intensity and the reference volume is 0.
[0158] As shown in FIG. 17(a), in this embodiment, when the condition relating to the passage of a specified time is satisfied during non-play, if there is no change in either the game sound volume or the game light intensity, no reset notification is executed.
[0159] On the other hand, as shown in FIG. 17(b), in this embodiment, when the condition related to the passage of a specified time is satisfied during non-play, if there is a change in both the game volume and the game light intensity (the content of the change does not matter) and the reference volume is not 0, a game volume reset notification image rg1 (corresponding to game volume reset notification 1) consisting of the text "※The volume has been reset" and a game light intensity reset notification image rg2 (corresponding to game light intensity reset notification) consisting of the text "※The light intensity has been reset" are displayed in the display area related to the main display unit 81. These notifications may end after a certain period of time, or may continue until the next pattern change begins.
[0160] Furthermore, as shown in FIG. 17(c), in this embodiment, when the condition relating to the passage of a specified time is satisfied during non-play, if there is a change in both the game volume and the game light intensity (the content of the change does not matter) and the reference volume is volume 0, a game volume reset notification image rg1 and a game light intensity reset notification image rg2 are displayed in the display area related to the main display unit 81, and a game volume reset notification 2 consisting of a voice stating "The sound has been muted" is executed. In addition, like the game volume reset notification 1 and the game light intensity reset notification, the game volume reset notification 2 may end with the passage of time, or may continue until the next pattern change is started. In addition, the volume at which the sound related to the game volume reset notification 2 is sounded may be any volume other than volume 0, but it is preferable that it be the game volume immediately before the current game volume initialization process is started, i.e., before the change.
[0161] In addition, it is preferable that the execution times of the game sound volume reset notification 1, the game light amount reset notification, and the game sound volume reset notification 2 are all longer than the execution time of the above-mentioned confirmation notification. Furthermore, it is preferable that the execution time of the game volume reset notification 2 is shorter than the execution times of the game volume reset notification 1 and the game light amount reset notification (which are the same in this embodiment).
[0162] In this manner, in this embodiment, the game volume reset notification 1 and the game volume reset notification 2 are configured to be executed on different devices. This can enhance the effect of making the player more aware that the game volume has been returned to zero.
[0163] Therefore, in the gaming machine 10, the notification means includes a first notification means (main display unit 81) and a second notification means (speaker 33) different from the first notification means, and in other words, the first notification (game volume reset notification 1) is executed by the first notification means and the second notification (game volume reset notification 2) is executed by the second notification means.
[0164] In particular, in this embodiment, the game volume reset notification 1 is executed by the main display unit 81 capable of displaying images, and the game volume reset notification 2 is executed by the speaker 33 capable of outputting sounds. This increases the effect of making the player more aware that the game volume has been returned to zero, and also increases the effect of making the player more aware that the game machine (especially the speaker) is not malfunctioning.
[0165] Therefore, in the gaming machine 10, the first notification means is an image display means (main display unit 81) capable of displaying an image, and the second notification means is an audio output means (speaker 33) capable of outputting audio, and in other words, the first notification is realized by image display and the second notification is realized by audio output.
[0166] <Other Modifications> Modifications not mentioned in the above description are listed below.
[0167] First, although not described above, the current game sound volume and game light intensity may be made identifiable using a meter display or a numerical display. Furthermore, these displays may be displayed at all times, or may be displayed until a predetermined time (e.g., 2000 ms) has elapsed since they were changed by the operation of the cursor button 38 (regardless of whether they have changed or not).
[0168] In addition, in the above-described embodiment, the volume adjustment unit 84 and the light intensity adjustment unit 85 are separated as separate operation units, but it is also possible to make it possible to adjust some of the steps specified by these operation units using one of the operation units. Specifically, for example, when the reference volume is set to volume 0 based on the volume adjustment unit 84 being at volume 0, the reference light amount may be forcibly set to light amount 1 (regardless of the adjustment stage of the light amount adjustment unit 85). According to this, it is possible to set the reference volume and reference light quantity to intended levels by operating either the volume adjustment unit 84 or the light quantity adjustment unit 85, without operating them separately.
[0169] 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.
[0170] 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.
[0171] 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.
[0172] 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).
[0173] 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.
[0174] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine capable of outputting sounds related to game performance at a set game volume, A first volume adjustment means for controlling an adjustable range of the game volume; A second volume adjustment means for setting the game volume within the adjustable range set by the first volume adjustment means; A notification means; A notification control means for controlling the notification means; Equipped with The first volume control means is Based on the first operation, a volume level included in a predetermined range is set as a reference volume level; When the set reference volume is greater than a lower limit volume within the predetermined range, and when the set reference volume is less than an upper limit volume within the predetermined range, a volume range having a lower limit volume less than the reference volume and an upper limit volume greater than the reference volume is set as the adjustable range, When the set reference volume is the lower limit volume, a volume range having the reference volume as a lower limit and a volume higher than the reference volume as an upper limit is set as the adjustable range, When the set reference volume is the upper limit volume, a volume range having a lower limit lower than the reference volume and an upper limit equal to the reference volume is set as the adjustable range, The second volume control means is A volume included in the adjustable range set by the first volume adjustment means is set as the game volume based on a second operation; When a predetermined condition is satisfied, the reference volume is set as the game volume; The notification control means is capable of executing a first notification, The first notification may be executed when the predetermined condition is satisfied in a state where the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, and when the predetermined condition is satisfied in a state where the set reference volume is smaller than the upper limit volume and a volume larger than the reference volume is set as the game volume, The notification control means is further capable of executing a second notification different from the first notification, When the predetermined condition is satisfied in a state in which the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, the second notification is not executed, When the predetermined condition is satisfied in a state in which the set reference volume is smaller than the upper limit volume and a volume larger than the reference volume is set as the game volume, the second notification may be executed, The notification means includes a first notification means and a second notification means different from the first notification means, The first notification is executed by the first notification means, The second notification is executed by the second notification means. A gaming machine characterized by: (2) The gaming machine according to (1) above, When the lower limit volume is set as the game volume, the sound related to the game performance is not output when the lower limit volume is set as the game volume, When the set reference volume is greater than the lower limit volume and less than the upper limit volume, and a volume greater than the reference volume is set as the game volume, when the predetermined condition is satisfied, the second notification is not executed, When the set reference volume is the lower limit volume, and a volume larger than the reference volume is set as the game volume, when the predetermined condition is satisfied, the second notification may be executed. A gaming machine characterized by: [Explanation of symbols]
[0175] 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 Devices 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 84 Volume control section 85 Light intensity adjustment section 90 Pattern display device 91 First special symbol 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 Method of determining 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 250 Volume adjustment means 255 Light amount adjustment means 260 Sub-information storage means 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 X First flow path Y Second flow path rg1 Game volume reset notification image rg2 game light reset notification image
Claims
1. A gaming machine capable of outputting sounds related to game performance at a set game volume, A first volume adjustment means for controlling an adjustable range of the game volume; A second volume adjustment means for setting the game volume within the adjustable range set by the first volume adjustment means; A notification means; A notification control means for controlling the notification means; Equipped with The first volume control means is Based on the first operation, a volume level included in a predetermined range is set as a reference volume level; When the set reference volume is greater than a lower limit volume within the predetermined range, and when the set reference volume is less than an upper limit volume within the predetermined range, a volume range having a lower limit volume less than the reference volume and an upper limit volume greater than the reference volume is set as the adjustable range, When the set reference volume is the lower limit volume, a volume range having the reference volume as a lower limit and a volume higher than the reference volume as an upper limit is set as the adjustable range, When the set reference volume is the upper limit volume, a volume range having a lower limit lower than the reference volume and an upper limit equal to the reference volume is set as the adjustable range, The second volume control means is A volume included in the adjustable range set by the first volume adjustment means is set as the game volume based on a second operation; When a predetermined condition is satisfied, the reference volume is set as the game volume; The notification control means is capable of executing a first notification, The first notification may be executed when the predetermined condition is satisfied in a state where the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, and when the predetermined condition is satisfied in a state where the set reference volume is smaller than the upper limit volume and a volume larger than the reference volume is set as the game volume, The notification control means is further capable of executing a second notification different from the first notification, When the predetermined condition is satisfied in a state in which the set reference volume is greater than the lower limit volume and a volume smaller than the reference volume is set as the game volume, the second notification is not executed, When the predetermined condition is satisfied in a state in which the set reference volume is smaller than the upper limit volume and a volume larger than the reference volume is set as the game volume, the second notification may be executed, The notification means includes a first notification means and a second notification means different from the first notification means, The first notification is executed by the first notification means, The second notification is executed by the second notification means. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, When the lower limit volume is set as the game volume, the sound related to the game performance is not output when the lower limit volume is set as the game volume, When the set reference volume is greater than the lower limit volume and less than the upper limit volume, when a volume greater than the reference volume is set as the game volume and the predetermined condition is satisfied, the second notification is not executed, When the set reference volume is the lower limit volume, and a volume larger than the reference volume is set as the game volume, when the predetermined condition is satisfied, the second notification may be executed. A gaming machine characterized by:
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