gaming machines
The gaming machine integrates a complete function with stop advance and game stop notifications, addressing compatibility issues by prioritizing error and game stop notifications, enhancing player awareness and functionality.
Patent Information
- Application Number
- JP2024014751
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-02
- Publication Date
- 2025-08-29
- Estimated Expiration
- 2042-05-19
AI Technical Summary
Gaming machines with a complete function to stop play when a ball difference exceeds a threshold face compatibility issues with existing functions, necessitating a balanced notification system for error states and game stop conditions.
A gaming machine with a complete function that includes stop advance and game stop notifications, prioritizing error notifications during gameplay and game stop notifications during non-play, using detection means, alarm means, and notification control to ensure player awareness.
The system maintains compatibility with existing functions while effectively notifying players of error states and game stops, ensuring seamless integration and player awareness.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Gaming machines, such as pachinko machines, are configured to be able to shoot game balls, and when the shot game balls enter a prize slot, a number of game balls (prize balls) corresponding to the prize slot are awarded. For example, see Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-128601 Summary of the Invention [Problem to be solved by the invention]
[0004] In order to curb gambling, these gaming machines are now required to have a function (a so-called complete function) that stops play when the difference in the number of balls reaches or exceeds a predetermined threshold. However, such a complete function is a new function that has not existed before, and combining the complete function with existing functions gives rise to new problems that have not existed before.
[0005] Therefore, the present invention has been made in consideration of the above-mentioned problems, and provides a gaming machine that has the above-mentioned complete function while being able to improve compatibility with existing functions. [Means for solving the problem]
[0006] According to the present invention, in a gaming machine in which a game is stopped when the MY value, which is an increase in the number of game balls from a situation in which the number of game balls has decreased the most, becomes equal to or exceeds a first threshold value, a stop advance notification is executed when the MY value becomes equal to or exceeds the first threshold value during a jackpot game, a game stop notification is executed when the game is stopped after the jackpot game ends, an advance notification is executed when the MY value becomes equal to or exceeds a second threshold value which is smaller than the first threshold value, in the first case in which the MY value becomes equal to or exceeds the second threshold value during the jackpot game, a predetermined notification is executed in addition to the advance notification, and in the second case in which the MY value becomes equal to or exceeds the second threshold value at a time other than the jackpot game, the advance notification is executed without executing the predetermined notification, and notification modes of the advance notification related to the first case and the notification mode of the advance notification in the second case can be the same, and when a specific error state is detected, a specific error notification is executed by the first notification means and the second notification means, and in a specific case where the specific error notification is executed across the notification period of the stop advance notification and the notification period of the game stop notification, the notification period of the stop advance notification includes a period during which both the specific error notification by the first notification means and the specific error notification by the second notification means are recognizable, and the notification period of the game stop notification includes a period during which the specific error notification by the first notification means is difficult to recognize but the specific error notification by the second notification means is recognizable, and when power is cut off and restored during the notification period of the game stop notification, Later error A gaming machine is provided in which the game stop notification can be executed after a notification is executed. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that has a complete function while being able to improve compatibility with existing functions. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of the gaming machine. [Figure 2] FIG. 2 is a diagram showing a pattern display device disposed in the area II shown in FIG. [Figure 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 gaming board installed in the gaming machine. [Figure 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 schematically showing a lottery table for determining whether a special symbol is a hit or not, Figure 8(b) is a diagram schematically showing a lottery table for drawing the stopping symbols used when a big hit is derived in the determination of whether a special symbol is a hit or not related to special symbol 1, Figure 8(c) is a diagram schematically showing a lottery table for drawing the stopping symbols used when a small hit is derived in the determination of whether a special symbol is a hit or not related to special symbol 2, and Figure 8(d) is a diagram schematically showing a lottery table for drawing the stopping symbols used when a big hit is derived in the determination of whether a special symbol is a hit or not related to special symbol 2. [Figure 9] Figure 9(a) is a diagram schematically showing a special chart variation pattern lottery table used in the pattern variation related to special chart 1 when in the special chart variation pattern derivation state PA, and Figure 9(b) is a diagram schematically 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 when in the special chart variation pattern derivation state PA. [Figure 10] Figure 10(a) is a diagram schematically showing a special chart variation pattern lottery table used in the pattern variation related to special chart 2 when the special chart variation pattern derivation state is PB, and Figure 10(b) is a diagram schematically showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 2 when the special chart variation pattern derivation state is PB. [Figure 11]Figure 11(a) is a diagram schematically showing a special chart variation pattern lottery table used for pattern variations relating to special chart 2 when the special chart variation pattern derivation state PC is in effect, and Figure 11(b) is a diagram schematically showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined for pattern variations relating to special chart 2 when the special chart variation pattern derivation state PC is in effect. [Figure 12] FIG. 12(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 12(b) is a diagram showing the relationship between the average variation time for each special chart variation pattern derivation state. [Figure 13] FIG. 13 is a flow chart of a game stop flag setting process related to the complete function. [Figure 14] FIG. 14 shows a flow of the game stop processing related to the complete function. [Figure 15] FIG. 15 is a diagram showing an outline of the flow of the notification relating to the complete function. [Figure 16] FIG. 16 is a diagram showing the flow of the notification related to the complete function when the game stop flag is turned ON during a jackpot game. [Figure 17] FIG. 17 is a flow chart of the advance notification execution process. [Figure 18] 18(a) to 18(f) are diagrams showing notification modes of advance notification. [Figure 19] FIG. 19 is a flow chart showing the advance notification end process. [Figure 20] FIG. 20 shows a flow of the shutdown advance notification start process. [Figure 21] FIG. 21 shows a flow of the game stop notification start process. [Figure 22] FIG. 22 is a diagram showing a general flow in an irregular case where a notification related to the complete function and a specific error notification overlap. [Figure 23] FIG. 23 is a time chart of the flow shown in FIG. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all drawings, similar components are designated by the same reference numerals, and their description will be omitted where appropriate. In the following description, unless otherwise specified, the terms "front," "rear," "left," "right," "upper," and "lower" refer to the gaming machine 10 as viewed from the front side (player side) as shown in FIG. 1. In the following explanation, "advantage (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 (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 explanation of the gaming machine 10 that follows this explanation.
[0011] The gaming machine 10 is a pachinko gaming machine equipped with the above-mentioned complete function, in which when a gaming ball enters a winning slot, a number of gaming balls corresponding to the winning slot are awarded, and the game is stopped when the difference in the number of balls derived using the safe balls, which are the number of gaming balls awarded related to the winning, and the out balls, which are the number of gaming balls used, reaches or exceeds a first threshold value (100,000 balls). Here, the specific result, in the case of the gaming machine 10 in this embodiment, is both a jackpot and a small jackpot because the gaming machine 10 employs a so-called one-type two-type hybrid machine that can derive both a jackpot and a small jackpot that can generate a jackpot game in the special chart hit / miss judgment. When the present invention is implemented with a gaming machine in which the only hit that can generate a jackpot game is a jackpot, the specific result is a jackpot. In this embodiment, the difference in the number of balls does not have a negative value, but since the initial value of safe balls is 5,000, it can be said that the difference in the number of balls can actually have a value up to minus 5,000. The initial value may be set to any single value (a value determined for each gaming machine) depending on the performance of the gaming machine. However, the initial value of safe balls may also be set to zero, just like the initial value of out balls. In this way, the game stop state may be set based on the increase in the number of gaming balls from the point when the number of gaming balls has decreased the most during play (so-called MY).
[0012] The gaming machine 10 is equipped with a detection means for detecting an error state, an alarm means including at least a display means (main display unit 81, speaker 33, frame lamp 35), and an alarm control means (first sub-control board 200, second sub-control board 300) for controlling the alarm means. The notification control means executes a specific error notification based on the detection of a specific error state (remaining prize ball error), executes a stop advance notification after the end of a jackpot game based on the difference in the number of balls becoming equal to or greater than a first threshold value during the jackpot game, and executes a game stop notification based on the game being stopped. In this embodiment, a remaining ball error will be described below as a specific example of an error state that corresponds to the "specific error state" according to the present invention. However, the present invention is not limited to this example, and other error states, whether described or not described in this specification, may also be considered to correspond to the "specific error state."
[0013] The gaming machine 10 is characterized in that there are specific cases in which a specific error notification is executed across the notification period of the stop warning notification and the notification period of the game stop notification, and in the specific cases, the display related to the specific error notification is displayed overlapping at least a part of the display related to the stop warning notification, while at least a part of the display related to the game stop notification is displayed overlapping at least a part of the display related to the specific error notification, and there are error states that can be detected during the execution of the game stop and error states that cannot be detected during the execution of the game stop, and the specific error state is an error state that can be detected during the execution of the game stop. In other words, the gaming machine 10 is characterized in that while a game is in progress, specific error notifications that affect the progress of the game are given priority over notifications related to the complete function (stop advance notifications), but while a game is stopped, notifications related to the complete function (game stop notifications) are given priority over specific error notifications. The above-mentioned features make it possible to strike a balance between the error notification and the notification relating to the complete function, and to ensure that the player is aware of both notifications.
[0014] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0015] <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 gaming board 50 installed within the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and configurations and functions not shown here may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown here, and some configurations or functions may be omitted as long as the effects of the present invention are not impaired.
[0016] 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 "gaming 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 prize opening (for example, a big prize opening 55, etc.). In the following description, the entry of a gaming ball into a prize opening may be simply expressed as "entering (a prize opening)."
[0017] 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 that is configured to cover the front side of the gaming board 50.
[0018] The middle frame 17 is supported so as to be rotatable about its left end by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed in front of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the direction opposite to the unlocking direction of the front frame 20 (to the right in this embodiment)).
[0019] The front frame 20 is supported by a hinge mechanism 21 so as to be rotatable around its left end, 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 direction opposite to the unlocking direction of the middle frame 17 (left in this embodiment)). The front frame 20 also includes a transparent member 25 arranged to cover the play area 50a, and the transparent member 25 protects the play area 50a and the play 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 spaced apart vertically and are 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 with discharged game balls is provided upstream of the lower discharge port 30 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.
[0020] 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 also 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.
[0021] 3, a group of operation buttons operated by the player is disposed on the upper surface of the upper ball tray 27. This group of operation buttons includes a main operation unit 39 electrically connected to the main control board 100 (described later), which includes a ball loan button 39a and a return button 39b for accepting a prepaid card return operation. The operation unit electrically connected to the first sub-control board 200 (described later) includes an effect button 37 for accepting a player's operation to switch effects occurring during play or to obtain various information related to the gaming machine 10, and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, and center cursor button 38e) for instructing operations up, down, left, and right. Each operation unit is provided with a sensor for detecting the operation, and the connected control board detects the operation of each operation unit by a change in the detection state of the sensor. Furthermore, a movable decorative body 22 that is operated by an actuator such as a motor (not shown) is provided on the side of the upper ball tray 27.
[0022] 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 through the bottom opening and are ejected. Although not shown in the figure, the upper ball tray 27 is provided with a mechanism that, 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 discharge the stored balls.
[0023] 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 with light-transmitting covers, inside which are disposed frame lamps 35 (35a, 35b, 35c). The speaker 33 and the frame lamp 35 can emit sounds or turn on or off in conjunction with effects that occur during play, error notifications, and the like.
[0024] The effect 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).
[0025] The main display unit 81 can display a 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 symbol rows (decorative symbols) displayed on the main display unit 81, the displayed decorative symbols form three symbol rows. In this embodiment, the variable display direction of each symbol row is downward, but the direction is not particularly limited. For example, it may be upward, left / right, depthwise, or a combination of these (diagonal direction). Here, the depth direction refers to the virtual direction perceived by the player in a display mode that uses a method (for example, 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 it is actually a flat changing display on the display screen of the main display unit 81. In addition, the decorative symbols in this embodiment include a "1 symbol" imitating the number "1," a "2 symbol" imitating the number "2," a "3 symbol" imitating the number "3," a "4 symbol" imitating the number "4," a "5 symbol" imitating the number "5," a "6 symbol" imitating the number "6," a "7 symbol" imitating the number "7," an "8 symbol" imitating the number "8," and a "9 symbol" imitating 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."
[0026] Each of the sub-display units 82 is not only provided to mainly display effect images related to the effects, but is also configured to be movable. The initial positions of the upper sub-display unit 82a are on the upper side relative to the main display unit 81, the left sub-display unit 82b are on the left side relative to the main display unit 81, and the right sub-display unit 82c are on the right side relative 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 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.
[0027] A plurality of light emitting diodes (hereinafter referred to 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 for 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 for the pattern display device 90 are not limited to this example.
[0028] 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 device (for example, special electric device 65). The special symbols in this embodiment include a first special symbol displayed on first special symbol display device 91 and a second special symbol displayed on second special symbol display device 92. The special design may be abbreviated as "Special Design", the first special design as "Special Design 1", and the second special design as "Special Design 2".
[0029] The normal symbol is a symbol that is stopped and displayed as a result of a symbol change that determines whether or not to activate a normal electric device (for example, normal electric device 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".
[0030] 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 of reserved normal patterns, and in all cases the number of corresponding pattern variations can be identified by the lighting state of the two LEDs (in this embodiment, right always lit only = 1, left and right always lit = 2, right flashing + left always lit = 3, left and right flashing = 4).
[0031] In the following explanation, the pattern change in which the special pattern is displayed in a variable manner on the first special pattern display device 91 or the second special pattern display device 92 and then the special pattern is displayed in a stationary manner 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 is displayed in a stationary manner on the normal pattern display device 93 and then the normal pattern is displayed in a variable manner will be referred to as the "pattern change of the normal pattern." In addition, in the following explanation, the display of the change in the pattern sequence (decorative pattern) displayed on the main display unit 81 described above 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 simply referring to "pattern change," it means the pattern change of the special design unless otherwise specified.
[0032] As shown in Figure 4, obstacles such as numerous game pegs (not shown), windmills 52, and decorative elements are placed on the front of the game board 50, thereby defining a game area 50a in which the game balls that are shot out roll. Additionally, curved outer rail 51 and inner rail 53 are arranged on the left and upper sides of play area 50a to guide game balls launched by rotating operating handle 31 to the top of play area 50a. Outer rail 51 is located outside inner rail 53 with respect to the center of play area 50a. Here, windmill 52 is a nail-shaped mechanism for changing the direction in which game balls fall.
[0033] The gaming machine 10 is capable of varying the strength of the game ball's launch depending on the amount of rotation (e.g., rotation angle) 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-hand hit), in which a game ball that is launched more weakly rolls, or the second flow path Y (so-called right-hand hit), in which a game ball that is launched more strongly rolls.
[0034] Figure 4 shows the main prize winning openings as the large prize winning opening 55, the first starting opening 57, the second starting opening 59, the gate 63, and the general prize winning opening 67, but the prize winning openings shown are examples, and their number and arrangement may be changed as appropriate.
[0035] The large prize opening 55 is located in the lower right corner of the game area 50a. A large prize opening sensor 72 is attached to the large prize opening 55, and a prize ball is determined to have been won in the large prize opening 55 based on the detection result of the large prize opening sensor 72, and the number of prize balls associated with the large prize opening 55 (15 in this embodiment) 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.
[0036] 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, which makes it easy to win a prize in the large prize opening 55, and a closed state, which makes it 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 during a portion of a jackpot game that starts when a jackpot is determined by the special symbol hit determination described below, or during a portion of a small jackpot game that starts when a small jackpot is determined by the special symbol hit determination, and thus entry into the large prize winning slot 55 is permitted. In this way, when the special electric device 65 is in an open state, entry into the large prize winning slot 55 becomes easier, so it can be said that jackpot games and small jackpot games, in which the chances of winning prize balls are significantly increased, are in an advantageous gaming state. Also, as will be described in detail later, the small jackpot game in this embodiment can give rise to a jackpot 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 that occur 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 seconds in this embodiment) has elapsed for the predetermined number of game balls to enter the large prize opening 55. On the other hand, in the small win game, the game ends when the special electric device 65 is in an open state for 1.8 seconds or when 10 game balls enter the large prize opening 55. Therefore, in the small win game, it is more difficult for game balls to enter the large prize opening 55 than in the large win game.
[0037] The first starting hole 57 is located at the bottom center 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 associated with the first starting hole 57 (4 in this embodiment) is awarded. In at least some of the cases where the winning of the first starting hole 57 is determined, the pattern variation related to the special image 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 rolling from the first flow path X than when rolling from the second flow path Y.
[0038] 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 detection result of the second starting hole sensor 71 determines whether a ball has entered the second starting hole 59, and the number of prize balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning entry into the second starting port 59 is determined, a pattern change related to special chart 2 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 second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.
[0039] 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, which makes it easy for a game ball to enter the second starting port 59, and a closed state, which makes it difficult for the ball to enter, 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 opens when the result of the normal winning / losing judgment described later is a normal winning (hereinafter, sometimes simply referred to as a "normal winning"), and thus entry into the second starting hole 59 is permitted. In this way, when the normal electric device 61 is in the open state, entry into the second starting hole 59 is possible, so that the chances of the pattern variation relating to the special drawing 2 being executed can be greatly increased while suppressing the decrease in game balls due to the prize balls.
[0040] Gate 63 is located in the right center of game area 50a. Gate 63 is equipped with a gate sensor 74, and the winning of gate 63 is determined based on the detection result of gate sensor 74. In at least some cases where winning of gate 63 is determined, the normal symbol pattern is changed.
[0041] The general winning openings 67 are composed of a left general winning opening 67a and a right general winning opening 67b. The left general winning opening 67a is located at the lower left of the play area 50a, and the right general winning opening 67b is located at the lower right of the play area 50a. A general winning opening sensor 73 is attached to each general winning opening 67. A winning ball at the general winning opening 67 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 (four in this embodiment) is awarded. Furthermore, due to their arrangement, winning balls at the left general winning opening 67a are more likely to occur during normal low probability games (except during jackpot games), as described below, and winning balls at the right general winning opening 67b are more likely to occur during jackpot games and normal high probability games. These winning balls can also turn on the game stop flag, as described below.
[0042] The outlet 69 is located at the bottom of the game area 50a. Game balls that are shot into the game area 50a and do not enter any of the winning holes fall into the outlet 69. In this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that enter the winning hole and the out hole 69, is provided. In the following explanation, the total number of game balls detected by the out ball sensor 75 will be referred to as "out balls," and the total number of prize balls awarded by game balls entering the winning slots will be referred to as "safe balls," and these numbers of balls will be used to derive the difference in the number of balls, which will be described later. In particular, the safe balls do not need to have been actually paid out, and are updated when game balls enter winning slots.
[0043] 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) to prevent fraudulent acts such as receiving prize balls illegally.
[0044] As shown in Figure 5, the back of the game board 50 is equipped with a main control board case 109 housing the main control board 100, a first sub-control board case 209 housing the first sub-control board 200, a second sub-control board case 309 housing the second sub-control board 300, a power supply control board case 509 housing the power supply control board 500, and a payout control board case 409 housing the payout control board 400, and in addition to the back of the first sub-control board case 209 and the second sub-control board case 309, an open / close cover 45 covering part of the back of the main control board case 109 is attached in a removable manner. The main control board 100 is provided with a RAM clear switch 43. The substrate cases and covers that encase each substrate are made of transparent materials, and the corresponding substrates can be seen through each case and cover.
[0045] 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 power supply equipment of the game island, 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 amusement island's power supply equipment, 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 detection circuit 503 detects a power interruption, 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 supply circuit 502 is configured to be charged when power is 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.
[0046] Additionally, on the back of the gaming board 50, above the opening / closing cover 45, there is disposed a gaming ball tank 46 for storing gaming balls supplied from the ball supply equipment of the gaming island. The gaming 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 through the payout passage 49 to the upper ball tray 27.
[0047] 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 other configurations.
[0048] <Regarding the control configuration of the gaming machine 10> Next, a control configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 6. Fig. 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Fig. 6 is necessary for explaining the gaming machine 10 according to this embodiment, and the gaming machine 10 may also have a control configuration not shown in Fig. 6.
[0049] The main control board 100 is equipped with a CPU 101 that performs various calculations related to the game, a ROM 102 that stores data such as control programs and various lottery tables, a RAM 103 that functions as a work area and buffer memory that serves as a temporary storage area, an I / O port 104 that inputs and outputs signals between peripheral boards and each device, and a random number circuit 105 that 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.
[0050] The CPU 101 reads out various control programs stored in the ROM 102 and performs arithmetic processing to execute various processes related to the main control of the game. The RAM 103 is backed up by a backup power source generated by a backup power circuit (described later). Specifically, the RAM 103 is configured to back up various information that, when power is restored (powered on) after a power outage, allows the gaming machine 10 to return to the state it was in immediately before the power outage. For example, in addition to data such as the stack pointer and registers held at the time of the power outage, game-related information such as the state of the gaming machine 10 at the time (game stopped or playable) and the current normal symbol lottery status are backed up. This information is cleared (initialized) by a RAM clear process. Therefore, after the RAM is cleared, a new special symbol variation pattern derivation state PA (low normal symbol probability, described later) is set. Furthermore, when a RAM clear process is executed, the symbol string associated with the decorative symbol is frozen with the initial symbol combination displayed. This state is also maintained if the RAM clear process was not executed when the power was turned on and the symbol variation was not in progress at the time of the previous power outage. Furthermore, this initial symbol combination is displayed in a static state only when the power is turned on, and is not displayed in a static state when the symbol variation is performed.
[0051] In this embodiment, at least an area in which such information related to the game is stored (sometimes referred to as the game-related area of RAM 103) is backed up, as well as an area in which the complement of a checksum and a backup flag related to the game-related area of RAM 103 are stored (sometimes referred to as the game-related backup information area of RAM 103). Then, when power is restored, the gaming machine 10 recovers using the various pieces of information stored in the backed-up game-related area of RAM 103 and the game-related backup information area of RAM 103. Note that the specific method of backup in this embodiment is not limited in any way. For example, the area of RAM 103 to be backed up may be configured to be able to retain data in a non-volatile manner even in a power outage. As another example, within RAM 103, different hardware may be provided for a first memory configured to retain data in a non-volatile manner even in a power outage and a second memory referenced during operation of the gaming machine 10. In this case, the gaming machine 10 may save the information to be backed up from the second memory to the first memory when power is lost, and then recover the saved information from the first memory to the second memory when power is restored.
[0052] Furthermore, the main control board 100 is electrically connected to the first start gate sensor 70, the second start gate sensor 71, the special prize gate sensor 72, the general prize gate sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame open door sensor 76, the front frame open door 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.
[0053] 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, the main control board 100 is electrically connected to the main operation unit 39 and the RAM clear switch 43, and is configured to be able to detect the operation of the main operation unit 39.
[0054] 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 sent from the main control board 100 to the first sub-control board 200. Furthermore, the first sub-control board 200 is configured so that 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 so that it cannot request the main control board 100 to transmit data. Furthermore, 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.
[0055] The first sub-control board 200 comprises a CPU 201 that performs various arithmetic processing related to game presentation based on presentation control commands from the main control board 100, a ROM 202 that stores data such as presentation control programs and various lottery tables, a RAM 203 that functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 204 that inputs and outputs signals between peripheral boards and each device, and these are connected to each other 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. The first sub-control board 200 is electrically connected to the effect button 37 and the cursor button 38, and is configured to be able to detect the operation of these operation units.
[0056] In addition, the first sub-control board 200 generates, through performance control processing based on performance control commands from the main control board 100, 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 audio control board 310 to enable two-way communication, and each control command (image control command, audio control command) is sent from the first sub-control board 200 to the second sub-control board 300 or the audio control board 310, while in response, a response command (ACK command) indicating that the control command was successfully received is sent from each control board (second sub-control board 300, audio control board 310) to the first sub-control board 200.
[0057] 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 so 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 decorative body 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0058] The second sub-control board 300, although not shown in the figure, is equipped with a CPU that performs various arithmetic processing 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, 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 302. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the effect determined by the effect 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 effect 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 instructions from the CPU, processes the image data, and sends the generated image data to the main display unit 81 and the sub-display unit 82. Also connected to this VDP is a high-speed VRAM that is used to expand and process the image data read from the image ROM.
[0059] The audio control board 310 is equipped with 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, audio data, etc., a RAM 313 that functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 314 that inputs and outputs signals to and from peripheral boards and each device, and is configured so that the CPU 311 executes main control related to audio performance in accordance with the control program stored in ROM 312. Therefore, the audio control board 310 reads audio data stored in ROM 312 in accordance with 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, causing the speaker 33 to output audio.
[0060] 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 so as to be able to communicate in both directions, 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 game balls by synchronously driving the ball feeding mechanism and the launching mechanism based on the amount of operation of the operating handle 31.
[0061] The power supply control board 500 is composed of a normal power supply circuit 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 power supply equipment of the amusement island, a backup power supply circuit that generates backup power, and a power interruption detection circuit (all not shown) 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 amusement island's power supply equipment, when the power switch 40 is turned ON, normal power is generated in the normal power supply circuit 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, 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 supply circuit is configured to be charged when power is supplied to the gaming machine 10 from the power supply equipment of the gaming island. In addition, the backup power supply circuit may be installed on the dispensing control board 400, and the power interruption detection circuit may not be installed on the power supply control board 500, but may be installed on each of the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0062] <Functional Configuration of 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 also have functional configurations that are not shown in Fig. 7. Furthermore, when explaining the functional configuration, Figs. 8 to 12 will be referenced as necessary.
[0063] As shown in Figure 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 symbol lottery means 130, a normal symbol lottery means 135, a jackpot game control means 140, a pattern display control means 145, an electric device 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, a power cut processing execution means 180, and a complete function control means 190. These means are functional representations of what is realized by each control configuration on the main control board 100 described using Figure 6.
[0064] First, the main information storage means 160 is a means for temporarily storing data read by the means provided 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 by the command transmission means to the sub-command management means 270 of the first sub-control board 200, which will be described later, after being stored.
[0065] The ball entry determination means 110 determines whether a ball has entered each winning hole based on the detection results of the sensors provided at each winning hole. In addition, when the ball entry determination means 110 determines that a game ball has entered a prize hole using a sensor installed in the prize hole, such as the large prize hole sensor 72, it generates a presentation control command (prize entry command) that includes 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.
[0066] The main random number generating means 115 can generate multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win is determined to have been made at a winning slot, it acquires (latches) one or more random numbers corresponding to that winning slot from the random number circuit 105. More specifically, when it is determined that a prize has been won at the first start gate 57 or the second start gate 59, the main random number generating means 115 acquires a random number for determining whether a special symbol has been won, a random number for drawing a special symbol stop symbol pattern, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that a prize has been won at gate 63, the main random number generating means 115 stores the random number for determining whether a normal symbol has been won, a random number for drawing a normal symbol stop symbol pattern, and a random number for drawing a normal symbol change pattern, which will be described later, in the corresponding storage areas 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 recognize that an update abnormality has occurred in the random number circuit 105.
[0067] The main reserve control means 120 controls the reservation of the pattern variation of the special chart and the reservation of the pattern variation 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 variation pattern, which are acquired upon 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") that 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 lottery by the special chart lottery 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 that 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 hold control means 120 performs the same control as described above for special drawing 2 and regular drawing separately from special drawing 1, and the hold counter for special drawing 2 is called the special drawing 2 hold counter, and the upper limit value of the special drawing 2 hold counter in this embodiment is 4. In addition, in the following explanation, "holding of operation hold information" may be expressed as "holding of pattern change" or simply as "holding." 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 activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are reserved, a priority variation is performed in which the activation pending information corresponding to special chart 2 is used preferentially. However, instead of this priority variation, a winning order variation in which the activation pending information is used in the order in which it is reserved, regardless of whether it corresponds to special chart 1 or special chart 2, or a simultaneous variation in which the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are simultaneously used when both the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are reserved may be adopted.
[0068] The advance judgment means 125 executes 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 preliminary judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and performs preliminary judgment for each of the special symbol hit / miss judgment, special symbol stop symbol lottery, and special symbol change pattern lottery, which will be described later. In each preliminary judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each preliminary judgment is used. Therefore, the results of these preliminary 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 result of the derived 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 hold command. Here, the predetermined timing of the pre-determination is, for example, the timing when the activation hold information of the special pattern is held. In this embodiment, if the activation hold information of special pattern 1 is held during the high probability of the normal pattern described below, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the activation hold information of special pattern 2 is held during the low probability of the normal pattern described below, the pre-determination may or may not be restricted.
[0069] The special chart lottery means 130 includes a special chart win / loss determination means 131, a special chart stop pattern lottery means 132, and a special chart change pattern derivation means 133, and executes processing by each means in the order of the special chart win / loss determination means 131, the special chart stop pattern lottery means 132, and the special chart change pattern derivation means 133. When the special chart change start condition is satisfied, the special chart lottery means 130 reads out the earliest activation pending information among the activation pending information reserved in the main information storage means 160. In addition, "the conditions for starting the change of the special chart are satisfied" means, for example, that all of the following conditions are satisfied: the player is not in the middle of a jackpot game, neither Special Chart 1 nor Special Chart 2 is currently changing the pattern (including when the pattern change related to Special Chart 1 or Special Chart 2 is stopped and displayed), and there is pending activation information on at least one of Special Chart 1 and Special Chart 2.
[0070] Here, FIGS. 8 to 12 are diagrams that schematically show lottery tables used in the main control board 100, and will be referred to as necessary in the following description. In a lottery using a lottery table, including other lottery tables, the lottery values stored in the lottery table are sequentially added to the read random number in a predetermined order (if there is only one target lottery value, the addition is performed once), and the result corresponding to the lottery value that has generated a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of the lottery tables, names are given to the lottery tables for convenience of explanation. However, as long as the data, such as the lottery values, contained in the lottery table corresponding to the names are identifiable and stored in each ROM, these names do not specify the area in which the data is stored. In the illustrated lottery tables, items listed for convenience of explanation or lottery values such as "-" or "0" are listed, but these do not necessarily indicate the data stored in each ROM. Furthermore, results with lottery values of "-" or "0" will not result in a win. Furthermore, if the lottery table contains a lottery value identical to the random number range used in the lottery (the number of random numbers that can be obtained within that range), the result will be derived 100%, so a lottery is not necessarily required. 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 last lottery value, so the addition does not need to be performed, and in that case the lottery values used in the addition themselves become unnecessary.
[0071] The special symbol hit / miss judgment means 131 reads out a random number for the special symbol hit / miss judgment for each symbol change, and executes a special symbol hit / miss judgment to judge by lottery whether the winning is a big hit, a small hit, or a miss, using the read-out random number and a lottery table for the special symbol hit / miss judgment. Figure 8(a) is a diagram showing a schematic drawing of a lottery table for determining whether a special drawing is a hit or a miss. The lottery table differs between special drawing 1 and special drawing 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in determining whether a special drawing is a hit or a miss in special drawing 1, a big hit is derived with a probability of 205 / 65536 (approximately 1 / 320), and any other result is a miss, and no small hit is derived. On the other hand, in determining whether a special drawing is a hit or a miss in special drawing 2, a big hit is derived with a probability of 205 / 65536 (approximately 1 / 320), and a small hit is derived with a probability of 1820 / 65536 (approximately 1 / 36.0), and any other result is a miss. In this embodiment, as will be 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 single probability described above.
[0072] When the result of the special chart hit / miss judgment is a big hit or a small hit, the special chart stopping pattern lottery means 132 determines the special chart stopping pattern by lottery using a random number for special chart stopping pattern lottery (in this embodiment, in the range of 0 to 999) and a lottery table for special chart stopping pattern lottery. Specifically, as shown in Figure 8(b), which is a diagram that schematically illustrates the lottery table for lottery of stopping symbols used when a jackpot is derived in the judgment of whether the special symbol is a hit or miss related to special symbol 1, when a jackpot is derived in the judgment of whether the special symbol is a hit or miss related to special symbol 1, symbol A is determined as the stopping symbol with a probability of 100 / 1000 (1 / 10), and symbol B is determined with a probability of 900 / 1000 (approximately 1 / 1.11). Here, whether symbol A or symbol B is selected, the game will enter a normal high probability state after the jackpot game corresponding to these stopped symbols ends, as described below. However, the number of symbol changes during which the normal high probability state continues (hereinafter referred to as the "prescribed number of times related to normal high probability") will be 80 times after the jackpot game ends when symbol A is selected, and 40 times after the jackpot game ends when symbol B is selected. Also, the number of rounds of the jackpot game corresponding to symbol A is 10, while the number of rounds of the jackpot game corresponding to symbol B is 4. Therefore, it can be said that symbol A is more advantageous than symbol B in terms of both the number of rounds and the prescribed number of times related to normal high probability.
[0073] As shown in Figure 8(c), which is a diagram that schematically shows the lottery table for drawing the stopping pattern used when a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, if a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, pattern a will be determined as the stopping pattern with a probability of 700 / 1000 (approximately 1 / 1.43), and pattern b will be determined with a probability of 300 / 1000 (approximately 1 / 3.33). Here, pattern a is a stopping pattern that causes the number of rounds of jackpot play that occurs in the small jackpot play related to that pattern to be 10, and after the jackpot play ends, the specified number of times for that high normal probability is 80. On the other hand, pattern b is a stopping pattern that causes the number of rounds of jackpot play that occurs in the small jackpot play related to that pattern to be 4, and after the jackpot play ends, the specified number of times for that high normal 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 hit game, the number of rounds in that jackpot game is the number calculated by counting that small hit game as one round. Furthermore, in the following explanation, a jackpot game that occurs in a small hit game related to symbol a will be referred to as a "jackpot game related to symbol a," and a jackpot game that occurs in a small hit game related to symbol b will be referred to as a "jackpot game related to symbol b."
[0074] As shown in Figure 8(d), which is a diagram schematically illustrating a lottery table for drawing the stopping symbols used when a jackpot is determined in the special symbol hit / miss judgment related to special symbol 2, when a jackpot is determined in the special symbol hit / miss judgment related to special symbol 2, symbol c is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, symbol c is a stopping symbol for which the number of rounds 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 specified number of times for the normal symbol with high probability is 80.
[0075] 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 for special chart 1 is a miss, and determines pattern d as the stop pattern when the result of the special chart hit / miss judgment for special chart 2 is a miss.
[0076] In this way, in the above-described embodiment, the jackpot game that occurs in the pattern variation related to special chart 2 tends to be more advantageous than the jackpot game that occurs in the pattern variation related to special chart 1. Therefore, the transition from the special chart variation pattern derivation state PA to another special chart variation pattern derivation state, which will be described later, can further increase the interest in the game.
[0077] The special pattern variation pattern derivation means 133 has a plurality of types of special pattern variation pattern lottery tables to be referenced when determining the special pattern variation pattern, and selects one special pattern variation pattern lottery 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 success / failure judgment, determines one special pattern variation pattern using the selected special pattern variation pattern lottery table and a random number for special pattern variation pattern lottery, and determines the variation time based on the determined special pattern variation pattern. Here, the variation time refers to the time from when the pattern variation related to the special pattern (special pattern 1 or special pattern 2) starts to when the pattern variation ends. Details of the transition conditions will be described later, but in this embodiment, there are three special pattern variation pattern derivation states: special pattern variation pattern derivation state PA, special pattern variation pattern derivation state PB, and 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 special pattern 1 in the special pattern variation pattern derivation state PA, and in the special pattern variation pattern derivation state PB and the special pattern variation pattern derivation state PC, it is adopted in the pattern variation related to special pattern 2. On the other hand, in the pattern change related to the other special pattern (the special pattern for which the above-mentioned method for determining the special pattern change pattern is adopted) in each special pattern change pattern derivation state, a predetermined special pattern change 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 of the pattern change is miss, a change pattern with a change time of 1000 ms is determined, and if the result of the special pattern hit / miss judgment of the pattern change is other than miss, a change pattern with a change time of 2000 ms is determined.
[0078] Figure 9(a) is a diagram showing a schematic diagram of a special chart variation pattern lottery table used for 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 variation related to the special chart 1 in the special chart variation pattern derivation state PA, special chart variation pattern HNP to special chart variation pattern ASP-C can be determined. Specifically, if the result of the special chart hit / miss judgment in the pattern change related to special chart 1 during the special chart change pattern derivation state PA is a miss, 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 chart fluctuation pattern HSP2-A with a probability of 9 / 1000 (approximately 1 / 111), special chart fluctuation pattern HSP2-B with a probability of 7 / 1000 (approximately 1 / 143), special chart fluctuation pattern HSP3-A with a probability of 5 / 1000 (1 / 200), special chart fluctuation pattern HSP3-B with a probability of 3 / 1000 (approximately 1 / 333) are determined, and in this case, special chart fluctuation pattern ASP1-A to special chart fluctuation pattern ASP-C are not determined. Details will be described later using Figure 9 (b), but when special chart fluctuation pattern HNP is determined, the special chart fluctuation pattern is further specified using the value of the special chart 1 pending counter at the start of this pattern fluctuation. On the other hand, if the result of the special chart hit / miss judgment in the pattern fluctuation related to special chart 1 during the special chart fluctuation pattern derivation state PA is a jackpot, the probability of special chart fluctuation pattern ASP1-A is 90 / 1000 (approximately 1 / 11.1), the probability of special chart fluctuation pattern ASP1-B is 110 / 1000 (approximately 1 / 9.09), the probability of special chart fluctuation pattern ASP2-A is 135 / 1000 (approximately 1 / 7.41), the probability of special chart fluctuation pattern ASP2-B is 165 / 1000 (approximately 1 / 6 Special chart fluctuation pattern ASP2-B is determined with a probability of 1 / 1000 (approximately 1 / 5.56), 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), and in such cases, special chart fluctuation pattern HNP to special chart fluctuation pattern HSP3-B will not be determined. In this way, 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 jackpot, 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 explanation of the special chart fluctuation pattern of this embodiment, when two special chart fluctuation patterns are described with "~" in between, the description of the special chart fluctuation pattern that exists between the special chart fluctuation pattern described earlier and the special chart fluctuation pattern described later is omitted in accordance with the order described in the drawing related to the special chart fluctuation pattern lottery table for each special chart fluctuation pattern derivation state. Also, in the explanation of the special chart fluctuation pattern of this embodiment, regardless of whether the corresponding fluctuation time is described, if the names of the special chart fluctuation patterns are different, it means that the different special chart fluctuation patterns are different.
[0079] Figure 9(b) is a diagram schematically showing a special chart variation pattern lottery table used when a special chart variation pattern HNP is determined in the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of the random numbers used in this 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 the 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 chart 1 reserved counter is 3 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the special chart 1 reserved counter is 2 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 150 / 1000 (approximately 1 / 6.67), and the special chart change pattern HNP-B will be determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the special chart 1 reserved counter is 1 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 50 / 1000 (1 / 20), and the special chart change pattern HNP-B will be 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 = 0 at the start of this pattern variation, 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 (approximately 1 / 1.18). In the following explanation, if the value of the referenced special pattern reserved counter is 3, it will be referred to as "protected 3", if the value of the special pattern reserved counter is 2, it will be referred to as "protected 2", if the value of the special pattern reserved counter is 1, it will be referred to as "protected 1", and if the value of the special pattern reserved counter is 0, it will be referred to as "protected 0". In this way, when the special pattern variation pattern HNP is determined in the special pattern variation pattern derivation state PA, the special pattern variation pattern (variation time) that is likely to be determined depends on the value of the special pattern 1 reserved counter at the start of the current pattern variation. More specifically, the smaller the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a long pattern variation will be determined (the larger the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a short variation time will be determined). In addition, such special chart variation pattern HNP (hereinafter sometimes referred to as "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.
[0080] Figure 10(a) is a diagram showing a schematic diagram of a special chart variation pattern lottery table used for the pattern variation related to special chart 2 when in the special chart variation pattern derivation state PB, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 10(a), in the pattern variation related to the special chart 2 in the special chart variation pattern derivation state PB, the special chart variation pattern HNP to the special chart variation pattern ASP-F can be determined. Specifically, if the result of the special chart hit / miss judgment for the pattern change related to special chart 2 in the special chart change pattern derivation state PB is a miss, special chart change pattern HNP is determined with a probability of 960 / 1000 (approximately 1 / 1.04), special chart change pattern HSP-D with a probability of 20 / 1000 (1 / 50), special chart change pattern HSP-E with a probability of 15 / 1000 (approximately 1 / 66.7), and special chart change pattern HSP-F with a probability of 5 / 1000 (1 / 200). In such cases, special chart change pattern ASP-D to special chart change pattern ASP-F are not determined. Details will be described later using Figure 10(b). If special chart change pattern HNP is determined, the special chart change pattern is further specified using the value of the special chart 2 pending counter at the start of the current pattern change. The method of determining the special chart change pattern using this special chart 2 pending counter is also the same in the special chart change pattern derivation state PB, described later. On the other hand, if the result of the special chart hit / miss judgment in the pattern change related to special chart 2 during the special chart change pattern derivation state PB is a big hit or a small hit, special chart change pattern ASP-D will be determined with a probability of 500 / 1000 (1 / 2), special chart change pattern ASP-E with a probability of 350 / 1000 (approximately 1 / 2.86), and special chart change pattern ASP-F with a probability of 150 / 1000 (approximately 1 / 6.67), and in such cases, special chart change pattern HNP to special chart change pattern HSP-F will not be determined. In this way, in this embodiment, when the result of the special chart hit / miss judgment in the pattern fluctuation related to the special chart 2 in the special chart fluctuation pattern derivation state PB is a miss, any one of the special chart fluctuation patterns HSP-D to HSP-F is determined at a rate of 40 / 1000 (1 / 25), and the special chart fluctuation pattern HNP is determined at a rate of 960 / 1000 (approximately 1 / 1.04). Furthermore, when the result of the special chart hit / miss judgment in the special chart fluctuation pattern derivation state PB is a big hit or a small hit, any one of the special chart fluctuation patterns ASP-D to ASP-F is determined at a rate of 1000 / 1000 (1 / 1).
[0081] Figure 10(b) is a diagram schematically showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 2 during special chart variation pattern derivation state PB, and the range of the random numbers used in this lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 10(a)) is 0 to 999. As shown in Figure 10(b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 2 in the special chart fluctuation pattern derivation state PB include special chart fluctuation pattern HNP-E with a fluctuation time of 3000 ms and special chart fluctuation pattern HNP-F with a fluctuation time of 15000 ms. Specifically, if the special chart 2 reserved counter = 3 at the start of the current pattern change, if the special chart 2 reserved counter = 2 at the start of the current pattern change, or if the special chart 2 reserved counter = 1 at the start of the current pattern change, the special chart change pattern HNP-E is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special chart change pattern HNP-F is not determined.On the other hand, if the special chart 2 reserved counter = 0 at the start of the current pattern change, the special chart change pattern HNP-F is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special chart change pattern HNP-E is not determined. In addition, special chart variation pattern HNP-E and special chart variation pattern HNP-F are different from both the special chart variation pattern that can be determined when special chart variation pattern HNP is determined in the pattern variation related to special chart 1 in the special chart variation pattern derivation state PA described above, and the special chart variation pattern that can be determined when special chart variation pattern HNP is determined in the pattern variation related to the special chart variation pattern derivation state PC described below.
[0082] Figure 11(a) is a diagram showing a schematic diagram of a special chart variation pattern lottery table used for the pattern variation related to special chart 2 when the special chart variation pattern derivation state PC is in, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 11(a), in the pattern variation related to the special chart 2 in the special chart variation pattern derivation state PC, special chart variation pattern HNP to special chart variation pattern ASP-I can be determined. Specifically, if the result of the special chart hit / miss judgment for the pattern change related to special chart 2 when the special chart change pattern derivation state PC is in the state of miss, special chart change pattern HNP will be determined with a probability of 950 / 1000 (approximately 1 / 1.05), special chart change pattern HSP-G with a probability of 25 / 1000 (1 / 40), special chart change pattern HSP-H with a probability of 15 / 1000 (approximately 1 / 66.7), and special chart change pattern HSP-I with a probability of 10 / 1000 (1 / 100), and in such cases, special chart change pattern ASP-G to special chart change pattern ASP-I will not be determined. On the other hand, if the result of the special chart hit / miss judgment in the pattern change related to special chart 2 when in the special chart change pattern derivation state PC is a big hit or a small hit, regardless of the number of spins in that special chart change pattern derivation state PC, special chart change pattern ASP-G will be determined with a probability of 500 / 1000 (1 / 2), special chart change pattern ASP-H with a probability of 350 / 1000 (approximately 1 / 2.86), and special chart change pattern ASP-I with a probability of 150 / 1000 (approximately 1 / 6.67), and in such cases, special chart change pattern HNP to special chart change pattern HSP-I will not be determined.
[0083] Figure 11(b) is a diagram schematically showing a special chart variation pattern lottery table used when special chart variation pattern HNP is determined in the pattern variation related to special chart 2 when the special chart variation pattern derivation state PC is in, and the range of the random numbers used in this lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 11(a)) is 0 to 999. As shown in Figure 11(b), the special chart variation patterns HNP that can be determined in the pattern variation related to special chart 2 when the special chart variation pattern derivation state PC is in include special chart variation pattern HNP-G with a variation time of 2000 ms and special chart variation pattern HNP-H with a variation time of 10000 ms. Specifically, if the special chart 2 reserved counter = 3 at the start of the current pattern change, if the special chart 2 reserved counter = 2 at the start of the current pattern change, or if the special chart 2 reserved counter = 1 at the start of the current pattern change, the special chart change pattern HNP-G is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special chart change pattern HNP-H is not determined.On the other hand, if the special chart 2 reserved counter = 0 at the start of the current pattern change, the special chart change pattern HNP-H is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the special chart change pattern HNP-G is not determined. In addition, the special chart variation pattern HNP-G and the special chart variation pattern HNP-H are different from both the special chart variation pattern that can be determined when the special chart variation pattern HNP is determined in the pattern variation related to special chart 1 in the above-mentioned special chart variation pattern derivation state PA, and the special chart variation pattern that can be determined when the special chart variation pattern HNP is determined in the pattern variation related to special chart 2 in the above-mentioned special chart variation pattern derivation state PB.
[0084] 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 special chart stop pattern, and the determined special chart change pattern, and stores the command in the transmission command storage area of the main information storage means 160.
[0085] The regular map lottery means 135, like the special map lottery means 130, reads out the earliest 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 validity judgment to determine whether the regular map is valid or invalid, 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 validity judgment and information such as the current special map change pattern derivation state. In determining whether a regular drawing is a hit or miss, there are two states where the regular drawing lottery state is a high probability state (sometimes abbreviated as "regular drawing high probability") and a low probability state (sometimes abbreviated as "regular drawing low probability"). An illustration of the lottery table is omitted, but in this embodiment, in a regular drawing high probability state, the probability of a regular drawing being a hit is 65535 / 65536, and the remaining probability of a miss is 1 / 65536, while in a regular drawing low probability state, the probability of a regular drawing being a hit is 1 / 65536, and the remaining probability of a miss is 65535 / 65536. Note that in a regular drawing low probability state, it may be configured so that the regular drawing does not win (65536 / 65536 is a miss).
[0086] The jackpot game control means 140 controls the progress of the jackpot game. Specifically, it manages the jackpot start demo period, which is established at the start of the jackpot game and ends after a certain time has elapsed, and the jackpot end demo period, which is established just before the end of the jackpot game and ends after a certain time has elapsed, as well as the progress of the round period during which the above-mentioned round game is executed between these periods. In particular, at the start of the jackpot game (at the start of the jackpot start demo period), the jackpot game control means 140 generates a presentation control command including the number of rounds of the jackpot game and the subsequent special symbol variation pattern derivation state, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, the jackpot game control means 140 also generates corresponding presentation control commands at the start of the round period, the end of the round period (at the start of the jackpot end demo period), and the end of the jackpot game (at the end of the jackpot end demo period), and stores the corresponding presentation control commands in the transmission command storage area of the main information storage means 160. As a result, in this embodiment, the first sub-control board 200 is able to grasp the progress of the big win game.
[0087] In addition, the jackpot game control means 140 starts a small jackpot game if the result of the special symbol hit / miss determination is a small jackpot, and if the game ball passes through the V winning area (not shown) provided in the large winning port 55 during the small jackpot game, the jackpot game corresponding to the small jackpot can be started after the small jackpot game ends. Therefore, in this embodiment, the small jackpot game functions as a trigger for the 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.
[0088] The pattern display control means 145 causes the first special pattern display device 91 to variably display the special pattern 1 in accordance with the variation time corresponding to the determined special pattern variation pattern of the special pattern 1, and causes the special pattern 1 to be stopped and displayed with the stop pattern determined by the special pattern stop pattern lottery after the variation time has elapsed. Similarly, the second special pattern display device 92 causes the special pattern 2 to variably display in accordance with the variation time corresponding to the determined special pattern variation pattern of the special pattern 2, and causes the special pattern 2 to be stopped and displayed with the stop pattern determined by the special pattern stop pattern lottery after the variation 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 (if 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 until the big hit game or small hit game starts (if the result of the normal chart hit / miss judgment is a normal hit), and in this embodiment the stop display time of the pattern change related to the special chart 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 pattern game timer for managing the time (variation time, stop display time) related to the display of special pattern 1 and special pattern 2, and when the special pattern is stopped for display (at the timing when the value of the special pattern game timer becomes "0"), it generates a presentation control command (variation stop command) for requesting the 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 term "confirmed stop display of decorative symbols" refers to the final stop display of decorative symbols in the pattern change, and is different from the provisional stop display of decorative symbols that may occur during the pattern change. In the provisional stop display of decorative symbols, for example, the stopped decorative symbols are accompanied by a small up and down swaying motion (so-called swaying fluctuation), while in the confirmed stop display of decorative symbols, the stopped decorative symbols are not accompanied by a swaying fluctuation. Even when the same decorative symbols are stopped and displayed, the stop display mode of the confirmed and provisionally displayed decorative symbols is different. Therefore, the player can recognize whether the stopped display of the decorative symbols is a confirmed stop display or a provisional stop display.
[0089] Furthermore, the pattern display control means 145 causes the normal map to be displayed on the normal pattern display device 93 in a variable manner according to a variable time corresponding to the determined normal map variable pattern, and after the variable time has elapsed, causes the normal map to be displayed in a stopped state with the determined stopping pattern. In addition, the symbol display control means 145 has a regular symbol game timer for managing the time related to the regular symbol (regular symbol fluctuation time, regular symbol stop display time, etc.).
[0090] 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.
[0091] The game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol to low probability at the start of a jackpot game regardless of the stopped symbol of the special symbol related to the jackpot game, and when a specified condition such as the end of the jackpot game is met, sets the normal symbol to high probability until the specified number of symbol changes related to the high normal symbol probability are performed, and sets the normal symbol to low probability when the specified number of symbol changes related to the high normal symbol probability are completed. Here, as will be described later, in this embodiment, the number of symbol changes used to determine whether the specified number of symbol changes related to the high normal symbol probability has been reached is the number of symbol changes related to special symbol 2, but the number of symbol changes used to determine this may be the number of symbol changes related to special symbol 2 plus the number of symbol changes related to special symbol 1. In addition, in this embodiment, during a small win game, the normal symbol lottery state is maintained in the symbol variation that caused the small win game.
[0092] Such a regular drawing state changes in conjunction with the above-mentioned special drawing variation pattern derivation state, and the transition of the special drawing variation pattern derivation state is managed by the game state control means 155. The transition of the special drawing variation pattern derivation state will be explained below with reference to Figures 12(a) and 12(b). Figure 12(a) is a state transition diagram showing the transition of the special drawing variation pattern derivation state, and Figure 12(b) is a diagram showing the relationship between the average variation time for each special drawing variation pattern derivation state. As shown in Figure 12(a), in the special chart variation pattern derivation state, there is a special chart variation pattern derivation state PA as a special chart variation pattern derivation state corresponding to a normal chart low probability, and there are a special chart variation pattern derivation state PB and a special chart variation pattern derivation state PC as special chart variation pattern derivation states corresponding to a normal chart high probability, and one of these special chart variation pattern derivation states is set except during a jackpot game. And, there are transition conditions (i) to (v) for the transition conditions between the special chart variation pattern derivation state PA and the special chart variation pattern derivation state PC.
[0093] Specifically, transition condition (i) is the end of jackpot play related to pattern B, transition condition (ii) is the end of jackpot play related to pattern A, transition condition (iii) is the end of jackpot play 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 jackpot play in normal high probability state by 40 times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PB), and transition condition (v) is the end of pattern change related to special pattern 2 executed without jackpot play in normal high probability state by 80 times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PC). In addition, if a jackpot game occurs in the special chart variation pattern derivation state PC, the state transitions to the special chart variation pattern derivation state PC again after the jackpot game ends, and the number of pattern variations related to special chart 2 that can be executed up to the specified number of times related to the normal chart high probability in the special chart variation pattern derivation state PC is reset. Also, although not shown, if a jackpot game does not occur in a small jackpot game that occurred in the special chart variation pattern derivation state PC, and if a jackpot game does not occur in a small jackpot game related to transition condition (iii), the end of the small jackpot game triggers the current special chart variation pattern derivation state to end and transition to the special chart variation pattern derivation state PA.
[0094] As shown in Figure 12(b), the average fluctuation time for the special symbol fluctuation pattern derivation state PA, the special symbol fluctuation pattern derivation state PB, and the special symbol fluctuation pattern derivation state PC decreases in the following order: special symbol fluctuation pattern derivation state PA, special symbol fluctuation pattern derivation state PB, special symbol fluctuation pattern derivation state PC. This is due to the length of the fluctuation time for the basic special symbol fluctuation pattern that is most likely to be determined in each special symbol fluctuation pattern derivation state. Here, the average fluctuation time refers to the sum of the fluctuation times derived by multiplying the occurrence rate (the probability that an arbitrary symbol fluctuation can occur, derived by multiplying the probability of the result of the special symbol win / fail judgment by the probability of the special symbol fluctuation pattern) for each fluctuation time for the special symbol fluctuation pattern that can be selected in a certain special symbol fluctuation pattern derivation state. However, in this embodiment, if there is only one special symbol fluctuation pattern that can be selected in that certain special symbol fluctuation pattern derivation state, the fluctuation time for that special symbol fluctuation pattern is treated as the average fluctuation time.
[0095] In addition, when a transition occurs between the normal drawing state and the special drawing 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 a pattern change related to a 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 that the pattern change is counted each time a pattern change is started, and stores the command in a transmission command area of the main information storage means 160. Note that the information included in the performance control command may be included in the above-mentioned change start command.
[0096] As described above, the main information storage means 160 is a means for temporarily storing data read by each means and data derived by calculations or the like by each means in the corresponding storage areas.
[0097] The main error control means 165 monitors the input information of the I / O port 104 and determines whether or not the gaming machine 10 is in an error state. If it is determined that the gaming machine 10 is in an error state, it stores a performance control command (error command) including information that can identify the error state in a transmission command storage area of the main information storage means 160. In this embodiment, the error states determined by the main error control means 165 include, for example, a main board error based on the occurrence of the above-mentioned update abnormality, a magnetic error based on magnetic detection by a magnetic detection sensor, a radio wave error based on radio wave detection by a radio wave detection sensor, a right-hit error based on detection of a game ball by the gate sensor 74 or the second start port sensor 71, a door open error based on detection of the opening of the middle frame 17 by the middle frame open door sensor 76 or detection of the opening of the front frame 20 by the front frame open door sensor 77, a full tank error based on detection of game balls by a full tank detection sensor, and a remaining prize ball error that occurs when there are remaining prize balls. To summarize the occurrence conditions of some of these errors, as mentioned above, the main board error is an error state indicating an update abnormality in the random number circuit 105, and occurs when the update abnormality occurs. Next, the magnetic error is an error state that occurs when magnetic detection by the magnetic detection sensor occurs continuously for 500 ms. The radio wave error is an error state that occurs when the radio wave detection sensor detects radio waves a total of five times (cumulative number since the last power-on). The right-hit error is an error state that occurs when the gate sensor 74 detects a gaming ball three times (the number of detections is reset 1000 ms after the last detection) during normal operation (the special symbol variation pattern derivation state PA, special symbol low probability and normal symbol low probability), or when the second start gate sensor 71 detects a gaming ball once during normal operation. The full tank error is an error state that occurs when the full tank detection sensor is ON, i.e., when a gaming ball is detected by the full tank detection sensor.
[0098] In addition, in this embodiment, among these error states, the main board error, magnetic error, and radio wave error are treated as error states of relatively high importance (hereinafter simply referred to as "high importance error states"). Therefore, when one of these error states of high importance occurs, the main error control means 165 not only turns on the security signal, but also executes game progress restriction processing to prevent the game from progressing, such as causing the payout control board 400 to restrict the release of game balls. Here, the security signal is a type of signal output from an external terminal board (not shown) provided on the gaming machine 10 to devices outside the gaming machine (such as a data display or hall computer). Including the following explanation, turning the security signal ON refers to starting the output of the security signal, and turning the security signal OFF refers to ending the output of the security signal. In this embodiment, the process of turning the security signal OFF does not take into account the elapsed time since the security signal was turned ON. However, this elapsed time may be taken into account, i.e., the security signal may not be turned OFF before a certain time has elapsed since the security signal was turned ON. In this embodiment, when a magnetic error or radio wave error occurs, the process of turning the security signal ON is executed, but the payout control board 400 may not execute the above-described game progress restriction process. In addition, when an error state of high importance occurs, the first sub-control board 200 and the second sub-control board 300 execute a notification effect that can identify which error state has occurred. Furthermore, these highly important error states can only be resolved (the error state can be terminated) by power being cut off and restored, and the security signal related to the error state will be turned OFF when the power is cut off (it will remain ON until the power is cut off). The error states with high importance described above are merely examples, and other error states may be provided as the error states.
[0099] On the other hand, for error states of relatively low importance (hereinafter simply referred to as "error states of low importance"), such as a right-hit error, a door open error, a full tank error, and a remaining prize ball error, the release of game balls is not restricted and the game continues to be able to proceed. When these error states occur, the first sub-control board 200 and the second sub-control board 300 execute a notification effect that can identify which error state has occurred. In addition, a right-hit error ends when the execution of the notification effect related to the error state has finished, a door open error ends when the middle frame open door sensor 76 detects that the middle frame 17 is closed, or the front frame open door sensor 77 detects that the front frame 20 is closed, a remaining prize ball error ends when there are no more prize balls, and a full tank error ends when the full tank detection sensor no longer detects any game balls. When the termination conditions for these error states are met, a performance control command (return command) indicating that the termination conditions have been met is stored in the transmission command storage area of the main information storage means 160. Furthermore, the above-mentioned error state of low importance is one example, and other error states may be provided as the error state, such as an abnormal winning error that occurs when a game ball is detected by the large winning opening sensor 72 after a predetermined time has passed since the large winning opening 55 was closed during a jackpot game, and if such an error state is provided, a notification effect related to the error state is executed. Note that the abnormal winning error may be terminated when the notification effect related to the error state is completed, just like the right-hit error described above.
[0100] In this embodiment, a notification that can identify that an error state of high importance has occurred is executed with priority over a notification that can identify that an error state of low importance has occurred, and a notification that can identify that an error state of low importance has been executed with priority over other effects (including advance notifications described later) executed during the pattern variation, including effects described later. However, a stop advance notification and a game stop notification described later are executed with priority over an error state of low importance.
[0101] In this embodiment, during the period when the game is stopped by the complete function (the period when the game is stopped), some of the above-mentioned error states cannot be detected. Specifically, the main board error, magnetic error, radio wave error, and right-hand hit error cannot be detected during the game stop state. On the other hand, the various sensors corresponding to door open errors, full tank errors, and remaining prize ball errors are operational and detectable even when gaming is stopped, and can be detected even during the period when gaming is stopped by the complete function (period when gaming is stopped). The "specific error state" according to the present invention is preferably any of these error states that can be detected when gaming is stopped, and the error state corresponding to the "specific error state" may be one or more.
[0102] Therefore, there are error states that can be detected while a game is stopped (a game stopped state) and error states that cannot be detected while a game is stopped, and it can be said that a specific error state is an error state that can be detected while a game is stopped.
[0103] When a performance control command is stored in the transmission command storage area of the main information storage means 160, the main command management means 170 transmits the performance control command to the first sub-control board 200. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of the main information storage means 160.
[0104] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0105] The recovery state setting means 176 executes a recovery state setting process to set a recovery state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of 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 recovery states set by this process include a game-stopped state and a playable state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, a game-stopped state is set regardless of the state of RAM clear switch 43 and the state of middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is ON (pressed state) when power is restored, RAM clear processing is executed and a playable state is set on the condition that middle frame door open sensor 76 is ON when power is restored (if middle frame door open sensor 76 is OFF when power is restored, the RAM clear processing is not executed and the playable state is set), and if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed state) when power is restored, the RAM clear processing is not executed and the playable state is set. Here, the game stop state is a state in which the game cannot proceed because processing is not performed in response to the detection results of the sensors installed at each winning port (the detection results of the sensors themselves do not need to be looked at), and in this state, the release of game balls themselves is also prohibited. On the other hand, the playable state is a restored state in which the game can be continued by executing a process according to the detection results of the sensors installed in each winning slot. In particular, if the RAM clear process is not executed when power is restored, the game will return to the playable state at the time of the previous power outage. For example, if a big win game or a small win game was being played at the time of the previous power outage, the game will return to the big win game or small win game that was being played, and if a pattern change was being played at the time of the previous power outage, the game will return to the pattern change that was being played. In addition, when the game becomes playable after power is restored, the recovery state setting means 176 generates a presentation control command (power restoration command) indicating that power has been restored normally, and stores the command in the transmission command storage area of the main information storage means 160.
[0106] In addition, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check (specifically, a process that 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, and if the backup flag is stored (if the backup flag is ON), derives a checksum of the target area and the complement stored in the backup information area related to the area, and if the calculation result is 0, determines that the target area is normal, and otherwise determines that the target area is abnormal) performed on the area related to the game in RAM103.
[0107] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. More specifically, in the process of transitioning to a playable state, if the security signal output is ON, a process of turning the security signal output OFF and initial setting 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 allow the launch of game balls, setting the state in which balls will be valid when they enter each winning slot, and setting data to activate the random number circuit 105 are performed.
[0108] The power cutoff process execution means 180 executes the power cutoff process based on the reception of the power cutoff signal from the power supply control board 500. Specifically, for the area of RAM 103 related to gaming, the checksum of that area is derived, the complement of that checksum is stored in the backup information area of RAM 103 related to gaming, and a backup flag indicating that power-off processing has been performed on that area is turned ON (the backup flag is stored in the backup information area of RAM 103 related to gaming).
[0109] The complete function control means 190 derives the difference in the number of balls using the above-mentioned out balls and safe balls, and sets a game stop state when the derived difference in the number of balls becomes equal to or greater than a first threshold value (100,000 in this embodiment) (hereinafter, this function will be referred to as the "complete function"). Details of the processing executed by the complete function control means 190 will be described later.
[0110] 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 sub-information storage means 260, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, etc., in the corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored by the sub-command management means 270 in a received command storage area of the sub-information storage means 260. 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 referred to as "receiving a performance control command."
[0111] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by the CPU 201 through program processing, and obtains random numbers at the timing when each lottery (details will be described later) is executed by the normal performance control means 220.
[0112] 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 pre-reading presentation control means 224, a presentation content determination means 225, a decorative pattern control means 226, and a jackpot presentation control means 227.
[0113] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner that is consistent with the special chart variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are broadly divided into normal mode, challenge mode, and RUSH mode, with normal mode corresponding to the special chart variation pattern derivation state PA, challenge mode corresponding to the special chart variation pattern derivation state PB, and RUSH mode corresponding to the special chart variation pattern derivation state PC.
[0114] When receiving a preliminary determination command, the performance route determination means 222 determines (sets) a performance route corresponding to the currently reserved pattern change based on the result of the preliminary determination included in the command (in this embodiment, the special symbol change pattern). Note that if the special symbol change pattern corresponding to the pattern change is the above-mentioned special symbol change pattern HNP, the performance route determination means 222 does not determine a performance route when the preliminary determination command is transmitted, and determines a performance route based on the special symbol change pattern included in the change start command at the start of the pattern change (for example, if the special symbol change pattern derivation state PA, special symbol change pattern HNP-A to special symbol change pattern HNP-D). Here, the presentation route is 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 judgment in the pattern change, and the content of the presentation executed in the pattern change will be determined by the presentation content determination means 225 described later in accordance with the presentation route corresponding to the pattern change.
[0115] The presentation route in this embodiment is roughly divided into a miss presentation route that notifies that the result of the special symbol hit / miss judgment in the current symbol change is a miss (the result of the special symbol hit / miss judgment in the current symbol change is neither a big hit nor a small hit), and a big hit presentation route that notifies that the result of the special symbol hit / miss judgment in the current symbol change is a big hit or a small hit. Furthermore, the miss presentation route includes a non-development miss presentation route in which the development presentation is not executed, and a development miss presentation route in which the development presentation is executed. Note that, as will be described later, when the big hit presentation route is determined, the development presentation is executed unless otherwise explained. Here, the development effect is an effect that is executed after the decorative symbols reach a reach state (a state in which all decorative symbols except for one symbol row are displayed stationary and the remaining symbol rows are displayed in a variable manner), and at the end of the effect, 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 the development effect corresponding to the development miss effect route, a series of effects corresponding to the development effect is executed, and at the end of the effect, 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 the development effect corresponding to the big hit effect route, a series of effects corresponding to the development effect is executed, and at the end of the effect, 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. Also, as will be described later, in this embodiment, in one presentation mode, each determined special chart variation pattern corresponds to a 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 associated with 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.
[0116] When the sub-hold control means 223 receives a hold command (hereinafter, sometimes simply referred to as the occurrence of a hold winning), it sets performance data for displaying the number of hold images corresponding to the special chart 1 hold counter and the number of hold images corresponding to the special chart 2 hold counter in the hold display area (not shown) of the main display unit 81 based on the information of the special chart 1 hold counter and the special chart 2 hold counter included in the command. The hold images are images that are the target of a hold 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 of a jackpot game occurring.
[0117] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the so-called pre-reading effect based on the result of the pre-determination included in the command.
[0118] When the variation start command is received, the performance content determination means 225 determines the content of the performance to be executed in the current pattern variation according to the performance route already determined by the performance route determination means 222. More specifically, the effect content determination means 225 determines an effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern variation, based on the effect route determined by the effect route determination means 222, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing this, it is possible to change the content of the effect related to (executed according to) the determined effect route, and also to provide a connection between the effects in one pattern variation.
[0119] When the decorative pattern control means 226 receives a variation start command, it determines the final (determined stopped display) 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 Special Chart 1, one of the pattern alignments related to decorative patterns other than the 7 pattern is determined for Pattern A and Pattern B, and a pattern alignment related to the 7 pattern is determined for Pattern C. Therefore, in this embodiment, even if a pattern alignment related to decorative patterns other than the 7 pattern is displayed, it is not possible to accurately determine the subsequent performance mode from the displayed pattern alignment, that is, the performance mode that will be set upon the end of the jackpot game related to that pattern alignment. On the other hand, if a pattern alignment related to the 7 pattern is displayed, the player can determine that the RUSH mode will be set thereafter. In addition, in the pattern variation related to Special Chart 2, any of the pattern matching related to the decorative pattern excluding the 7 pattern is determined for the pattern a and the pattern c, and any of the pattern matching related to the decorative pattern including the 7 pattern is determined for the pattern b and the pattern d. Therefore, in this embodiment, when a pattern matching related to the decorative pattern excluding the 7 pattern is stopped and displayed, it is not possible to accurately determine the number of rounds of the jackpot game related to that pattern matching. On the other hand, when a pattern matching related to the 7 pattern is stopped and displayed, the player can determine that the number of rounds of the jackpot game related to that pattern matching is 10.
[0120] When the jackpot start command is received, the jackpot effect control means 227 determines the content of the effects during the jackpot game based on the information included in the command, etc. The effects during the jackpot game include a jackpot start effect that can identify that the jackpot start demo period is in progress, a round effect that can identify that the round period is in progress, and a jackpot end effect that can identify that the jackpot end demo period is in progress. In addition to these effects, the jackpot effect control means 227 also executes advance notifications, game stop notifications, and stop advance notifications as notifications related to the above-mentioned complete function, and details of these notifications will be described later.
[0121] 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, it generates image control commands based on that performance data and stores those commands 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, it generates audio control commands related to sound based on that performance data and stores those commands in a transmission command storage area of the sub-information storage means 260. Furthermore, if the restored state upon power restoration becomes a playable state following the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved following the execution of a RAM clear process, and if the restored state upon power restoration becomes a playable state without the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved without the execution of a RAM clear process. Furthermore, if the restored state upon power restoration becomes a game-stop state, the normal presentation control means 220 reads presentation data for announcing that the game has been stopped and that a RAM clear process needs to be executed. Details of these notifications are omitted, but it is preferable that they continue to be executed for a certain period of time (e.g., 30 seconds) after execution begins, and the presentation device that executes the notification does not matter.
[0122] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern according to the error state identified by the error command, and reads out performance data for executing the error notification. The error notification pattern determined at this time has a different notification mode defined for each error state, and it is possible to recognize which error state is occurring based on the notification mode of the error notification.
[0123] Furthermore, the sub-error control means 230 also determines an error notification pattern when a power restoration command is sent, and reads out performance data for executing the error notification. The power restoration command is data that can identify whether power restoration has been performed with or without the execution of RAM clear processing, and the sub-error control means 230 determines an error notification pattern according to the received power restoration command. Therefore, it is possible to recognize whether RAM clear processing has been performed at the time of power restoration based on the notification mode of the error notification executed after power restoration.
[0124] The error notifications executed by the sub-error control means 230 are prioritized, and when multiple error notifications are issued at the same time, it is determined in advance which error notification is to be given priority. In this embodiment, when error notifications are categorized into (a) error notifications executed after power is restored, (b) error notifications related to main board errors, magnetic errors, and radio wave errors, (c) error notifications related to door open errors, full tank errors, and remaining ball errors, and (d) error notifications related to right-hand hit errors, the priority of error notifications is set to (a) > (b) > (c) > (d). Here, priority given to error notifications means that when error notifications are executed by the same device, only the error notification with the highest priority is executed (the error notification with the lowest priority is not executed), as well as the execution of both in a redundant manner using a notification mode that makes the error notification with the highest priority easier to recognize (the error notification with the lowest priority more difficult to recognize).
[0125] Therefore, it can be said that the notification control means (first sub-control board 200, second sub-control board 300) executes a specific error notification based on the detection of a specific error state (remaining prize ball error).
[0126] In addition, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether the gaming machine 10 is in an error state, and if it determines that the gaming machine 10 is in an error state, read out performance data that executes an error notification.
[0127] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads out the lamp control data based on the performance data and transmits the read lamp control data to the lamp to be executed.
[0128] When the performance data read by the normal performance control means 220 contains performance data corresponding to a movable role, the movable role control means 245 reads movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82 from 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.
[0129] 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 corresponding storage areas.
[0130] The sub-command management means 270 receives performance control commands transmitted from the main control board 100 and stores the received performance commands 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 the order in which they are stored in the transmission command storage area of the sub-information storage means 260, as a general rule.
[0131] As explained above, the gaming machine 10 according to this embodiment has a complete function that calculates the difference in the number of balls using out balls and safe balls, and stops the game when the calculated difference in the number of balls becomes equal to or exceeds a first threshold. This contributes to reducing the gambling nature of the game, but since this function is not available in the past, various problems arise in connection with the functions of existing gaming machines. In contrast to this, the present invention has a function that solves some of the problems that arise when a complete function is installed in an existing gaming machine, and the details of this function will be explained below.
[0132] <Processing related to the complete function> First, using Figures 13 and 14, we will explain in detail the game stop flag setting process related to the complete function and the game stop process related to the complete function, which are processes executed by the complete function control means 190 to realize the complete function. Figure 13 shows the flow of the game stop flag setting process related to the complete function. This process is executed in the timer interrupt processing of the main control unit, and is executed when the game stop flag described later is OFF, but is not executed when the game stop flag is ON. Figure 14 shows the flow of the game stop processing related to the complete function. This processing is executed regardless of the state of the game stop flag. When the game stop flag setting processing related to the complete function is executed, this processing is executed continuously in the timer interrupt processing of the main control unit.
[0133] As shown in FIG. 13, in step S102, which is the first step of the game stop flag setting process related to the complete function, out balls and safe balls are obtained. As mentioned above, the out balls refer to the total number of game balls detected by the out ball sensor 75, and the out balls are set to their initial value (0 in this embodiment) when power is restored after a power outage, regardless of whether the RAM clear process is performed or not. On the other hand, the safe balls refer to the total number of prize balls awarded by the game balls entering the above-mentioned winning slots, and the safe balls are set to their initial value (5,000 in this embodiment) when power is restored after a power outage, regardless of whether the RAM clearing process is performed or not.
[0134] In step S104, the difference in the number of balls is calculated using the acquired out balls and safe balls. Specifically, in this process, the difference in the number of balls is calculated by subtracting the number of out balls from the number of safe balls, and if the calculated result is negative, the difference in the number of balls becomes zero. The method of deriving the difference in the number of balls is not limited to the method described in this embodiment, and any method may be adopted as long as the derivation results are consistent.
[0135] In step S106, it is determined whether the difference in the number of balls is 100,000 or more (whether the difference in the number of balls has reached 100,000), and if this condition is met, the process proceeds to step S108, and if this condition is not met, the process proceeds to step S110.
[0136] In step S108, the game stop flag is set to ON. In this embodiment, once the game stop flag is set to ON, it is cleared (set to OFF) only by powering on with the execution of the RAM clearing process, and is not cleared by powering on without the execution of the RAM clearing process.
[0137] In step S110, preparations are made for sending a command related to the complete function, and then the game stop flag setting process related to the complete function is terminated. Specifically, in this process, a complete function-related command is stored in the transmission command storage area of the main information storage means 160, and by executing this process, the complete function-related command is transmitted to the first sub-control board 200. In this embodiment, the complete function-related command includes information that can identify the number of out balls, safe balls, difference in number of balls, and the state of the game stop flag.
[0138] Next, as shown in FIG. 14, in step S202, which is the first step in the game stop processing related to the complete function, it is determined whether the game stop flag is ON, and if the condition is met, the process proceeds to step S204, and if the condition is not met, the game stop processing related to the complete function is terminated. In step S204, it is determined whether or not a big win game or a small win game is in progress, and if the condition is not met, the process proceeds to step S206, and if the condition is met, the game stop processing related to the complete function is terminated. In step S206, a gaming stop state is set. In step S208, the security signal is set to ON, and then the game stop process related to the complete function is terminated. This allows the device outside the gaming machine to determine that the game stop flag has been set to ON, i.e., that the complete function has been activated.
[0139] In this embodiment, when the difference in the number of balls derived using the out balls and safe balls exceeds the first threshold (100,000), the game is immediately stopped except during a big win or small win game. On the other hand, if the game is during a big win or small win game, the game is stopped when the game ends.
[0140] <Notifications related to the complete function> As described above, in this embodiment, advance notifications, game stop notifications, and stop advance notifications are configured to be executable as notifications related to the complete function, and the details of these notifications will be explained using Figures 15 to 21. FIG. 15 is a diagram showing an outline of the flow of the notification relating to the complete function. FIG. 16 is a diagram showing the flow of the notification related to the complete function when the game stop flag is turned ON during a jackpot game. FIG. 17 shows a flow of the advance notification execution process, which is executed when a complete function-related command is received. 18(a) to 18(f) are diagrams showing notification modes of advance notification. FIG. 19 shows a flow of the advance notification end process, which is executed when a complete function-related command is received during the advance notification process. FIG. 20 shows a flow of the stop advance notification start process, which is executed when a complete function related command is received during a jackpot game. FIG. 21 shows a flow of a game stop notification start process, and this process is executed when a complete function related command in a playable state is received.
[0141] As shown in FIG. 15, the advance notification and the game stop notification are executed using the main display unit 81. More specifically, the advance notification is realized by displaying an advance notification image jg in the display area related to the main display unit 81, and although the details of the starting conditions and notification manner will be described later, it is initiated prior to the execution of the game stop notification (flow from the scene at the top left of Figure 15 to the scene at the top middle). The game stop notification is realized by displaying a game stop image tg containing the text "Thank you for your hard work, today's game is over" in the display area related to the main display unit 81, and the notification is initiated when the game stop flag is turned ON (flow from the scene at the top right of Figure 15 to the scene at the bottom left).
[0142] In this embodiment, as shown in the sequence from the top center scene to the top right corner scene in Fig. 15, in some cases when the advance notification image jg is displayed, the advance notification image jg starts after the display of an introductory notification image (introductory notification) including the text "Game will end soon." Details of the execution conditions for the introductory notification will be described later with reference to Fig. 17.
[0143] Next, as shown in Figure 16, if the game stop flag is turned ON during a jackpot game, a stop warning notification may be executed using the main display unit 81 prior to setting the game stop state after the jackpot game ends by turning ON the game stop flag. More specifically, the stop advance notice is realized by displaying a stop advance notice image yg including the text "Today's game will end after this jackpot game ends" (flow from the leftmost scene to the center scene in Figure 16). At this time, the advance notice is still being executed. Although not shown in the figures, in this embodiment, if the game stop flag is turned ON during a small hit game, the stop warning notification will not be initiated at that timing, but will be initiated at the timing when the big hit game that occurs during the small hit game starts, i.e., at the timing when the small hit game ends. Furthermore, when a stop advance notification is executed, unlike when an advance notification is executed, a notification equivalent to an introductory notification for the advance notification is not executed before the start of the stop advance notification.
[0144] When the subsequent jackpot game ends, the stop notice notification that was being executed ends and switches to the game stop notice (flow from the middle scene to the rightmost scene in Figure 16). At this time, the advance notice also ends in accordance with the end of the stop notice notification.
[0145] Next, the advance notification execution process for controlling the execution of advance notification will be described in detail. As shown in FIG. 17, in step S302, which is the first step of the advance notification execution process, it is determined whether the game stop flag is ON. If the condition is met, the advance notification execution process is terminated. If the condition is not met, the process proceeds to step S304. In step S304, it is determined whether or not advance notification is being performed. If the condition is met, the process proceeds to step S314, and if the condition is not met, the process proceeds to step S306. In step S306, it is determined whether the difference in the number of balls is 95,000 or more, and if the condition is met, the process proceeds to step S308, and if the condition is not met, the advance notification execution process is terminated. In step S308, it is determined whether or not a big win game is currently being played, and if the condition is met, the process proceeds to step S310, and if the condition is not met, the process proceeds to step S312. Here, the case where the condition is not met refers to the case where the current game state is one in which a pattern change can be executed (special symbol change pattern derivation state PA, special symbol change pattern derivation state PB, or special symbol change pattern derivation state PC), as well as the case where the current game is a small win game. In step S310, the advance notification is started together with the introductory notification, and then the advance notification execution process is terminated.
[0146] In step S312, the advance notification is put on hold until the advance notification is started, and then the advance notification execution process is terminated. As a result, in the special chart variation pattern derivation state PA, even if the difference in the number of balls becomes 95,000 or more, advance notification will not be started at that point and the state will wait. In this embodiment, the start of the advance notification is waited for refers to the fact that if the pattern change is being executed when the difference in the number of balls becomes 95,000 or more, the advance notification will not start until the end of the pattern change, but will start at the end of the pattern change, and if the difference in the number of balls becomes 95,000 or more when a small win game is being played, the advance notification will not start until the end of the small win game, but will start at the end of the small win game. However, if the time is neither during the pattern change nor during a small win game, the advance notification will start at that time without waiting for the start of the advance notification. Furthermore, when advance notification is initiated based on the execution of step S312, the introductory notification is not executed.
[0147] In step S314, the notification mode for the advance notification being executed is updated to one that corresponds to the difference in the number of balls, and then the advance notification execution process is terminated. As a result, when the notification mode for advance notification needs to be updated, the display mode of the advance notification image jg corresponding to the advance notification is changed to one of the display modes shown in FIG. 18(a) to FIG. 18(f).
[0148] Specifically, when the difference in the number of balls is 95,000 to 95,999, that is, when the increase in the difference in the number of balls required for the difference in the number of balls to reach the first threshold (100,000) is 4,001 to 5,000, the advance notification image jg will be displayed in a manner in which the areas corresponding to 0 to 1,000, the area corresponding to 1,000 to 2,000, the area corresponding to 2,000 to 3,000, the area corresponding to 3,000 to 4,000, and the area corresponding to 4,000 to 5,000 are all hatched, as shown in Figure 18(a). When the difference in the number of balls is between 96,000 and 96,999, i.e., when the increase in the difference in the number of balls required for the difference in the number of balls to reach the threshold is between 3,001 and 4,000, the advance notification image jg will be displayed in a manner such that the areas corresponding to 0 to 1,000, the area corresponding to 1,000, the area corresponding to 2,000 to 3,000, and the area corresponding to 3,000 to 4,000 are hatched (colored), and the area corresponding to 4,000 to 5,000 is not hatched, as shown in Figure 18(b). When the difference in the number of balls is between 97,000 and 97,999, that is, when the increase in the difference in the number of balls required for the difference in the number of balls to reach the first threshold is between 2,001 and 3,000, the advance notification image jg will be displayed in a manner such that the areas corresponding to 0 to 1,000, the areas corresponding to 1,000 to 2,000, and the areas corresponding to 2,000 to 3,000 are hatched (colored), and the areas corresponding to 3,000 to 4,000 and the areas corresponding to 4,000 to 5,000 are not hatched, as shown in Figure 18(c). When the difference in the number of balls is between 98,000 and 98,999, i.e., when the increase in the difference in the number of balls required for the difference in the number of balls to reach the first threshold is between 1,001 and 2,000, the advance notification image jg will be displayed in a manner such that the areas corresponding to 0 to 1,000 and the areas corresponding to 1,000 to 2,000 are hatched (colored), and the areas corresponding to 2,000 to 3,000, 3,000 to 4,000, and 4,000 to 5,000 are not hatched, as shown in Figure 18(d). When the difference in the number of balls is between 99,000 and 99,999, that is, when the increase in the difference in the number of balls required for the difference in the number of balls to reach the first threshold is between 1 and 2,000, the advance notification image jg will be displayed in a manner such that the area corresponding to 0 to 1,000 is hatched (colored), and the areas corresponding to 1,000 to 2,000, 2,000 to 3,000, 3,000 to 4,000, and 4,000 to 5,000 are not hatched, as shown in Figure 18(e). When the game stop flag is ON, that is, when the difference in the number of balls is 100,000 or more, the advance notification image jg is displayed in a manner such that no hatching is performed in any of the areas corresponding to 0 to 1,000, the areas corresponding to 1,000 to 2,000, the areas corresponding to 2,000 to 3,000, the areas corresponding to 3,000 to 4,000, and the areas corresponding to 4,000 to 5,000, as shown in Fig. 18(f). However, in this embodiment, the advance notification image jg in this display manner can be displayed during the execution of the stop advance notification (the period from when the game stop flag is turned ON during a jackpot game until the jackpot game ends).
[0149] In this way, in this embodiment, the advance notification is configured to make it possible to identify the remaining difference in the number of balls in increments of a specific number (1,000 in this embodiment) until the game stop flag is turned ON (until the difference in the number of balls becomes 100,000 or more). Furthermore, as will be described later, in this embodiment, even if the difference in the number of balls falls below 95,000, the advance notification will continue until the difference in the number of balls falls below 90,000, and in this case the advance notification image jg will be displayed in the manner shown in Figure 18(a).
[0150] In this embodiment, the change in the notification mode of the above-mentioned advance notification (particularly, the change to a notification mode in which the increase in the difference in the number of balls required to reach the first threshold value is smaller) is triggered by the entry of a game ball into the winning slot (at the time when the game ball enters the winning slot). This allows the player to recognize changes in the pre-notification mode in real time, except for the start of the pre-notification, even if the player is not currently playing a jackpot game.
[0151] Therefore, it can be said that the notification control means (first sub-control board 200, second sub-control board 300) executes an advance notification when the difference in the number of balls becomes equal to or greater than a second threshold value (95,000 balls) which is smaller than the first threshold value.
[0152] Next, the advance notification termination process for controlling the termination of advance notification will be described in detail. As shown in Figure 19, in step S402, which is the first step of the advance notification termination process, it is determined whether the game stop flag is ON, and if the condition is met, the process proceeds to step S404, and if the condition is not met, the process proceeds to step S408. In step S404, it is determined whether or not a jackpot game has been played, and if the condition is met, the advance notification end process is terminated, and if the condition is not met, the process proceeds to step S406. In step S406, the advance notification is ended, and then the advance notification ending process is ended.
[0153] In step S408, it is determined whether the difference in the number of balls is below 90,000, and if the condition is met, the process proceeds to step S410, and if the condition is not met, the advance notification termination process is terminated. In step S410, it is determined whether or not the current state is the special chart variation pattern derivation state PA, and if the condition is met, the process proceeds to step S412, and if the condition is not met, the advance notification termination process is terminated. In step S412, the advance notification is ended, and then the advance notification ending process is ended.
[0154] In this way, in this embodiment, if the game stop flag is turned ON during a jackpot game, the advance notification will end when the jackpot game ends, and if the game stop flag is turned ON other than during a jackpot game, the advance notification will end at that point (flow from step S402 to step S406).
[0155] Also, as shown in the flow from step S408 to step S412, the advance notification may end if the difference in the number of balls falls below 90,000. Specifically, in this embodiment, the advance notification ends when the difference in the number of balls falls below 90,000 and the current state is the special chart variation pattern derivation state PA. On the other hand, if the current state is a game state other than the special chart variation pattern derivation state PA (special chart variation pattern derivation state PB, special chart variation pattern derivation state PC, jackpot game, or small jackpot game), the advance notification does not end even if the difference in the number of balls falls below 90,000 (in this case, the advance notification ends when the difference in the number of balls falls below 90,000 and the special chart variation pattern derivation state PA is entered).
[0156] Next, the details of the stop advance notice start process for controlling the start of the stop advance notice will be described. As shown in Figure 20, in step S502, which is the first step of the stop notification start process, it is determined whether the game stop flag is ON, and if the condition is met, the process proceeds to step S504, and if the condition is not met, the stop notification start process is terminated.
[0157] In step S504, it is determined whether or not a jackpot game is being played, and if the condition is met, the process proceeds to step S506, and if the condition is not met, the stop advance notice start process is terminated. Here, the middle period refers to the middle period when the jackpot game is divided into an early period, a middle period, and an end period. In particular, in this embodiment, in a jackpot game with ten rounds, the early stage period is from the start of the jackpot game to the end of the second round, the middle stage period is from the end of the second round to the end of the eighth round, and the end stage period is from the end of the eighth round to the end of the jackpot game. Furthermore, in a jackpot game with four rounds, the early stage period is from the start of the jackpot game to the end of the first round, the middle stage period is from the end of the first round to the end of the third round, and the end stage period is from the end of the third round to the end of the jackpot game. It should be noted that the early stage period, middle stage period, and late stage period may be divided in any predetermined manner, and at least one of these periods may not include a round of play.
[0158] In step S506, a stop advance notice is started, and then the stop advance notice start process ends.
[0159] In this way, in this embodiment, the stop advance notification is started when the game stop flag is turned on in the middle period of the jackpot game, or when the game stop flag is turned on in the early period of the jackpot game and the early period ends and the middle period begins. Therefore, in this embodiment, the execution period of the stop advance notification and the execution period of the advance notification may overlap.
[0160] In addition, if the game stop flag is turned ON during the final period of a jackpot game, the stop advance notification will not be executed, and the game stop notification will start afterwards, as described below. This makes it easier for the player to recognize the game stop notification that will be initiated thereafter.
[0161] In addition, in this embodiment, if the start condition for the stop advance notification is satisfied, the stop advance notification is started regardless of whether or not the advance notification has been executed. In addition, the stop advance notice ends when the jackpot game ends. Therefore, in this embodiment, the execution period of the stop advance notice and the execution period of the game stop notice are configured not to overlap.
[0162] Next, the game stop notification start process that controls the start of the game stop notification will be described in detail. As shown in Figure 21, in step S602, which is the first step of the game stop notification start process, it is determined whether the game stop flag is ON, and if the condition is met, the process proceeds to step S604, and if the condition is not met, the game stop notification start process is terminated. In step S604, it is determined whether or not a jackpot game is being played, and if the condition is met, the game stop notification start process is terminated, and if the condition is not met, the process proceeds to step S606. In step S606, a game stop notification is started, and then the game stop notification start process is ended.
[0163] In this way, in this embodiment, except during a jackpot game, the game stop notification is started when the game stop flag is ON. In particular, when the game stop flag is ON during a jackpot game, the game stop notification is started based on the end of the jackpot game.
[0164] Therefore, it can be said that the notification control means (first sub-control board 200, second sub-control board 300) executes a stop advance notification after the end of a jackpot game based on the difference in the number of balls becoming equal to or greater than the first threshold value (100,000 balls) during the jackpot game, and executes a game stop notification based on the game being stopped.
[0165] As described above, in this embodiment, advance notifications, introduction notifications, stop advance notifications, and game stop notifications are utilized to allow the player to recognize the status of the complete function (such as the status of the game stop flag or the approaching game stop status related to the complete function) which was not previously possible.
[0166] <Regarding irregular cases where notifications related to the complete function and specific error notifications overlap> An irregular case in which notifications related to the complete function (advance notification, game stop notification, and stop advance notification) and specific error notifications (notifications related to remaining prize ball errors) overlap will be explained using Figures 22 and 23. FIG. 22 is a diagram showing a general flow in an irregular case where a notification related to the complete function and a specific error notification overlap. FIG. 23 is a time chart of the flow shown in FIG. In the following explanation, the main display unit 81 and the speaker 33 are mentioned as notification means used to notify of errors related to remaining prize ball errors, but the frame lamp 35 may also be used as notification means in addition to or instead of the speaker 33. Furthermore, regardless of whether it is the normal case shown in Figure 16 or the irregular case shown in Figure 22, it is desirable that the display positions of the advance notification image jg, stop warning image yg, game stop image tg, and error image eg shown in these images remain unchanged on the main display unit 81.
[0167] The scene at the top left of FIG. 22 shows the notification mode at the start of a big win game (timing t1 shown in FIG. 23). At this point, the game stop flag is not ON and no remaining prize ball error has occurred, so an advance notification is executed (an advance notification image jg is displayed in the display area related to the main display unit 81), but an error notification is not executed.
[0168] The scene at the top right of FIG. 22 shows a notification mode when a remaining prize ball error occurs in the middle period of a big win game (timing t2 shown in FIG. 23). At this point, as an error notification regarding the remaining prize ball error, an error image e.g. containing the text "Not enough balls, please call an attendant" is displayed near the center of the display area of the main display unit 81, and an error sound corresponding to the remaining prize ball error is output from the speaker 33. As shown in FIG. 22, the error image eg and advance warning image jg are displayed on the main display unit 81 in a non-overlapping arrangement, and both are visible.
[0169] Therefore, it can be said that the display related to the advance notification (advance notification image jg) is displayed at a position that does not overlap with the display related to the specific error notification (error image eg).
[0170] The scene at the bottom left of Figure 22 shows the notification mode when the game stop flag is turned ON after a remaining prize ball error occurs in the middle period of the jackpot game (timing t3 shown in Figure 23). At this point, as the above-mentioned stop advance notice, a stop advance notice image yg is displayed near the center of the display area of the main display unit 81. Also, as an error notice related to the remaining prize ball error, the error image eg continues to be displayed and the error sound continues to be output. Therefore, the stop advance notice and the error notice related to the remaining prize ball error overlap. At this time, as shown in Figure 22, the error image eg is displayed overlapping in front of the stop warning image yg, making the stop warning image yg more difficult to see than when no error state occurs (the state shown in the middle of Figure 16). On the other hand, in this state, the advance notification image jg is displayed on the main display unit 81 in an arrangement that does not overlap with both the error image eg and the stop notice image yg, and is not difficult to see.
[0171] Therefore, it can be said that in certain cases, during the period when the display related to a specific error notification overlaps with the display related to a stop advance notification (the period from timing t3 to timing t4 in Figure 23), the gaming machine 10 can display the display related to the advance notification (advance notification image jg) in a position that does not overlap with both the display related to the specific error notification (error image eg) and the display related to the stop advance notification (stop advance notification image yg). Since the display related to the advance notification is displayed regardless of whether the game stop flag is ON or OFF, it is more likely to overlap with a specific error state than the display related to the stop advance notification. Therefore, in order to prevent the visibility of the display related to the advance notification and the display related to the specific error notification from being obstructed by each other, they are displayed in the above-mentioned layout.
[0172] The scene at the bottom right of FIG. 22 shows the notification mode when the game is stopped after the big win game is over (timing t4 shown in FIG. 23). At this point, as the above-mentioned game stop notification, a game stop image tg is displayed near the center of the display area of the main display unit 81. Also, as described above, since the remaining prize ball error is an error state that can be detected even in the game stop state, the error image eg continues to be displayed and the error sound continues to be output as the error notification. However, as shown in Fig. 22, the game stop image tg is displayed overlapping in front of the error image eg, making the error image eg more difficult to see than before the game stopped state (the state shown in the bottom left corner of Fig. 22). On the other hand, since there is no audio output corresponding to the game stop notification, the audio output of the error sound related to the remaining prize ball error can be recognized without being obstructed. As described above, in this embodiment, the advance notification and the stop notification are configured to end at the end of the jackpot game during which the notification is being made, so the advance notification and the stop notification are not executed at timing t4. Therefore, the period during which the advance notification and the stop notification are executed do not overlap with the period during which the game stop notification is executed.
[0173] In the scene at the bottom left of Figure 22, the entire error image eg is shown overlapping in front of the stop warning image yg, but it may also be shown that only a part of the error image eg is displayed overlapping in front of the stop warning image yg. In the scene at the bottom right of Figure 22, the entire game stop image tg is shown overlapping in front of the error image eg, but it may also be shown that only a part of the game stop image tg is displayed overlapping in front of the error image eg.
[0174] As explained above, it can be said that the gaming machine 10 has a specific case (the above-mentioned irregular case) in which a specific error notification is executed across the notification period of the stop advance notification and the notification period of the game stop notification. In addition, it can be said that in the above-mentioned specific case, the gaming machine 10 has a display related to the specific error notification (error image eg) displayed in front of at least a part of the display related to the stop advance notification (stop advance notification image yg), while at least a part of the display related to the game stop notification (game stop image tg) displayed in front of the display related to the specific error notification. This makes it possible to strike a balance between the error notification and the notification relating to the complete function, and ensures that the player is aware of both notifications.
[0175] Furthermore, in the above-mentioned specific case, the gaming machine 10 can be said to be such that the period during which the display related to the specific error notification overlaps with the display related to the stop advance notification (the period from timing t3 to timing t4 in Figure 23) and the period during which the display related to the game stop notification overlap with the display related to the specific error notification (the period after timing t4 in Figure 23) do not overlap. The priority of the notification content (game stop, remaining prize ball error, notice of game stop) changes between the former and latter periods, so by not overlapping the two periods, it is possible to prevent confusion of the notification content.
[0176] Furthermore, in the above-mentioned specific case, the display relating to the specific error notification becomes invisible as it is covered by the display relating to the game stop notification, and during the period when the display relating to the specific error notification is covered by the display relating to the game stop notification, it can be said that the specific error state (remaining prize ball error) can be recognized by at least one of the audio output means (speaker 33) or the light-emitting means (frame lamp 35). This allows the player to be sure that he or she has stopped playing the game, and also to be aware that a specific error has occurred.
[0177] As explained above, even in the irregular case where a notification related to the complete function and a specific error notification overlap, measures are taken to ensure that the content of each notification is properly conveyed to the player. This allows the gaming machine 10 to improve consistency between the notifications related to the complete function and the error notifications.
[0178] In addition, the display mode of the main display unit 81 shown in Figure 22 (especially the error image eg, advance notification image jg, stop warning image yg, game stop image tg, and their respective arrangements and chronological relationships) can be changed as appropriate within the scope of achieving the object of the present invention. In the content shown in Figure 22, the visibility (visual priority) of the error image eg, the stop notice image yg, and the game stop image tg can be said to be game stop image tg > error image eg > stop notice image yg. As mentioned above, the remaining prize ball error is the third highest priority error notification (error notification classified as (C)). Therefore, the game stop image tg related to the game stop notification can be treated as having a higher priority than the fourth highest error notification (error notification classified as (d)). Also, the stop notice image yg related to the stop notice notification can be treated as having a lower priority than the first and second highest error notifications (error notifications classified as (a) and (b)).
[0179] In this embodiment, the error notification that is executed after power is restored (the first error notification from the top) is designed to be executed when play becomes possible after power is restored, so it is not executed in conjunction with the game stop notification, and there is no need to set a priority in this relationship. However, if the error notification that is executed after power is restored is designed to be executed even when game play is stopped, there is a possibility that it will overlap with the game stop notification (for example, if power is interrupted during game stop notification and power is restored without RAM clearing, the game stop notification will resume after the power interruption, and so may overlap with the error notification that is executed after power is restored). Therefore, it is necessary to determine the priority in relation to the error notification that is executed after power is restored and the game stop notification. In the above-described modified example, it is preferable that the error notification executed after power restoration has a higher priority than the game stop notification. This is because the error notification notifies the player that power restoration has been performed without RAM clear processing, and by issuing the error notification first, followed by the game stop notification, the player can be made aware that RAM clear processing is required to reset the game stop.
[0180] In addition, in this embodiment, the stop warning notification is a notification that is only executed during a jackpot game in which right-hitting is recommended, so there is no need to set a priority in relation to the error notification related to a right-hitting error. However, if the stop warning notification is executed even after a jackpot game and a right-hit error is detected even after a jackpot game (game stop state), it is necessary to determine a priority between the stop warning notification and the error notification related to the right-hit error. In the above-mentioned modified example, it is preferable that the error notification related to the right-hit error has a lower priority than the stop notice notification. As mentioned above, the error notification related to the right-hit error and the stop notice notification in this modified example can overlap only when the jackpot game ends and the game is stopped, and even if a right-hit error occurs at this time, there is no inconvenience in game management, and it is not necessary to give the error notification a higher priority than the stop notice notification.
[0181] <Other variations> Modifications not mentioned in the above description are listed below.
[0182] The threshold value related to the above-described complete function may be any value as long as the magnitude relationship described in this embodiment is maintained.
[0183] In the above embodiment, the complete function control means 190 that controls the complete function was a functional configuration possessed by the main control board 100, but part or all of the functional configuration that controls the complete function may be realized by a separate board (including a board that is not built into the gaming machine 10) that is provided separately from the main control board 100. In this case, information transmission from the separate board to the first sub-control board 200 may be performed by connecting the separate board to the main control board 100 so that information can be transmitted from the main control board to the first sub-control board 200, or by directly connecting the separate board to the first sub-control board 200.
[0184] In the above embodiment, even if the game stop flag is turned ON, the stop warning notification is not initiated in the early period, but is initiated in the middle period that follows the early period. However, this is not limited to this, and the stop warning notification may be initiated in the early period as long as it does not interfere with each of the above-mentioned inventions.
[0185] In the above embodiment, if the game stop flag is turned ON during the final period, a stop advance notification will not be initiated during that final period. However, this is not limited to this, and as long as it does not impair the above-mentioned inventions, a stop advance notification may be initiated during that final period when the game stop flag is turned ON during that final period.
[0186] In the above embodiments, the probability, ratio, frequency, and number of times may be set to 0 or the maximum value as long as the respective relationships are ensured. In particular, as long as the phenomenal aspects are ensured, the control for realizing the respective ratios is not important. Furthermore, each lottery value in the lottery table illustrated in this embodiment is 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.
[0187] 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.
[0188] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine in which, when a gaming ball enters a winning slot, a number of gaming balls corresponding to the winning slot are awarded, and game play is stopped when the difference in the number of balls calculated using safe balls, which are the number of awarded gaming balls related to the winning, and out balls, which are the number of used gaming balls, reaches or exceeds a first threshold value, the gaming machine comprising: a detection means for detecting an error state; a notification means including at least a display means; and a notification control means for controlling the notification means; the notification control means issues a specific error notification when a specific error state is detected; and issues a stop notice notification after the end of a jackpot game when the difference in the number of balls reaches or exceeds the first threshold value during a jackpot game, thereby stopping game play. a game stop notification is executed based on the fact that a game has been stopped, and there are specific cases in which the specific error notification is executed spanning the notification period of the stop advance notification and the notification period of the game stop notification, and in the specific cases, a display related to the specific error notification is displayed overlapping in front of at least a part of the display related to the stop advance notification, while at least a part of the display related to the game stop notification is displayed overlapping in front of the display related to the specific error notification, and there are error states that can be detected during the execution of the game stop and error states that cannot be detected during the execution of the game stop, and the specific error state is an error state that can be detected during the execution of the game stop. (2) A gaming machine as described in (1), in which, in the specific case, the period during which the display relating to the specific error notification overlaps with the display relating to the stop advance notification and the period during which the display relating to the game stop notification overlaps with the display relating to the specific error notification do not overlap. (3) The gaming machine described in (2), wherein the notification means further includes an audio output means and a light-emitting means, and in the specific case, the display related to the specific error notification becomes invisible by being covered by the display related to the game stop notification, and during the period when the display related to the specific error notification is covered by the display related to the game stop notification, the specific error state can be recognized by at least one of the audio output means or the light-emitting means. (4) A gaming machine described in any one of (1) to (3), wherein the notification control means executes an advance notification when the difference in the number of balls becomes equal to or greater than a second threshold value that is smaller than the first threshold value, and the display related to the advance notification is displayed in a position that does not overlap with the display related to the specific error notification. (5) A gaming machine as described in (4), in which, during the period in which the display relating to the specific error notification overlaps with the display relating to the stop advance notification in the specific case, the display relating to the advance notification can be displayed in a position that does not overlap with both the display relating to the specific error notification and the display relating to the stop advance notification. (a) A gaming machine described in any one of (1) to (5), wherein the error notification notified by the notification means includes other error notifications having a higher priority than the game stop notification. [Explanation of symbols]
[0189] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable decorative body 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 Dispensing Unit 49 Dispensing aisle 50 Game Board 50a Gaming area 51 outer rail 52 Windmill 53 Inner rail 54 Protective material 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal electric device 62 Ordinary electric accessory solenoid Gate 63 65 Special Electric Devices 66 Special electric accessory solenoid 67 General Prize Winning Entrance 67a Left general entrance gate 67b Right general prize entrance 69 Outlet 70 First starting port sensor 71 Second starting port sensor 72 Large prize entrance sensor 73 General prize entry sensor 74 Gate Sensor 75 Out ball sensor 76 Middle frame door open sensor 77 Front frame door open sensor 80 Performance display device 81 Main display 82 Sub display 82a Upper sub display 82b Left sub-display 82c Right sub display 90 Pattern display device 91 First special pattern display device 92 Second special pattern display device 93 Ordinary pattern display device 94 1st special pattern reserved lamp 95 2nd special pattern reserved 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 Special drawing validity determination means 132 Special stop pattern lottery means 133 Special chart variation pattern derivation means 135 General lottery 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 190 Complete function control 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 performance control means 221 Presentation mode control means 222 Production Route Determination Method 223 Sub-hold control means 224 Predictive performance control means 225 Performance content determining means 226 Decorative pattern control means 227 Jackpot performance control means 230 Sub-error Control Measures 240 Lamp control means 245 Movable equipment control means 260 Sub-information storage means 270 Subcommand Management Method 300 Second sub-control board 301 CPU 302 ROM 303 RAM 304 I / O ports 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispensing control board 409 Dispensing control board case 500 Power Control Board 501 Normal power circuit 502 Backup power circuit 503 Power interruption detection circuit 509 Power supply control board case X First flow path Y Second flow path dg introduction announcement image jg Advance notice image tg game stop image yg stop notice image
Claims
[Claim 1] A gaming machine in which a game is stopped based on the MY value, which is an increase in the number of game balls from the situation where the number of game balls has decreased the most, becoming equal to or greater than a first threshold value, A stop notice is executed based on the MY value becoming equal to or greater than the first threshold value during a jackpot game, After the end of the jackpot game, a game stop notification is executed based on the fact that the game has stopped. When the MY value becomes equal to or greater than a second threshold value that is smaller than the first threshold value, an advance warning is executed. In the first case where the value exceeds the second threshold during the jackpot game, a predetermined notification is executed in addition to the advance notification, and in the second case where the value exceeds the second threshold at a time other than the jackpot game, the advance notification is executed without executing the predetermined notification, The notification manner of the advance notification in the first case and the notification manner of the advance notification in the second case may be the same, When a specific error state is detected, a specific error notification is executed by the first notification means and the second notification means; In a specific case where the specific error notification is executed across the notification period of the stop advance notification and the notification period of the game stop notification, a notification period of the stop advance notification includes a period during which both the specific error notification by the first notification means and the specific error notification by the second notification means can be recognized, The notification period of the game stop notification includes a period during which the specific error notification by the first notification means is difficult to recognize and the specific error notification by the second notification means is recognizable, When power is cut off and restored during the notification period of the game stop notification, the game stop notification may be executed after an error notification is executed after power is restored. A gaming machine characterized by:
Citation Information
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