gaming machines

The gaming machine addresses the lack of advanced customization by implementing a system for personalized game presentations through separate notifications and reset conditions, enhancing player engagement and satisfaction.

JP7737159B2Active Publication Date: 2025-09-10NEWGIN KK
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Patent Information

Application Number
JP2023140277
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-30
Publication Date
2025-09-10
Estimated Expiration
2043-08-30

AI Technical Summary

Technical Problem

Existing gaming machines lack advanced customization features to enhance player engagement and personalize game presentations based on player preferences.

Method used

The gaming machine implements a system for updating and executing specific notifications related to value information, with separate execution times for different notifications, and resetting conditions to initialize or maintain value information, allowing for dynamic and personalized game presentations.

Benefits of technology

Enhances player engagement by providing unprecedented customization options, making game presentations more personalized and recognizable, thereby increasing player interest and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine having an unprecedented function for customization on a game performance.SOLUTION: A game machine is capable of executing a specific notification on a privilege. There are cases in which a first specific notification, which is a specific notification, and a second specific notification, which is a specific notification, are executed in parallel, and the second specific notification, which is a specific notification, is executed without the first specific notification, which is a specific notification, being executed.SELECTED DRAWING: Figure 21
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] 2. Description of the Related Art Some gaming machines, such as pachinko machines and slot machines, are configured to be able to perform customization that affects the content of presentations, such as changes in symbols. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-036490 Summary of the Invention [Problem to be solved by the invention]

[0004] This type of customization of game presentations is useful from the perspective of increasing interest in games, as it allows presentation content to be tailored to the player's preferences, but there is still room for improvement.

[0005] Therefore, the present invention has been made in consideration of the above problems, and provides a gaming machine having unprecedented functions for customizing game presentations. [Means for solving the problem]

[0006] According to the present invention, it is possible to update first value information based on an increase in gaming media, update second value information based on an increase in gaming media, and execute a first specific notification regarding the first value information, and to execute a second specific notification regarding the second value information. In addition to a predetermined time when the first specific notification and the second specific notification are executed in parallel, there is a time when the second specific notification is executed without executing the first specific notification, and when a first reset condition is satisfied during a specific period that is at least a part of the period related to the predetermined time, the first value information is initialized.The above-mentioned execution before the first reset condition was satisfied The first specific notification Not executed The second value information is not initialized, and the second specific notification may be executed after a period in which the second specific notification is not executed after the first reset condition is satisfied, and the period from the first reset condition is satisfied until the second specific notification is executed is a predetermined period, and when a second reset condition different from the first reset condition is satisfied during the predetermined period, the first value information and the second value information are initialized, and the first reset condition is satisfied by operating one operating means, and the second reset condition is satisfied by operating a plurality of operating means. When the first reset condition is satisfied during the specific period, a notification different from the second specific notification is started during a period in which the second specific notification is not executed after the first reset condition is satisfied. A gaming machine characterized by the above is provided. [Effects of the Invention]

[0007] According to the present invention, a gaming machine is provided that has unprecedented functionality for customizing game presentations. [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(a) is a table listing the items that can be set in game customization and their details, and FIG. 13(b) is a table listing the items that can be set in general customization and their details. [Figure 14] FIG. 14 is a diagram showing the flow of game customization. [Figure 15] FIG. 15 is a diagram showing the flow of general-purpose customization during non-play. [Figure 16] FIG. 16 is a diagram showing a specific example of the flow of image display in the final change of the special chart change pattern derivation state PC. [Figure 17] Figure 17(a) is a table summarizing the display mode of the result image when the cumulative difference in ball count is ON, and Figure 17(b) is a table summarizing the display mode of the result image when the cumulative difference in ball count is OFF. [Figure 18] FIG. 18 is a diagram showing a specific example of the flow of image display in the final change of the special chart change pattern derivation state PB. [Figure 19] Figure 19(a) is a table summarizing the display mode of the mode end image when the cumulative difference in ball count is ON, and Figure 19(b) is a table summarizing the display mode of the mode end image when the cumulative difference in ball count is OFF. [Figure 20] Figures 20(a) and 20(b) are tables summarizing the reset conditions and whether or not the number of acquired balls and the difference in the number of balls are initialized. [Figure 21] 21(a) and 21(b) are diagrams showing a specific example of the flow of image display when a reset condition is satisfied while a result image is being displayed. [Figure 22] FIG. 22 is a timing chart showing the flow of image display when the reset condition is satisfied while the result image is being displayed. 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 present invention provides It is possible to execute specific notifications regarding benefits, In addition to the case where the first specific notification, which is the specific notification, and the second specific notification, which is the specific notification, are executed in parallel, there is also the case where the second specific notification, which is the specific notification, is executed without the first specific notification, which is the specific notification, being executed. This is a gaming machine characterized by the above.

[0012] According to the present invention, it is possible to make it easier to recognize the relationship between the first specific notification, which is a notification regarding a benefit, and the second specific notification, while emphasizing the second specific notification to make the display easier to recognize.

[0013] Regarding the relationship between the second specific notification in "In addition to when the first specific notification, which is the above-mentioned specific notification, and the second specific notification, which is the above-mentioned specific notification, are executed in parallel," and the second specific notification in "There are times when the second specific notification, which is the above-mentioned specific notification, is executed without the first specific notification, which is the above-mentioned specific notification, being executed," the notification mode (content) may be different as long as they are notifications based on the same information.

[0014] In addition, in the embodiment described below, an example of applying the present invention to a pachinko machine is shown, but the present invention can also be applied to a slot machine that uses a predetermined number of medals to perform a pattern change that rotates multiple reels, and pays out medals based on the result of the pattern change (the stopping pattern of the multiple reels).

[0015] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.

[0016] <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.

[0017] 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)."

[0018] 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.

[0019] 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)).

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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).

[0026] 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."

[0027] 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, the upper half of the display area is visible to the player.

[0028] In addition, the performance display device 80 in this embodiment (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) has a lenticular lens arranged on its surface, and is configured to realize naked-eye stereoscopic viewing using the lenticular method. This allows part of the image displayed on the performance display device 80 to be displayed as a 3D image or a 2D image.

[0029] 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.

[0030] The special symbols are symbols that are stopped and displayed as a result of a symbol change that determines whether or not to activate a special electric 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".

[0031] 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".

[0032] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations of reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations of reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and all of them make it possible to identify the number of corresponding pattern variations 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).

[0033] 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.

[0034] 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.

[0035] The gaming machine 10 is capable of varying the strength of the game ball's launch depending on the amount of rotation (e.g., 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.

[0036] 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.

[0037] 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.

[0038] A special electric device 65 is disposed above the large prize opening 55. The special electric device 65 is a member that can be switched between an open state, 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.

[0039] 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 detection result of the first starting hole sensor 70 determines whether a ball has entered the first starting hole 57, and the number of prize balls associated with the first starting hole 57 (4 in this embodiment) is awarded. In at least some cases where a ball has entered the first starting hole 57, the pattern of special image 1 is changed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when rolling from the first flow path X than when rolling from the second flow path Y.

[0040] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the 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, the pattern of special chart 2 will change. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.

[0041] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state, 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 special symbol 2 symbol variation being executed can be greatly increased while suppressing the decrease in game balls due to the prize balls.

[0042] Gate 63 is located in the center right of game area 50a. Gate 63 is equipped with a gate sensor 74, and the detection result of gate sensor 74 determines whether or not a win has been made at gate 63. In at least some cases where a win has been made at gate 63, the normal symbol pattern will change. In this embodiment, the gate 63 can be a trigger for starting a jackpot game in a jackpot game standby state, which will be described later. Specifically, when the entry (passage) of a game ball into the gate 63 is detected in the jackpot game state, the standby jackpot game is started. Note that, a game ball passage area that triggers the start of a jackpot game may be provided separately from the gate 63, but it is preferable that the passage area be provided on the second flow path Y, similar to the gate 63.

[0043] The general winning opening 67 is located at the lower left of the game area 50a. A general winning opening sensor 73 is attached to the general winning opening 67, and a win 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 (4 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X compared to when rolling from the second flow path Y, but the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.

[0044] The outlet 69 is located at the bottom of the game area 50a. A game ball that is shot into the game area 50a and does not enter any of the winning holes falls into the outlet 69 and is treated as an out ball. In this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that enter the winning hole and the out hole 69, is provided.

[0045] In addition to the sensors mentioned above, the game board 50 is also provided with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) to prevent fraudulent acts such as receiving prize balls illegally.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] <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.

[0050] 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.

[0051] 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 a stack pointer and various 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 displayed with the initial symbol combination frozen. 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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, 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 as not to be able to 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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 is configured so that the CPU executes main control related to image presentation in accordance with the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] <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.

[0064] 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, and a power outage processing execution means 180. These means are functional representations of what is realized by each control configuration on the main control board 100 described using Figure 6.

[0065] 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.

[0066] 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.

[0067] 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 at a winning slot, it obtains (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.

[0068] 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.

[0069] 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 the 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. 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, and therefore is 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.

[0070] 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.

[0071] Here, FIGS. 8 to 11 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.

[0072] 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.

[0073] 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.

[0074] 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."

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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 etc. will be described later, but in this embodiment, there are three special chart variation pattern derivation states: special chart variation pattern derivation state PA, special chart variation pattern derivation state PB, and special chart variation pattern derivation state PC. The above-mentioned method of determining the special chart variation pattern is adopted for the pattern variation of special chart 1 in the special chart variation pattern derivation state PA, and for the pattern variation of special chart 2 in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC. In addition, in the pattern variation related to the other special chart in each special chart variation pattern derivation state, a predetermined special chart variation pattern is determined depending on the result of the special chart success / failure judgment.

[0079] 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.

[0080] 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.

[0081] 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).

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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).

[0087] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (jackpot start command) including information related to the jackpot game (number of rounds and subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of ​​the main information storage means 160, and at the end of the jackpot game, generates a presentation control command (jackpot end command) including a demo time related to the end demo of the jackpot game and stores it in the transmission command storage area of ​​the main information storage means 160. This is also true for jackpot games caused by small jackpot games.

[0088] 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.

[0089] 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.

[0090] 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.).

[0091] 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.

[0092] The game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol low probability at the start of a jackpot 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 high probability until the symbol changes a specified number of times related to the normal symbol high probability, and sets the normal symbol low probability when the symbol changes a specified number of times related to the normal symbol high probability are completed. In particular, in this embodiment, during a small jackpot game, the normal symbol lottery state is maintained for the symbol change that caused the small jackpot game.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .

[0101] 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 return state in which the game cannot proceed because processing is not performed according 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). 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.

[0102] 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.

[0103] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. Specifically, in the game-ready state transition process, if the security signal output is ON, a process for turning OFF the security signal output and initializing the device are executed. 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). Turning the security signal ON refers to starting the output of the security signal, and turning the security signal OFF refers to ending the output of the security signal. In addition, in this embodiment, the process for turning OFF the security signal does not take into account the elapsed time since the security signal was turned ON. However, the 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 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.

[0104] 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).

[0105] 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, a customization control means 265, 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."

[0106] 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.

[0107] 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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] When the effect content determination means 225 receives a change start command, it determines the content of the effect to be executed in this pattern change in accordance with the setting status of the game customization and general customization described below, in addition to the effect route already determined by the effect route determination means 222. More specifically, the effect content determination means 225 determines the effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern change, etc., based on the effect route determined by the effect route determination means 222, the setting status of game property customization, and the setting status of general customization, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing so, it is possible to change the content of the effect related to (executed according to) the determined effect route, and to provide a connection between the effects in one pattern change. Furthermore, even when the same effect route is determined, it is possible to diversify the effects to be executed according to the setting status of game property customization.

[0114] 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.

[0115] 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 demo effect that notifies the start of the jackpot game, a round effect that notifies that a round game is in progress, and an end demo effect that notifies the end of the jackpot game.

[0116] 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.

[0117] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern and reads out performance data for executing an error notification in accordance with the error notification pattern. The error notification is executed with priority over the variable effect related to the pattern variation. Here, the execution of the error notification with priority is not limited to the case where the device related to the execution of the error notification and the device related to the execution of the variable effect are the same device, and only the error notification is executed in the device (the execution of the variable effect is restricted by the execution of the error notification), but also includes the case where the error notification is executed in the device in a manner that is easier to recognize than the variable effect. 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.

[0118] 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.

[0119] 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.

[0120] As described above, the sub-information storage means 260 is a means for temporarily storing data read out by the means provided in the first sub-control board 200, data derived by calculations in the means, etc. in corresponding storage areas.

[0121] The customization control means 265 executes game customization and general customization that affect the effect content determined by the effect content determination means 225. These customizations are executed based on the operation of the cursor button 38, as will be described in detail later.

[0122] 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.

[0123] As explained above, the gaming machine 10 according to this embodiment is configured to be able to perform game customization and general customization that affect the presentation content of the symbol fluctuations and the like based on game operations (operations on the cursor button 38, etc.), and performing these customizations allows the presentation content to be tailored to the player's preferences, thereby contributing to increased gaming enjoyment. In particular, the gaming machine 10 according to this embodiment has new functions regarding these customizations that are not available in conventional gaming machines. The following describes this function in detail.

[0124] <About game customization and general customization> First, the details of game customization and general customization will be described with reference to FIG. FIG. 13(a) is a table listing the items that can be set in game customization and their details, and FIG. 13(b) is a table listing the items that can be set in general customization and their details.

[0125] As shown in Figure 13(a), the items that can be set in the game customization include normal mode, active mode, and simple mode, and in this embodiment, one of these modes is set in the normal high probability (special pattern variation pattern derivation state PB, special pattern variation pattern derivation state PC). And, depending on which mode is set, the execution frequency of the effect in the pattern variation changes. More specifically, when the normal mode is set, the frequency of the effect in the pattern change increases when the active mode is set, and the frequency of the effect in the pattern change decreases when the simple mode is set. Therefore, when the normal mode is set, the reliability of the effect in the pattern change decreases when the active mode is set, and the reliability of the effect in the pattern change increases when the simple mode is set. Here, the reliability of the effect refers to the expected degree that a jackpot game will occur in the pattern change corresponding to the effect when the effect is executed (the pattern change currently being executed if the effect is not a look-ahead effect, or the pattern change that the look-ahead effect is the target of), that is, the expected degree that a jackpot or small jackpot will be derived from the pattern change corresponding to the effect. From this, it can be said that game customization is customization related to the frequency of execution of target effects such as predictive effects.

[0126] As shown in Figure 13(b), the items that can be set with general customization include the total number of balls acquired, the total difference in the number of balls, and 3D display, and each item can be set to either ON or OFF. Depending on the setting status of these items, the control of the corresponding effects will change. More specifically, when the cumulative number of balls acquired is ON, even if a new normal high probability state is set after a normal high probability state (special chart variation pattern derivation state PB, special chart variation pattern derivation state PC) has ended and a normal low probability state (special chart variation pattern derivation state PA) is sandwiched between them, the number of balls acquired in these normal high probability states will continue to be counted. Here, the number of balls acquired is the total number of game balls (prize balls) awarded by game balls entering the big prize slot 55 in a winning game (small win game, big win game). On the other hand, if the cumulative number of balls acquired is OFF, the number of balls acquired is initialized based on the transition to low normal probability (when transition condition (iv) or transition condition (v) is satisfied) excluding during a winning game. As a result, if the cumulative number of balls acquired is OFF, when a new high normal probability is set after a low normal probability has ended, the number of balls acquired will be counted anew from the start of the winning game that triggers the setting of the new high normal probability. In this embodiment, the value of the number of acquired balls can be initialized not only when the initialization condition described above is met, but also when a reset condition that is met by an operation is met, as will be described in detail later. This also applies to the difference in the number of acquired balls, as will be described later.

[0127] When the cumulative difference in ball count item is ON, even if a new normal high probability is set after a normal high probability has ended and a normal low probability is sandwiched between them, the difference in ball count for these normal high probability periods continues to be counted. Here, the difference in ball count refers to the value obtained by subtracting the total number of game balls (out balls) detected by the out ball sensor 75 from the total number of game balls (prize balls) awarded by game balls entering the prize slots provided in the gaming machine 10. The difference in ball count may be reflected in the difference in ball count each time a prize ball or out ball is generated, or it may be reflected in the total number of prize balls each time a prize ball is generated, and reflected in the total number of out balls each time an out ball is generated, and the difference in ball count may be derived by subtracting the total number of out balls from the total number of prize balls. On the other hand, if the cumulative difference in ball count is OFF, the difference in ball count is initialized based on the transition to low probability of normal play, excluding during a winning game. As a result, if the cumulative difference in ball count is OFF, when a new high probability of normal play is set after the high probability of normal play has ended and a low probability of normal play is sandwiched between them, the difference in ball count will be counted anew from the start of the winning game that triggers the setting of the new high probability of normal play.

[0128] When the 3D display item is ON, the target image of the 3D display is displayed as a 3D image, and when the item is OFF, the target image is displayed as a 2D image.

[0129] In this embodiment, game customization can be performed during non-play and play in normal high probability, and the customization content of the game customization is initialized based on the transition to normal low probability except during a winning game. Therefore, the customization content of the game during a certain normal high probability is not carried over to a new normal high probability set after the normal high probability has ended, with a normal low probability in between, and normal mode is set in the newly set normal high probability. Here, "not in play" refers to a state in which no pattern change is being performed and neither a big win game nor a small win game is being performed, and "in play" refers to a state other than a non-play state.

[0130] The general-purpose customization can be executed both during and after a game, regardless of whether the game is at a low probability or a high probability, including when the result image described below is displayed. The customization content of the general-purpose customization is not initialized by a transition to a low probability game except during a winning game. Therefore, for example, the customization content of the general-purpose customization during a high probability game can be carried over to a new high probability game after the high probability game ends, with a low probability game in between. Furthermore, for the general customization items of cumulative number of balls won and cumulative number of balls difference, if a power outage occurs without the execution of a RAM clear process, the settings are initialized (returned to default). On the other hand, for the general customization item of 3D display, the settings are maintained even if a power outage occurs without the execution of a RAM clear process. In this embodiment, if a power outage occurs with the execution of a RAM clear process, the settings are initialized for all items of general customization, but in such a case, the settings for the item of 3D display may be maintained.

[0131] <About game customization> Next, game customization will be described in detail with reference to FIG. FIG. 14 is a diagram showing the flow of game customization.

[0132] As shown in FIG. 14, game customization is realized by operating the left cursor button 38c or the right cursor button 38d. 14, in a state in which game characteristic customization is executable, an operation recommendation image ssg that indicates that game characteristic customization can be performed by operating the left cursor button 38c or the right cursor button 38d is displayed in the display area of ​​the main display unit 81. The operation recommendation image ssg is an image that also indicates that general-purpose customization can be performed by operating the up cursor button 38a or the down cursor button 38b.

[0133] As shown in the scene in the middle of the top row, when the right cursor button 38d is operated while the operation recommendation image ssg is displayed, a game customization image kg1 is displayed that can identify the game customization mode being set (in this embodiment, this is the same as the mode that was set immediately before the operation, and in this example, normal mode). Although not shown in the drawings, even if the left cursor button 38c is operated in this state, the same game customization image kg1 is displayed. Furthermore, in this embodiment, when the right cursor button 38d is operated to start displaying the game characteristic customization image kg1 (operation of the left cursor button 38c or the right cursor button 38d), a game characteristic customization image kg1 that identifies the mode that was set immediately before that operation is displayed, but it is also possible to display a game characteristic customization image kg1 that identifies the mode next to the mode that was set immediately before that operation at that time. In other words, the mode related to game characteristic customization may be switched by that operation.

[0134] If the right cursor button 38d is further operated in the state shown in the middle scene in the top row, the game customization image kg1 switches to a display mode that can identify the next mode (in this example, active mode), as shown in the scene at the right end of the top row. In this embodiment, when the game characteristic customization mode is switched to the next mode by a game operation (without a new game operation), the currently set game characteristic customization mode becomes the next mode. However, the game characteristic customization mode may be updated when a certain time has elapsed since the game operation (for example, when the game characteristic customization image kg1 is no longer displayed).

[0135] When the right cursor button 38d is operated in the state shown in the scene at the top right, the game customization image kg1 switches to a display mode that identifies the next mode (in this example, simple mode), as shown in the scene at the bottom left. When the right cursor button 38d is operated in the state shown in the scene at the left end of the bottom row, the game customization image kg1 switches to a display mode that identifies the next mode (in this example, normal mode), as shown in the scene in the middle of the bottom row. When the left cursor button 38c is operated in the state shown in the middle scene at the bottom, the game customization image kg1 switches to a display mode that identifies the previous mode (in this example, simple mode), as shown in the scene at the right end at the bottom.

[0136] In this way, in this embodiment, game customization is achieved by operating the left cursor button 38c or the right cursor button 38d, and by performing this operation, a game customization image kg1 is displayed that can identify the mode related to the game customization being set. This allows the player to perform game characteristic customization and also recognize the customization status of the game characteristic customization (the mode related to the game characteristic customization currently being set). In this embodiment, the game characteristic customization image kg1 is hidden when 10 seconds have passed since the most recent operation related to game characteristic customization (operation of the left cursor button 38c or the right cursor button 38d).

[0137] <About general customization> Next, general-purpose customization will be described in detail with reference to FIG. FIG. 15 is a diagram showing the flow of general-purpose customization during non-play.

[0138] As shown in FIG. 15, general customization is realized by operating the middle cursor button 38e and the effect button 37 in addition to operating the up cursor button 38a or the down cursor button 38b. Specifically, as shown in the scene at the top left of Fig. 15, when general customization is possible, an operation recommendation image ssg is displayed in the display area related to the main display unit 81, similar to the scene at the top right of Fig. 14. Although not shown, when general customization is possible but game customization is not possible (other than when not playing or when playing in a normal high probability game), the word "game" and the arrow pointing out from the word are not displayed in the images that make up the operation recommendation image ssg.

[0139] As shown in the scene in the middle of the top row of Figure 15, when the down cursor button 38b is operated while the operation recommendation image ssg is displayed, a general customization image kg2 is displayed that can identify the ON / OFF setting status of each item related to general customization (in this embodiment, this is the same as the setting that was made immediately before the operation; in this example, the 3D display item is ON and the other items are OFF, and these states are the default states of each item), as well as the predetermined first selection item (the item shown in a shaded area; in this example, the cumulative number of balls won). Although not shown in the drawings, even if the up cursor button 38a is operated in this state, the same general-purpose customized image kg2 is displayed. The general-purpose customization image kg2 also includes the text "Use the middle cursor button to switch" which indicates that the selected item can be switched on and off by operating the middle cursor button 38e.

[0140] When the down cursor button 38b is operated in the state shown in the middle scene in the top row, the general-purpose customized image kg2 switches to a state in which the next item (in this example, the cumulative difference in ball count) is selected, as shown in the scene at the far right of the top row. When the down cursor button 38b is operated in the state shown in the scene at the top right, the general-purpose customized image kg2 switches to a state in which the next item (in this example, 3D display) is selected, as shown in the scene at the bottom left. Although not shown in the figure, when the up cursor button 38a is operated in the state shown in the scene at the top right, the general-purpose customized image kg2 switches to a state in which the previous item (in this example, the cumulative number of balls won) is selected.

[0141] When the middle cursor button 38e is operated in the state shown in the scene on the left side of the bottom row, the selected item in the general-purpose customization image kg2 is switched ON / OFF (in this example, the 3D display item is switched from ON to OFF), as shown in the scene in the middle of the bottom row, and the text "Press middle button to switch" included in the general-purpose customization image kg2 is changed to "Press PUSH button to confirm." The words "※Confirm with PUSH button" indicate that the current ON / OFF selection status of each item will be reflected as a result of this general customization by operating the effect button 37.

[0142] When the effect button 37 is operated in the state shown in the middle scene at the bottom, the general customization image kg2 is hidden, as shown in the scene at the right end of the bottom row, and the ON / OFF selection status of each item at the time of the operation (in this example, all items are OFF, as shown in the middle scene at the bottom) is reflected (set) as the result of this general customization.

[0143] In this way, in this embodiment, when not playing, general customization is achieved by operating the middle cursor button 38e and the effect button 37 in addition to operating the up cursor button 38a or the down cursor button 38b, and by operating the up cursor button 38a or the down cursor button 38b, a general customization image kg2 is displayed that can identify the status of the general customization being set or selected. This allows the player to recognize not only that general customization can be performed, but also the customization status of general customization (the ON / OFF status of items related to general customization that are being set or selected). In this embodiment, the general-purpose customization image kg2 will be hidden 30 seconds after the most recent general-purpose customization operation (operation on the up cursor button 38a, down cursor button 38b, or middle cursor button 38e) even if the effect button 37 is not operated, and at this time, the ON / OFF setting status of each item related to general-purpose customization will not change.

[0144] Furthermore, in this embodiment, even during game property customization (while the game property customization image kg1 is being displayed), operations related to general customization are valid, and when such operations are performed, the general customization image kg2 is displayed. Similarly, even during general customization (while the general customization image kg2 is being displayed), operations related to game property customization are valid, and when such operations are performed, the game property customization image kg1 is displayed. However, in this embodiment, the general-purpose customization image kg2 is displayed with priority over the game customization image kg1, and so in areas where the display areas of the game customization image kg1 and the general-purpose customization image kg2 overlap, the general-purpose customization image kg2 is displayed in front of the game customization image kg1.

[0145] <Display related to general customization> Next, the details of displays related to general customization (result images and mode end images, which will be described later) will be described with reference to FIGS. FIG. 16 is a diagram showing a specific example of the flow of image display in the final change of the special chart change pattern derivation state PC. Figure 17(a) is a table summarizing the display mode of the result image when the cumulative difference in ball count is ON, and Figure 17(b) is a table summarizing the display mode of the result image when the cumulative difference in ball count is OFF. FIG. 18 is a diagram showing a specific example of the flow of image display in the final change of the special chart change pattern derivation state PB. Figure 19(a) is a table summarizing the display mode of the mode end image when the cumulative difference in ball count is ON, and Figure 19(b) is a table summarizing the display mode of the mode end image when the cumulative difference in ball count is OFF. In the specific examples shown in FIGS. 16 and 18, for the sake of convenience, the display of the above-mentioned operation recommendation image ssg is omitted, and this also applies to FIG. 21, which will be described later.

[0146] As shown in Fig. 16, in the final variation of the special chart variation pattern derivation state PC, after the decorative symbols are stopped and displayed in a scattered pattern in the display area related to the main display unit 81, a mode end image msg1 indicating that the special chart variation pattern derivation state PC is finished is displayed. Then, after the display of the mode end image msg1 is finished, a result image is displayed and the final variation is finished. More specifically, the result image displays the word "Result," and the display area 811 of the main display unit 81 displays the number of consecutive jackpots, which is the number of jackpot games that have occurred during the cumulative period (in this example, "3 consecutive" is displayed, indicating that the number of consecutive jackpots is 3), and the display area 812 of the main display unit 81 displays the number of balls won during the cumulative period (in this example, "3600 balls" is displayed, indicating that the total number of balls won is 3600). In this embodiment, the cumulative period related to the number of consecutive jackpots matches the cumulative period related to the number of balls won. When the cumulative number of balls won item is set to OFF, these cumulative periods refer to the period from the start of a winning game that will result in a transition to a normal high probability until the transition to a normal low probability, excluding the time during the winning game, and when the cumulative number of balls won item is set to ON, they refer to the entire period including the normal low probability. Furthermore, in the result image, the difference in the number of balls over the cumulative period is displayed in the display area 813 of the main display unit 81 (in this example, the difference in the number of balls is 3153, so it is displayed as "3153 balls"). Here, when the item for the cumulative difference in the number of balls is set to OFF, the cumulative period refers to the period from the start of a winning game that will result in a transition to a normal high probability to the transition to a normal low probability excluding the time during the winning game, and when the item for the cumulative difference in the number of balls is set to ON, it refers to the entire period including the normal low probability. In this way, in this embodiment, by performing general customization, the cumulative period for deriving a series of acquired ball numbers and the cumulative period for deriving a series of difference ball numbers can be made different, and these cumulative periods can be determined individually. In addition, in this embodiment, the result image displays the number of balls won and the difference in the number of balls won side by side.

[0147] In addition, the presentation example shown in Figure 16 is a case where the result of the special chart hit / miss judgment in the final change of the special chart change pattern derivation state PC is a miss, and if the result of the special chart hit / miss judgment is a big hit or a small hit, the mode end image msg1 and result image are not displayed in the final change, and an extended presentation is executed to announce the result of the special chart hit / miss judgment. However, if the result of the special chart hit / miss judgment in the final change of the special chart change pattern derivation state PC is a big hit or a small hit, the mode end image msg1 and result image may be displayed in the final change, and then during the final change, a presentation (for example, an extended presentation) may be executed to announce that the result of the special chart hit / miss judgment in the final change is a small hit or a big hit. This is also the case in Figure 18.

[0148] Next, as shown in FIG. 17(a), in this embodiment, when the cumulative difference in number of balls item is set to ON, the display mode of the result image differs depending on the value of the difference in number of balls. Specifically, if the difference in balls is 9999 or less (including when the difference in balls is a negative value), the characters that make up the result image (number of consecutive wins, number of balls won, difference in balls) will be black and a 2D image. Also, if the difference in balls is between 10,000 and 19,999, the characters that make up the result image will be red and a 2D image. Furthermore, if the difference in balls is 20,000 or more, the characters that make up the result image will be displayed in rainbow colors and a 3D image. However, if the difference in balls is 20,000 or more and the 3D display option is turned off, the characters that make up the result image will be displayed in rainbow colors and a 2D image. On the other hand, as shown in Figure 17(b), in this embodiment, when the cumulative difference in ball count item is set to OFF, the characters that make up the result image are black and become 2D images regardless of the value of the difference in ball count. From this, the cumulative difference in balls item in general customization can be said to be customization related to the display mode of the result image. In particular, if the cumulative difference in balls item is changed from OFF to ON while the result image is being displayed, the display mode of the result image will change to a display mode corresponding to the current difference in balls value at that time. The same applies to the mode end image msg1.

[0149] 18, in the final variation of the special chart variation pattern derivation state PB, after the decorative pattern is stopped and displayed in a scattered pattern in the display area related to the main display unit 81, a mode end image msg2 that is different from the mode end image msg1 and indicates that the special chart variation pattern derivation state PB is ending is displayed, and then the final variation ends. That is, in this embodiment, in the final variation of the special chart variation pattern derivation state PB, the final variation ends without displaying a result image. As with the example shown in Figure 16, the presentation example shown in Figure 18 is a case where the result of the special chart hit / miss judgment in the final fluctuation of the special chart change pattern derivation state PB is a miss, and if the result of the special chart hit / miss judgment is a big hit or a small hit, the mode end image msg2 is not displayed in the final fluctuation, and an advanced presentation is executed to announce the result of the special chart hit / miss judgment.

[0150] Also, as described above, in this embodiment, if a small win game occurs in the special chart variation pattern derivation state PC and the game ball does not pass through the V winning area, resulting in a large win game, the special chart variation pattern derivation state PC will end and transition to the special chart variation pattern derivation state PA. In this case, neither the mode end image msg1 nor the result image will be displayed, and the special chart variation pattern derivation state PC will end and transition to the special chart variation pattern derivation state PA. Similarly, if a small win game occurs in the special chart variation pattern derivation state PB and the game ball does not pass through the V winning area, and a big win game does not occur, the mode end image msg2 is not displayed, and the special chart variation pattern derivation state PB ends and transitions to the special chart variation pattern derivation state PA.

[0151] Next, as shown in Figure 19(a), in this embodiment, when the cumulative difference in ball count item is set to ON, the display manner of the mode end image msg1 differs depending on the value of the difference in ball count, similar to the result image. Specifically, if the difference in balls is 9999 or less (including when the difference in balls is a negative value), the text "RUSH End" that makes up the mode end image msg1 will be black and a 2D image. Also, if the difference in balls is between 10,000 and 19,999, the text that makes up the mode end image msg1 will be red and a 2D image. Furthermore, if the difference in balls is 20,000 or more, the text that makes up the mode end image msg1 will be displayed in rainbow colors and a 3D image. However, if the difference in balls is 20,000 or more and the 3D display option is OFF, the text that makes up the mode end image msg1 will be displayed in rainbow colors and a 2D image. Furthermore, as shown in Figure 19(b), in this embodiment, when the cumulative difference in ball count item is set to OFF, the characters that make up the mode end image msg1 are black and become 2D images, regardless of the value of the difference in ball count. From this, it can be said that the cumulative difference in ball count item in the general customization is a customization regarding the display mode of the mode end image msg1. The text "Challenge Ended" that makes up the mode end image msg2 will be black and a 2D image, regardless of the state of the cumulative difference in ball count item.

[0152] As explained above, in this embodiment, the item of the cumulative difference in number of balls that is the target of the image (number of difference in number of balls) displayed in the display area 813 among the result images that can be started in the normal high probability state (special chart variation pattern derivation state PC) is configured to be changeable, and if an operation to change the item of the cumulative difference in number of balls is performed while the result image is being displayed, and if thereafter a normal low probability state (special chart variation pattern derivation state PA) is entered except during a winning game, and the new normal high probability state is established, the change made to the item of the cumulative difference in number of balls by that operation will be maintained. This allows for a connection between a normal high probability and a normal low probability, excluding during a winning game, between the normal high probability and the normal low probability, and the normal high probability that leads from the normal low probability. When achieving this effect, the target customization can be anything, as long as it targets an effect that can be started in a normal high probability situation. Here, "targeting an effect" refers to affecting the performance mode and execution frequency of the effect. However, when achieving this effect, it is preferable that the target customization affects the performance mode of the effect, as in this embodiment. In addition, the target effect is not limited to the image displayed in the display area 813 of the result image, and any effect that can be started in the normal high probability state is acceptable. Furthermore, the end timing of the effect may be during the normal high probability state or during the normal low probability state after the normal high probability state. In addition, in this embodiment, the operation of changing the cumulative difference in ball count item is valid for all result images displayed, but the operation may be invalid for some of them. These modifications can also be applied to other inventions described later. This also applies to modifications of each invention described below.

[0153] Therefore, the gaming machine 10 is a gaming machine that can enter a first gaming state (low probability of normal play except during a winning game) or a second gaming state (high probability of normal play) that is more advantageous than the first gaming state, and the presentation control means (first sub-control board 200, second sub-control board 300) is capable of executing a first presentation (an image displayed in the display area 813 of the result image) that can be started in the second gaming state, and is equipped with a presentation customization means (customization control means 265) that can execute a first customization (cumulative difference in number of balls item) that targets a presentation that includes at least the first presentation based on an operation, and the operation related to the first customization is valid for at least a part of the execution of the first presentation, and when an operation related to the first customization is performed during the execution of the first presentation, and a new second gaming state is entered after the second gaming state in which the first presentation started has ended, with the first gaming state in between, the customization content changed by the operation related to the first customization can be maintained in the new second gaming state. The first customization is not limited to the cumulative difference in ball count. For example, it may be another item among the general customization items. Furthermore, the first customization may be for an image display other than the image display targeted by the general customization according to this embodiment, or may be for an effect realized by an effect means other than an image display device, such as a lamp or speaker. This also applies to the second customization described below.

[0154] In particular, the advantages and disadvantages of the first gaming state and the second gaming state may be reversed, or the advantages of the first gaming state and the second gaming state may be the same. Furthermore, the first customization may target effects other than the first effect.

[0155] Therefore, in other words, when the gaming machine 10 is a gaming machine that can be in a first gaming state or a second gaming state, and an operation related to first customization is performed during the execution of a first presentation that can be started in the second gaming state, and a new second gaming state is entered after the second gaming state in which the first presentation was started has ended, with the first gaming state in between, the customization content changed by the operation related to first customization can be maintained in the new second gaming state. This allows a connection to be maintained between the second game state that leads to the first game state and the second game state that leads from the first game state, even if the first game state is sandwiched between the first game state and the second game state that leads from the first game state.

[0156] In addition, in this embodiment, the 3D display items for the result image are configured to be changeable, and if an operation to change the 3D display items is performed while the result image is being displayed, and then a normal low probability state (excluding during a winning game) is followed by a new normal high probability state, the changes to the 3D display items made by that operation are maintained. Furthermore, as described above, if a power outage occurs without the execution of a RAM clear process, the customization content for the cumulative difference ball number item is initialized, while the customization content for the 3D display items is maintained. According to this, when a power outage occurs during a low probability of normal operation and power is restored without performing RAM clear processing, such as a momentary power outage, it is possible to make it easier to recognize the occurrence of the power outage and power restoration while maintaining the effect of connecting to the high probability of normal operation described above.

[0157] Therefore, in the gaming machine 10, the effect customization means (customization control means 265) can execute specific customization (3D display item) based on an operation, which is different from the first customization (cumulative number of balls difference item) and targets an effect that at least includes the first effect, and the operation related to the specific customization is valid for at least a part of the execution of the first effect (the image displayed in the display area 813 of the result image), and when an operation related to the specific customization is performed during the execution of the first effect, and a new second game state is entered after the second game state (normal high probability) in which the first effect started has ended, with the first game state (normal low probability excluding during a winning game) in between, the customization content changed by the operation related to the specific customization can be maintained in the new second game state, and in other words, when a power outage and restoration occurs without executing a RAM clear process, the content of the first customization is initialized and the content of the specific customization can be maintained. Here, maintaining the customization contents when a power outage occurs and is restored means that if the customization contents before the power outage and the customization contents after the power restoration match, the method of achieving this match does not matter, such as temporarily saving the customization contents to a backup area when the power is out and then reading out the customization contents stored in the backup area when the power is restored.

[0158] Also, as described above, in this embodiment, the item of the cumulative difference in the number of balls also applies to the mode end image msg1 that can be started in the normal high probability state (special pattern variation pattern derivation state PC). This makes it easier for players to understand the customization details related to the cumulative difference in ball count item.

[0159] Therefore, in the gaming machine 10, the presentation control means (first sub-control board 200, second sub-control board 300) is capable of executing a specific presentation (mode end image msg1) that can be started in the second gaming state (normal high probability), and in other words, the first customization (cumulative difference in number of balls item) also targets the specific presentation. The specific effect is not limited to the effect indicating the end of the second game state as in the present embodiment, and may be any effect realized by means of an effect other than an image display device, such as a lamp or a speaker.

[0160] In particular, in this embodiment, the mode end image msg1 is an effect that is displayed in front of the result image, and an operation to change the cumulative difference in ball count item while the mode end image msg1 is displayed is effective. This further enhances the effect of making it easier for players to understand the customization details related to the cumulative difference in ball count item mentioned above. Here, displaying the mode end image msg1 before the result image does not necessarily mean that the result image starts to be displayed immediately after the display of the mode end image msg1 ends, as in this embodiment, but also includes displaying other images between these images.

[0161] Therefore, in the gaming machine 10, the specific effect (mode end image msg1) can be executed before the first effect (the image displayed in the display area 813 of the result image), and in other words, the operation related to the first customization (the cumulative difference in number of balls item) is valid for at least a part of the time the specific effect is being executed.

[0162] As described above, in this embodiment, gameplay customization for effects such as predictive effects can be performed during high-probability normal play. Furthermore, the customization content of this gameplay customization is initialized based on the transition to low-probability normal play, excluding during a winning game. Therefore, the customization content of gameplay customization during a high-probability normal play is not carried over to a new high-probability normal play that is set after the high-probability normal play ends, with a low-probability normal play in between. This makes it possible to create a sense of freshness in the new high probability normal map when a low probability normal map is sandwiched between two new high probability normal maps.

[0163] Therefore, in the gaming machine 10, the presentation control means (first sub-control board 200) is capable of executing a predetermined presentation (such as a predictive presentation) that can be started in the second game state (normal high probability), and the presentation customization means (customization control means 265) is capable of executing predetermined customization (game customization) based on an operation that targets a presentation that is different from the first customization (the item of the cumulative difference in the number of balls) and that includes at least a predetermined presentation, and the operation related to the predetermined customization is valid in at least a part of the second game state, and in other words, when an operation related to the predetermined customization is performed in a second game state and a new second game state is entered after the end of the second game state, with the first game state (normal low probability except during a winning game) in between, the customization content changed by the operation related to the predetermined customization is not maintained in the new second game state at least in part.

[0164] Although not mentioned in the above explanation, in this embodiment, the game customization is configured so that the customization content is initialized when the 31st pattern change begins after transitioning to normal low probability mode, excluding during winning play. Therefore, if a winning game occurs after a certain high probability of a normal symbol has ended and before the 30th symbol variation has ended, resulting in a transition to a new high probability of a normal symbol, the customization content of the game characteristics customization during that certain high probability of a normal symbol will be maintained in that new high probability of a normal symbol.On the other hand, if a winning game occurs after the 30th symbol variation has ended and a transition to a new high probability of a normal symbol has occurred, the customization content of the game characteristics customization during that certain high probability of a normal symbol will not be maintained in that new high probability of a normal symbol. According to this, when a new normal high probability is set after a normal low probability, the new normal high probability can be given a sense of freshness, while the connection to the normal high probability can be emphasized in a situation where the desire to play is high as a winning game occurs shortly after the end of the normal high probability. In order to achieve this effect, the conditions for the 31st pattern change to begin as described above are not important as long as they are conditions that can be satisfied by the progress of the game (conditions related to the progress of the game), such as from the transition to a normal pattern with low probability, excluding during a winning game, until the first execution of the development effect. However, it is not necessary to provide such a function, and the game customization content may be configured to be initialized when the game transitions to normal low probability mode except during a winning game.

[0165] Therefore, in the gaming machine 10, when a new second gaming state is set after the end of a second gaming state (normal high probability) with a first gaming state (normal low probability excluding during a winning game) in between, if the new second gaming state is set before the predetermined conditions related to the progress of the game are satisfied in the first gaming state, the content of the predetermined customization (game customization) in the second gaming state is maintained in the new second gaming state, and if the new second gaming state is set after the predetermined conditions are satisfied in the first gaming state, the content of the predetermined customization in the second gaming state is not maintained in the new second gaming state.

[0166] In particular, as described above, the cumulative difference in ball count item is a customization related to the presentation style of the target presentation, and the gameplay customization is a customization related to the execution frequency of the target presentation. This makes it possible to enhance the effect of emphasizing the connection between the normal high probability and the new normal high probability when a new normal low probability is set between the normal low probability and the new normal high probability, while still providing a sense of freshness in the situation where a winning game occurs shortly after the end of the normal high probability and the player's motivation to play is high. This is because changing the frequency of the effects is preferable to provide a sense of freshness, and combining the effects' presentation modes is preferable to emphasize the connection.

[0167] Therefore, in the gaming machine 10, the first customization (the cumulative difference in the number of balls item) is customization related to the presentation style of the target presentation, and the predetermined customization (game customization) can be said to be customization related to the frequency of execution of the target presentation.

[0168] In addition, in this embodiment, the cumulative number of balls acquired item for the image (number of balls acquired) displayed in the display area 812 among the result images that can be started in a normal high probability state (special chart variation pattern derivation state PC) can be changed, and if an operation to change the cumulative number of balls acquired item is performed while the result image is being displayed, and if there is then a normal low probability state (special chart variation pattern derivation state PA) except during a winning game, and the new normal high probability state is reached, the change made to the cumulative number of balls acquired item by that operation will be maintained. This allows for a connection between a normal high probability and a normal low probability, excluding during a winning game, between the normal high probability and the normal low probability, and the normal high probability that leads from the normal low probability.

[0169] Therefore, in the gaming machine 10, the presentation control means (first sub-control board 200, second sub-control board 300) is further capable of executing a second presentation (an image displayed in the display area 812 of the result image) that can be started in the second game state (normal high probability), and the presentation customization means (customization control means 265) is further capable of executing a second customization (an item for the cumulative number of balls won) that is different from the first customization (an item for the cumulative number of balls difference) and targets a presentation that includes at least the second presentation based on an operation, and the operation related to the second customization is valid for at least a part of the execution of the second presentation, and when an operation related to the second customization is performed during the execution of the second presentation and a new second game state is entered after the end of the second game state in which the second presentation started, with the first game state (normal low probability excluding during a winning game) in between, the customization content changed by the operation related to the second customization can be maintained in the new second game state.

[0170] In particular, similar to the first customization, the second customization may target effects other than the second effect.

[0171] Therefore, in other words, when an operation related to second customization is performed on the gaming machine 10 while a second presentation that can be started in a second gaming state is being executed, and when a new second gaming state is entered after the second gaming state in which the second presentation was started ends, with the first gaming state in between, the customization content changed by the operation related to second customization can be maintained in the new second gaming state. This enhances the effect of being able to maintain a connection between the second game state that leads to the first game state and the second game state that leads from the first game state, even if the first game state is sandwiched between them.

[0172] In addition, in this embodiment, when displaying a result image, the image (number of balls difference) displayed in display area 813 of the result image and the image (number of balls acquired) displayed in display area 812 of the result image are displayed in parallel. This further enhances the effect of being able to connect the high probability of a normal ball that leads to the low probability of a normal ball and the high probability of a normal ball that leads from the low probability of a normal ball, even if there is a low probability of a normal ball sandwiched between the high probability of a normal ball and the low probability of a normal ball that leads to the high probability of a normal ball. In addition, when effects are executed in parallel, it is sufficient that at least a portion of the execution periods of the two target effects overlap.

[0173] Therefore, in other words, in the gaming machine 10, the first effect (the image displayed in the display area 813 of the result image) and the second effect (the image displayed in the display area 812 of the result image) can be executed in parallel.

[0174] <Conditions for resetting the number of balls won and the difference in number of balls> As described above, in this embodiment, there are reset conditions for initializing the number of acquired balls and the difference in the number of balls, regardless of the settings of the items for the total number of acquired balls and the total difference in the number of balls. Details of the reset conditions will be explained below with reference to Figures 20 to 22. Figures 20(a) and 20(b) are tables summarizing the reset conditions and whether or not the number of acquired balls and the difference in the number of balls are initialized. 21(a) and 21(b) are diagrams showing a specific example of the flow of image display when a reset condition is satisfied while a result image is being displayed. FIG. 22 is a timing chart showing the flow of image display when the reset condition is satisfied while the result image is being displayed.

[0175] 20(a) and 20(b), the values ​​of the number of acquired balls and the difference in the number of balls are initialized by referring to the value of the difference in the number of balls and then pressing and holding the effect button 37 (hereinafter sometimes referred to as the "first reset condition") or by pressing and holding the effect button 37 and the middle cursor button 38e simultaneously (hereinafter sometimes referred to as the "second reset condition"). Here, a long press refers to maintaining the pressed state of the target button for a certain period of time (3000 ms in this embodiment), and a simultaneous press refers to all of the target multiple buttons being pressed. Specifically, as shown in Figure 20(a), when the difference in the number of balls is less than 10,000 (including when the difference in the number of balls is a negative value), if the effect button 37 is pressed and held down, both the number of balls acquired and the difference in the number of balls are initialized upon the operation. Furthermore, in this case, if the effect button 37 and the middle cursor button 38e are pressed simultaneously, both the number of balls acquired and the difference in the number of balls are initialized upon the operation. 20(b), when the difference in the number of balls is 10,000 or more, if the effect button 37 is pressed and held down, the operation triggers the initialization of the number of balls won, and the value of the difference in the number of balls is maintained (not initialized). Furthermore, in this case, if the effect button 37 and the middle cursor button 38e are pressed simultaneously, the operation triggers the initialization of both the number of balls won and the difference in the number of balls won. In this embodiment, all of the initialization operations described above are effective both when not playing and when playing, including while the result image is being displayed, regardless of whether the winning probability is low or high.

[0176] 21(a), if the effect button 37 is pressed and held while the result image is being displayed (the period when the number of balls won and the difference in the number of balls are displayed in parallel), a reset image rg1 containing the words "Reset has been performed" is displayed in place of the result image at the time of this operation, and then, when the display of the reset image ends, the words "Over 10,000 balls" are displayed in the display area 814 of the main display unit 81. At this time, no information about the number of balls won is displayed. Here, the text displayed in display area 814 is displayed with reference to the difference in the number of balls, and is displayed in a different manner from the image (difference in the number of balls) displayed in display area 813 in the result image, with the difference in the number of balls being displayed in increments of 5,000 balls. In the example shown in FIG. 21(a), the difference in the number of balls is 12,153 (10,000 or more but less than 15,000), so the text "over 10,000 balls" is displayed. For example, if the difference in the number of balls is 5,000 or more but less than 10,000, the text "over 5,000 balls" is displayed, and if the difference in the number of balls is 15,000 or more but less than 20,000, the text "over 15,000 balls" is displayed. However, if the difference in the number of balls is less than 5,000, no display regarding the difference in the number of balls is made in display area 814. In particular, as shown in Figure 22, if the effect button 37 is pressed and held while the result image is being displayed, the value of the number of balls won is initialized and the value of the difference in the number of balls is maintained, the difference in the number of balls may be displayed in the display area 814 after an interval period (the display period of the reset image rg1) has elapsed since the end of the display of the result image. In addition, in this embodiment, the reset image rg1 is displayed not only while the result image is being displayed, but also when the effect button 37 is pressed and held.

[0177] As shown in Figure 21(b), if the effect button 37 and the middle cursor button 38e are pressed simultaneously while the result image is being displayed, at the time this operation is performed, a reset image rg2 containing the words "Thank you for your hard work. Please be careful not to leave anything behind" is displayed in place of the result image, and thereafter no information regarding the difference in the number of balls is displayed in the display area 814. In this embodiment, the reset image rg2 is displayed not only while the result image is being displayed, but also when the effect button 37 and the middle cursor button 38e are pressed simultaneously.

[0178] Thus, in this embodiment, in addition to the period when the number of balls won and the difference in the number of balls are displayed in parallel (while the result image is being displayed), there is also a period when the number of balls won is not displayed and the difference in the number of balls is displayed, and if the effect button 37, which is the reset condition, is pressed and held during the former period, the display of the number of balls won will be hidden, and the display of the difference in the number of balls will be displayed after the reset condition is met. According to this, when the effect button 37 is pressed and held during the period when the number of balls acquired and the difference in the number of balls are displayed in parallel, the display regarding the difference in the number of balls can be emphasized to make the display easier to recognize. In order to achieve this effect, the period during which the above-mentioned event occurs does not have to be the entire period during which the number of balls won and the difference in the number of balls are displayed side by side, but may be a part of that period. Furthermore, in this embodiment, the display regarding the number of acquired balls is hidden when the reset condition is satisfied, and the display regarding the difference in the number of balls is maintained when the reset condition is satisfied, but this is not limited to this. For example, it may be configured so that the display regarding the difference in the number of balls is hidden together with the display regarding the number of acquired balls when the reset condition is satisfied, and the display regarding the difference in the number of balls is restored after a certain period of time has passed (such as after the interval period described below has passed). In other words, it is sufficient that the display regarding the difference in the number of balls is configured to be displayed after the reset condition is satisfied. In addition, in some cases where the above reset conditions are met, the display regarding the difference in the number of balls may not be restored.

[0179] Therefore, in the gaming machine 10, the display control means (first sub-control board 200, second sub-control board 300) is capable of executing a specific display based on specific information, and the specific information can be initialized when the first reset condition (long press on the effect button 37) is satisfied, and the specific information includes first specific information (number of balls won) and second specific information (difference in number of balls), and in addition to when the first specific display based on the first specific information and the second specific display based on the second specific information are executed in parallel, there are times when the first specific display based on the first specific information is not executed and the second specific display based on the second specific information is executed, and when the first reset condition is satisfied during a specific period that is at least a part of the period when the first specific display based on the first specific information and the second specific display based on the second specific information are executed in parallel, the first specific display is hidden, and the second specific display based on the second specific information can be displayed after the first reset condition is satisfied. Here, the specific information is not limited to the numerical value of the benefit as in this embodiment, as long as it is information about the benefit (the prize balls themselves, a winning game that is likely to win prize balls, etc.) For example, it may be the state of a flag that is set by the numerical value of the benefit and a threshold value related to the numerical value, such as a flag that is set when the value of the number of prize balls becomes 10,000 or more. Furthermore, the specific display is not limited to an image that specifies the numerical value itself, such as that displayed in display area 812 or 813, but may also be an image whose display mode is determined based on the numerical value displayed in display area 814. In other words, the specific display may be a display based on the specific information. Furthermore, with regard to the relationship between the second specific display in "When a first reset condition is satisfied during a specific period that is at least a part of the period during which the first specific display based on the first specific information and the second specific display based on the second specific information are executed in parallel," and the second specific display in "The first specific display is hidden, and the second specific display based on the second specific information may be displayed after the timing at which the first reset condition is satisfied," the display modes (contents) of the displays may be different as long as they are based on the same information (second specific information). Furthermore, the first reset condition may be various conditions other than a long press on the effect button 37, but it is preferable that the condition be one that is satisfied by operating the operating means as in this embodiment. These modifications can also be applied to other inventions described later. This also applies to modifications of each invention described below.

[0180] In particular, in this embodiment, the first specific display and the second specific display are image displays by the main display unit 81, but these displays may also include effects (alerts) realized by means of effects other than image display devices such as lamps and speakers. Furthermore, the first specific indication (notification) is based on the first specific information, but it does not need to have specific information itself as long as it is related to a special benefit. This also applies to the second specific indication (notification).

[0181] Therefore, in other words, it is possible to execute a specific notification regarding a bonus in the gaming machine 10, and when the first reset condition is satisfied during a specific period which is at least a part of the period during which the first specific notification, which is a specific notification, and the second specific notification, which is a specific notification, are executed in parallel, the first specific notification will end, and the second specific notification, which is a specific notification, can be executed after the time when the first reset condition is satisfied. This makes it easier to recognize the second specific notification when the first reset condition is satisfied during the period in which the first specific notification and the second specific notification are executed in parallel. Note that with regard to the relationship between the second specific notification in "When a first reset condition is satisfied during a specific period that is at least a part of a period during which the first specific notification and the second specific notification are executed in parallel," and the second specific notification in "The second specific notification may be executed after the first specific notification has ended and the first reset condition is satisfied," the notification mode (contents) may be different as long as they are based on the same information. The same applies to the relationship between the first second specific notification and the second second specific notification in "In addition to when the first specific notification and the second specific notification are executed in parallel, there are times when the second specific notification is executed without the first specific notification being executed," which will be described later.

[0182] Furthermore, this embodiment can be said to describe an invention in which there are cases where the first specific notification and the second specific notification are executed in parallel (while the result screen is being displayed), and cases where the second specific notification is executed without the first specific notification being executed. This makes it easier to recognize the relationship between the first specific notification, which is a notification regarding a benefit, and the second specific notification, while emphasizing the second specific notification to make the display easier to recognize.

[0183] Therefore, in other words, it is possible to execute specific notifications regarding benefits in the gaming machine 10, and in addition to the times when the first specific notification, which is a specific notification, and the second specific notification, which is a specific notification, are executed in parallel, there are also times when the second specific notification, which is a specific notification, is executed without the first specific notification, which is a specific notification, being executed.

[0184] In addition, in this embodiment, the period during which the number of acquired balls and the difference in the number of balls are displayed in parallel (while the result image is displayed) is a period that starts in the normal high probability state. This allows the display regarding the difference in the number of balls to be emphasized when the player is in a state of high concentration. In addition, in order to achieve this effect, the end of the period may be after the end of the normal high probability period (normal low probability period). Furthermore, the start of the period is not limited to a normal high probability state, and any game state that is advantageous to the player, such as during a winning game, may be adopted.

[0185] Therefore, in the gaming machine 10, there is a first gaming state (low probability of winning except during winning games) and a second gaming state (high probability of winning) which is more advantageous than the first gaming state, and the above-mentioned specific period can be said to be a period which starts in the second gaming state.

[0186] Furthermore, in this embodiment, when the effect button 37 is pressed and held during a period in which the number of acquired balls and the difference in the number of balls are displayed in parallel, although both displays relate to the difference in the number of balls, the display manner of the characters displayed in display area 813 and the display manner of the characters displayed in display area 814 are different. This makes it possible to emphasize the display regarding the difference in the number of balls, making it easier to recognize the display, while also making it easier to recognize that the effect button 37 has been pressed and held. Here, with regard to the display regarding the difference in the number of balls, different display modes may mean that the display content (characters such as symbols and numbers) is different as long as they are all related to the difference in the number of balls. In order to achieve this effect, it is not necessary for these display modes to be different, but it is sufficient that these display modes are partially different.

[0187] Therefore, in other words, in the gaming machine 10, at least in some cases when the first reset condition (long press on the effect button 37) is satisfied during the above-mentioned specific period, the display mode (display mode related to the display area 813) of the second specific display (display regarding the difference in the number of balls) after the first reset condition is satisfied may be different from the display mode (display mode related to the display area 814) of the second specific display before the first reset condition is satisfied.

[0188] This can also be said to mean that the display mode of the display regarding the difference in the number of balls during a period when the number of balls won and the difference in the number of balls are displayed in parallel (display mode when displayed in display area 813) is different from the display mode of the display regarding the difference in the number of balls during a period when the number of balls won is not displayed (display mode when displayed in display area 814). This also makes it easier to recognize that the effect button 37 has been pressed and held.

[0189] Therefore, in other words, in the gaming machine 10, the display mode of the second specific display differs when the first specific display (display regarding the number of balls won) and the second specific display (display regarding the difference in the number of balls) are executed in parallel and when the first specific display and the second specific display are not executed in parallel.

[0190] Furthermore, in this embodiment, as described above, if the effect button 37 is pressed and held when the difference in the number of balls is less than 10,000, both the number of acquired balls and the difference in the number of balls are initialized. On the other hand, if the effect button 37 is pressed and held when the difference in the number of balls is 10,000 or more, the value of the number of acquired balls is initialized, and the value of the difference in the number of balls is maintained. According to this, by initializing one of the values ​​(the value of the number of balls won) when the difference between the value of the number of balls won and the value of the difference in the number of balls has become large, it is possible to make it difficult for the player to recognize the difference between the value of the number of prize balls won and the value of the difference in the number of balls, which could cause a decrease in motivation to play. In order to achieve this effect, the number of balls acquired may be compared with the threshold value (10,000).

[0191] Therefore, in the gaming machine 10, the first specific information is the total number of prize balls, and the second specific information is the difference in the number of balls derived from the number of prize balls and the number of gaming balls fired; when the first reset condition (long press on the effect button 37) is met when the second specific information is below a predetermined threshold (10,000), both the first specific information and the second specific information are initialized; and when the first reset condition is met when the second specific information is equal to or greater than the predetermined threshold, the first specific information is initialized and the second specific information is maintained.

[0192] Furthermore, in the gaming machine 10, the first specific information is the total number of prize balls, and the second specific information is the difference in the number of balls derived from the number of prize balls and the number of gaming balls fired; when the first reset condition (long press on the effect button 37) is met when the first specific information is below a predetermined threshold (10,000), both the first specific information and the second specific information are initialized; and when the first reset condition is met when the first specific information is equal to or greater than the predetermined threshold, the first specific information is initialized and the second specific information is maintained.

[0193] In addition, in this embodiment, if the effect button 37 is pressed and held during the period when the number of acquired balls and the difference in the number of balls are displayed in parallel, a reset image rg1 is displayed in the display area of ​​the main display unit 81. This makes it easier to recognize that the effect button 37 has been pressed and held. In order to achieve this effect, the display of the reset image rg1 is not limited to an image display, and may include a presentation (announcement) realized by presentation means other than an image display device, such as a lamp or a speaker.

[0194] Therefore, in other words, in the gaming machine 10, the first notification (reset image rg1) is executed based on the first reset condition (long press on the effect button 37) being satisfied during the specific period.

[0195] Furthermore, if the effect button 37 is pressed and held during a period in which the number of acquired balls and the difference in the number of balls are displayed in parallel, the difference in the number of balls will be displayed after an interval in which the difference in the number of balls is not displayed. This makes it easier to recognize the display regarding the difference in the number of balls.

[0196] Therefore, in the gaming machine 10, when the first reset condition (long press on the effect button 37) is satisfied during the above-mentioned specific period and the second specific display (display regarding the difference in the number of balls) is executed, it can be said that the second specific display is executed after an interval period in which the second specific display is not executed after the first reset condition is satisfied.

[0197] Furthermore, in this embodiment, if the effect button 37 and the middle cursor button 38e are pressed simultaneously during the period when the number of balls won and the difference in the number of balls are displayed in parallel (while the result image is being displayed), both the number of balls won and the difference in the number of balls will be hidden. This allows the function of hiding both the number of balls won and the difference in the number of balls to be displayed to be provided, while preventing the activation of this function due to an incorrect operation.

[0198] Therefore, the gaming machine 10 further comprises a first operating means (effect button 37) and a second operating means (middle cursor button 38e), the specific information is initialized when the second reset condition is satisfied, and when the second reset condition is satisfied during the above-mentioned specific period, both the first specific display (display regarding the number of balls won) and the second specific display (display regarding the difference in the number of balls) are not displayed, the first reset condition includes an operation on the first operating means (effect button 37) but does not include an operation on the second operating means (middle cursor button 38e), and the second reset condition includes an operation on the first operating means and an operation on the second operating means. In addition, as long as the first operating means and the second operating means are different operating means from each other, any of the operating means possessed by the gaming machine 10 according to this embodiment may be adopted, or an operating means not possessed by the gaming machine may be adopted.

[0199] In addition, in this embodiment, if the effect button 37 and the middle cursor button 38e are pressed simultaneously during the period when the number of acquired balls and the difference in the number of balls are displayed in parallel, a reset image rg2 is displayed in the display area related to the main display unit 81. This makes it easier to recognize that the effect button 37 and the middle cursor button 38e have been pressed simultaneously.

[0200] Therefore, in other words, in the gaming machine 10, a second notification (RAM clear notification) different from the first notification is executed based on the second reset condition (simultaneous pressing of the effect button 37 and the middle cursor button 38e) being satisfied during the above-mentioned specific period.

[0201] Also, as mentioned above, the general-purpose customization according to this embodiment has an item for the cumulative number of balls acquired and an item for the cumulative difference in the number of balls acquired. When the item for the cumulative number of balls acquired is OFF and the item for the cumulative difference in the number of balls acquired is ON, the value of the number of balls acquired is initialized based on the transition from a normal high probability to a normal low probability (excluding during a winning game), while the value of the difference in the number of balls is maintained without being initialized. Therefore, when a normal high probability ends and there is a transition to a new normal high probability after a normal low probability (excluding during a winning game), the number of balls acquired is updated from the new normal high probability, and the difference in the number of balls is continuously updated from the normal high probability. This weakens the correlation between the value of the number of balls won and the value of the difference in the number of balls in the new normal high probability game, making it difficult for players to recognize the difference between the value of the number of winning balls and the value of the difference in the number of balls, which could cause a decrease in motivation to play.

[0202] Therefore, the gaming machine 10 is a gaming machine that can enter a first gaming state (low probability of winning except during a winning game) and a second gaming state (high probability of winning) that is more advantageous than the first gaming state, and is equipped with a display means (main display unit 81), a display control means (first sub-control board 200, second sub-control board 300) that controls the display means, and a numerical value update means that updates specific numerical information related to the benefit, and the display control means is capable of executing a specific display based on the specific numerical information, and the specific numerical information includes first specific numerical information (value of the number of acquired balls) and second specific numerical information (value of the difference in the number of balls), and the specific display includes the first specific numerical information. There is a first specific display (display regarding the number of balls won) based on numerical information, and a second specific display (display regarding the difference in the number of balls) based on second specific numerical information.When transitioning from the second gaming state to the first gaming state, the first specific numerical information is initialized when the termination condition based on the transition to the first gaming state is met, and the second specific numerical information is maintained without being initialized.In other words, when a new second gaming state is set in the first gaming state, the first specific numerical information is updated from the new second gaming state, and the second specific numerical information can be continuously updated. In addition, the first specific numerical information and the second specific numerical information are not limited to the numerical information according to this embodiment, and any numerical information relating to a benefit, such as the number of consecutive wins mentioned above, may be used. Furthermore, the above-mentioned "termination condition based on the transition to the first game state" is not limited to the transition to a normal low probability state excluding during a winning game itself, but may also include conditions that can be satisfied as the game progresses, such as a predetermined number of pattern changes being executed after transitioning to a normal low probability state excluding during a winning game, or until the first advanced performance is executed after transitioning to a normal low probability state excluding during a winning game, in addition to the transition itself, similar to the conditions under which the customization content related to the first customization described above is initialized.

[0203] In particular, the specific numerical information may be replaced with information other than numerical values, such as a flag indicating the state of the effect, if the information is related to a benefit. Furthermore, the above game states (first game state, second game state) are game states managed by the game state control means 155, but are not limited to this and may also include presentation states managed by the first sub-control board 200 (first state, second state), regardless of the advantages or disadvantages of these states.

[0204] Therefore, the gaming machine 10 is a gaming machine that can be in a first state or a second state, and is equipped with an update means for updating specific information related to benefits, and the specific information includes first specific information and second specific information.When transitioning from the second state to the first state, the first specific information is initialized when the termination condition based on the transition to the first state is satisfied, and the second specific information is maintained without being initialized.In other words, when a new second state is set in the first state, the first specific information is newly updated from the new second state, and the second specific information can be continuously updated. This makes it possible to weaken the correlation between the first identification information and the second identification information in the new second state, making it easier to recognize each piece of identification information (particularly the second identification information).

[0205] Also, in this embodiment, once the display regarding the difference in the number of balls is displayed in the display area 814, the display continues thereafter. Here, whether or not the value of the difference in the number of balls is initialized when the effect button 37 is pressed and held is determined by whether or not the value of the difference in the number of balls is 10,000 or more. Therefore, in this embodiment, when the value of the difference in the number of balls becomes equal to or greater than the threshold value, the display mode of the display relating to the difference in the number of balls up to that point (specifically, "over 5,000 balls") changes to a new display mode (specifically, "over 10,000 balls"). This makes it easier to recognize whether the difference in the number of balls has reached or exceeded the threshold value.

[0206] Furthermore, the display mode of the display regarding the difference in the number of balls when the value of the difference in the number of balls becomes 10,000 or more may be different depending on whether the game state at the time when the value of the difference in the number of balls becomes 10,000 or more is a normal low probability game excluding a winning game, or whether the game state is a normal high probability game. This makes it easier to give a sense of accomplishment by emphasizing that the difference in the number of balls is 10,000 or more in the normal high probability mode. In order to achieve this effect, the display mode of the display regarding the difference in the number of balls in some cases where the game state is a normal high probability when the value of the difference in the number of balls becomes 10,000 or more is permitted to be the same as the display mode of the display regarding the difference in the number of balls in cases where the game state is a normal low probability, excluding during a winning game, when the value of the difference in the number of balls becomes 10,000 or more.

[0207] Therefore, in the gaming machine 10, the second specific display (display regarding the difference in the number of balls) is executed based on the second specific numerical information (value of the difference in the number of balls) becoming equal to or greater than a predetermined threshold (10,000), and in other words, the display mode of the second specific display when the second specific numerical information becomes equal to or greater than the predetermined threshold in the first gaming state (low probability of normal play except during winning play) may be different from the display mode of the second specific display when the second specific numerical information becomes equal to or greater than the predetermined threshold in the second gaming state (high probability of normal play).

[0208] <Other variations> Modifications not mentioned in the above description are listed below.

[0209] First, the gaming machine 10 according to this embodiment is a so-called one-type two-type hybrid machine that can derive both a big hit and a small hit that can result in a big hit game in determining whether the special chart is a hit or not, but it is not limited to this, and it is also possible to adopt one that can derive only a so-called two-type hit.

[0210] In addition, in each special chart variation pattern derivation state, if the special chart variation pattern is determined using the special chart variation pattern lottery table shown in Figures 9 to 11, the special chart variation pattern may be determined using another special chart variation pattern lottery table, or the special chart variation pattern may be determined without using the special chart variation pattern lottery table (without drawing lots). However, in each special chart variation pattern derivation state, it is preferable that the special chart variation pattern is determined using the special chart variation pattern lottery table shown in Figures 9 to 11 for more than half of the period during which the special chart variation pattern derivation state continues.

[0211] Furthermore, in this embodiment, as long as the relationship between the probability, rate, frequency, and number of times is ensured, the smaller value may be 0, and the larger value may be the maximum value. In particular, as long as the phenomenon aspect is ensured, the control for realizing the rate can be any. 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.

[0212] In the above explanation, the restoration state at the time of power recovery is determined by referring to the state of the RAM clear switch 43 at the time of power recovery, but it may also be determined by referring to whether the time that the RAM clear switch 43 has been in the ON state since power recovery exceeds a specified time (for example, 3 seconds). In this way, it is possible to further prevent erroneous RAM clear processing from occurring.

[0213] In addition, in the above explanation, the state of the middle frame door open sensor 76 (the open / closed state of the middle frame 17) was referenced when determining the recovery state upon power restoration, but the recovery state may be set without reference to this state. In this case, the recovery state upon power restoration may be uniformly set according to the case where the middle frame door open sensor 76 is ON (the middle frame 17 is open).

[0214] 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.

[0215] <Additional Notes> The present embodiment encompasses the following technical idea. (1) It is possible to execute specific notifications regarding benefits, In addition to the case where the first specific notification, which is the specific notification, and the second specific notification, which is the specific notification, are executed in parallel, there is also the case where the second specific notification, which is the specific notification, is executed without the first specific notification, which is the specific notification, being executed. A gaming machine characterized by: [Explanation of symbols]

[0216] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable Decorations 23 Cylinder lock 25 Transparent materials 27 Upper ball tray 29 Lower ball tray 31 Operating handle 32 Upper frame part 33(33a, 33b) Speaker 34a, 34b Left and right side frame parts 35(35a, 35b, 35c) Frame Lamp 36 Ball removal mechanism 37 Production button 38 Cursor Button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation section 39a Ball loan button 39b Return button 40 Power switch 43 RAM clear switch 45 Opening and closing cover 46 Game Ball Tank 47 Tank rail 48 Dispensing Unit 49 Dispensing aisle 50 Game Board 50a Gaming area 51 outer rail 52 Windmill 53 Inner rail 54 Protective materials 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 Winners 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 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 265 Customization Control Measures 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 811 Display area 812 Display area 813 Display area 814 Display area X First flow path Y Second flow path SSG operation recommended image kg1 game customization images kg2 general customization image msg1 mode end image msg2 mode exit image rg1 reset image rg2 reset image

Claims

[Claim 1] updating the first value information based on the increase in the gaming media; updating the second value information based on the increase in the gaming media; a first specific notification regarding the first value information can be executed; a second specific notification regarding the second value information can be executed, In addition to the predetermined time when the first specific notification and the second specific notification are executed in parallel, there is a time when the second specific notification is executed without executing the first specific notification, When the first reset condition is satisfied during a specific period that is at least a part of the period related to the predetermined time, The first specific notification, which was executed before the first value information was initialized and the first reset condition was satisfied, is not executed, The second value information may not be initialized, and the second specific notification may be executed after a period in which the second specific notification is not executed after the first reset condition is satisfied, a period from when the first reset condition is satisfied to when the second specific notification is executed is a predetermined period, When a second reset condition different from the first reset condition is satisfied during the specific period, the first value information and the second value information are initialized; the first reset condition is satisfied by operating one operating means, the second reset condition is satisfied by operating a plurality of operating means, When the first reset condition is satisfied during the specific period, a notification different from the second specific notification is started during a period in which the second specific notification is not executed after the first reset condition is satisfied. A gaming machine characterized by:

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