gaming machines
The gaming machine enhances player engagement by allowing music selection and state differentiation in winning games, addressing the limitation of taste-dependent music selection in existing machines.
Patent Information
- Application Number
- JP2023006864
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-19
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2043-01-19
AI Technical Summary
Existing gaming machines, such as pachinko machines, rely on player taste and preference for music selection during jackpot games, limiting motivation and engagement.
A gaming machine that allows music selection during winning games, with varying expected values and notifications to distinguish between different winning states, enhancing player engagement through music choice and outcome anticipation.
Increases player motivation and engagement by allowing music selection independent of personal taste, using notifications to differentiate winning game states and enhance concentration.
Smart Images

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Figure 0007744690000002 
Figure 0007744690000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a pachinko machine. [Background technology]
[0002] Some gaming machines, such as pachinko machines, have a music selection state that allows a player to select the music to be played during a jackpot game by playing the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-142691 Summary of the Invention [Problem to be solved by the invention]
[0004] In such gaming machines, the merit of providing a music selection state depends on the tastes and preferences of the player.
[0005] Therefore, the present invention has been made in consideration of the above problems, and provides a gaming machine that can increase a player's motivation to play by the music selection state, regardless of the player's hobbies and preferences. [Means for solving the problem]
[0006] According to the present invention, the game ball can be launched, and when the game ball enters a winning hole including the starting hole and the big winning hole, the game ball corresponding to the winning hole into which the game ball entered is Number of awardsThe gaming machine is capable of awarding a prize to a player, performing a pattern variation accompanied by a win / loss determination based on the entry of a gaming ball into the starting port, and when a specific result is derived in the win / loss determination, generating a winning game in which it is easy for a gaming ball to enter the large winning port after the pattern variation for which the win / loss determination was executed has ended, and is capable of playing music during the winning game, and is equipped with a playback management means for managing the playback of music, and the playback management means is capable of setting a music selection state in which the music to be played during the winning game can be selected by game operation in the winning game, and the winning game is awarded in one of the winning games. Award There is a specific winning game in which the expected quantity is a specific quantity, and after the specific winning game ends, there are times when a first state occurs and times when a second state occurs that is less favorable than the first state, before During the specific winning game , from a predetermined notification that does not specify that the second state will be entered after the end of the specific winning game, specifying that the second state will be entered after the end of the specific winning game. Specific notification Switched to By doing so, after the specific winning game ends, the second state to It is possible to identify whether to And before Specific winning games In The song selection state may be set, and during the setting of the song selection state, From the predetermined notification The specific notification Switch to but Occurred The gaming machine is characterized by: [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that can increase a player's motivation to play by selecting a song, regardless of the player's tastes and preferences. [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] FIG. 10(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 10(b) is a diagram showing the relationship between the average variation time for each special chart variation pattern derivation state. [Figure 11] FIG. 11 shows the flow of the playback management process during a jackpot game. [Figure 12] Figure 12(a) is a table showing the types of music that will be played during jackpot games involving symbols A, B, and b, and Figure 12(b) is a table showing the types of music that can be selected during jackpot games involving symbols a, c, and d. [Figure 13] FIG. 13 is a diagram showing the flow of song selection in the song selection state. [Figure 14]FIG. 14 is a diagram showing the flow of notification of whether or not time reduction is performed in a jackpot game involving the symbol a or the symbol d. [Figure 15] FIG. 15 is a diagram showing the flow of notification of whether or not time reduction is performed in a jackpot game related to the symbol c. [Figure 16] FIG. 16 is a timing chart showing the relationship between the music selection state and the notification of whether or not time reduction is performed in a jackpot game involving the symbol a or the symbol d. [Figure 17] FIG. 17 is a timing chart showing the relationship between the music selection state and the notification of whether or not time reduction is performed in a jackpot game involving the symbol c. [Figure 18] 18(a) and 18(b) are diagrams showing the display relationship between an image relating to a song selection state and an image relating to time-shortening notification. 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 A gaming machine capable of firing game balls, and when a game ball enters a prize port including a start port and a big prize port, providing a prize ball corresponding to the prize port into which the game ball entered, and capable of executing a pattern variation accompanied by a win / loss determination based on the game ball entering the start port, and when a specific result is derived in the win / loss determination, generating a winning game (big win game) in which the game ball is likely to enter the big prize port after the pattern variation for which the win / loss determination was executed has ended, and capable of playing music during the winning game, A reproduction management means (a big win effect control means 227) for managing the reproduction of music is provided, The playback management means can set a music selection state in which a music piece to be played during the winning game can be selected by a game operation, The winning games include a first winning game (a jackpot game related to the symbol a or symbol d) and a second winning game (a jackpot game related to the symbol c) in which the expected value of the prize balls awarded in one winning game is the same as that of the first winning game. After the second winning game ends, the situation becomes more disadvantageous than after the first winning game ends. By executing a specific notification (no time reduction notification image hg2) during the winning game that becomes the second winning game, it becomes possible to identify whether the winning game is the second winning game, The music selection state may be set in either the winning game that becomes the first winning game or the winning game that becomes the second winning game, When the music selection state is set and the specific notification is executed, the specific notification may be started after the music selection state is started. This is a gaming machine characterized by the above.
[0012] According to the present invention, it is possible to increase the player's concentration through the above-mentioned music selection state without depending on the player's tastes and preferences, while preventing confusion for the player.
[0013] The above-mentioned "expected value of prize balls awarded in one of the above winning games" refers to the value obtained by multiplying the specified number of balls until one round of play ends (10 in this embodiment), the number of prize balls awarded when one game ball enters the big prize slot (15 in this embodiment), and the number of rounds of play in a big prize game.
[0014] Furthermore, the advantage or disadvantage after the end of the winning game may not be limited to whether or not a normal high probability setting is set, as in the present embodiment described below, but may also be defined by the number of specified times for a normal high probability setting after the end of the winning game, or by whether or not a high probability setting is set after the end of the winning game, assuming that it is a so-called high probability setting machine. Furthermore, the advantages and disadvantages of the winning game (jackpot game) described below may be defined as the number of prize balls that can be obtained in the winning game itself, the advantages and disadvantages after the winning game ends, or a combination of these.
[0015] Furthermore, the above-mentioned "the winning game that becomes the second winning game" is not limited to a game in which it is determined that the winning game will become the second winning game at the time the winning game is started, but also includes a game in which the winning game becomes the second winning game depending on the conditions that are met during the winning game, such as a gaming machine in which a special state is set after the winning game ends on the condition that the gaming ball has passed through the V winning area inside the large winning opening (a so-called V special winning machine).
[0016] Furthermore, the specific notification may be any notification type, not limited to the notification type shown in this embodiment described below, as long as it is possible to identify whether the current winning game is the second winning game, such as a notification that the current winning game is the second winning game.
[0017] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0018] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. Figure 1 is a front view of the gaming machine 10, Figure 2 is a diagram showing a pattern display device 90 arranged in area II shown in Figure 1, Figure 3 is a bird's-eye view showing a group of operation buttons arranged in area III shown in Figure 1 and their surroundings, Figure 4 is a diagram showing a 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.
[0019] The gaming machine 10 of this embodiment is a so-called pachinko machine, in which gaming balls are shot into a front area (hereinafter referred to as "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)."
[0020] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, a middle frame 17 that detachably holds a gaming board 50 on the front side of the opening of the outer frame 15, and a front frame 20 that is configured to cover the front side of the gaming board 50.
[0021] 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)).
[0022] 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.
[0023] 1 to 5, the middle frame 17 has a middle frame open door sensor 76 that detects whether the middle frame 17 is in an open state or a closed state relative to the outer frame 15, and a front frame open door sensor 77 that detects whether the front frame 20 is in an open state or a closed state relative to the middle frame 17. In this embodiment, both of these door open sensors are ON in the open state and OFF in the closed state. However, these door open sensors may 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.
[0024] 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 is provided on the side of the upper ball tray 27, which is operated by an actuator such as a motor (not shown).
[0025] A ball ejection mechanism 36 is provided below the lower ball tray 29 to eject the game balls stored in the lower ball tray 29 downward. By operating this ball ejection mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball tray 29 opens, and the game balls fall naturally 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.
[0026] As shown in Fig. 1, a pair of speakers 33 (33a, 33b) are disposed on the left and right sides of the upper frame portion 32 of the front frame 20. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed 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.
[0027] 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).
[0028] 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."
[0029] 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 position shown in FIG. 4, approximately the upper half of the display area (a left display area 821 and a right display area 822, which will be described later) is visible to the player.
[0030] 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.
[0031] 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".
[0032] 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".
[0033] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations relating to reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations relating to reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and in all cases the number of corresponding pattern variations can be identified by the lighting state of the two LEDs (in this embodiment, right always lit only = 1, left and right always lit = 2, right flashing + left always lit = 3, left and right flashing = 4).
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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. In this embodiment, when a big win game or a small win game starts, a start demo that ends with the passage of time is set, and when the start demo ends, a round game (a small win game in the case of a small win) starts, and when all round games have ended, an end demo that ends with the passage of time is set. That is, in this embodiment, a big win game (including those occurring in small win games) is composed of a start demo, a round game, and an end demo, and the big win game progresses in this order.
[0040] 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, a pattern change related to special image 1 is performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when rolling from the first flow path X than when rolling from the second flow path Y.
[0041] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the detection result of the second starting hole sensor 71 determines whether a ball has entered the second starting hole 59, and the number of prize balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning entry into the second starting port 59 is determined, a pattern change related to special chart 2 will be performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.
[0042] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state, which makes it easy for a game ball to enter the second starting port 59, and a closed state, which makes it difficult for the ball to enter, and is switched to either the open state or the closed state by a normal electric device solenoid 62. More specifically, the normal electric device 61 opens when the result of the normal winning / losing judgment described later is a normal winning (hereinafter, sometimes simply referred to as a "normal winning"), and thus entry into the second starting hole 59 is permitted. In this way, when the normal electric device 61 is in the open state, entry into the second starting hole 59 is possible, so that the chances of the pattern variation relating to the special drawing 2 being executed can be greatly increased while suppressing the decrease in game balls due to the prize balls.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] So far, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with other configurations.
[0050] <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.
[0051] 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.
[0052] 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 allows the gaming machine 10 to return to the state it was in immediately before the power outage when power is restored (when power is turned on) after a power outage. For example, in addition to data such as a stack pointer and various registers held at the time of the power outage, information related to gameplay, such as the state of the gaming machine 10 at the time (game stopped or playable) and the current normal symbol lottery status, is backed up. This information is cleared (initialized) by a RAM clearing process (described later). 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 the RAM clearing process is executed, the symbol string related to the decorative symbol is in a state in which the initial symbol combination is frozen. This state is also maintained if the RAM clearing process was not executed when 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.
[0053] 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.
[0054] 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.
[0055] In addition, the main control board 100 is electrically connected to the first special pattern display device 91, the second special pattern display device 92, the normal pattern display device 93, the first special pattern hold lamp 94, the second special pattern hold lamp 95, the normal pattern hold lamp 96, the normal electric role solenoid 62 and the special electric role solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, 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.
[0056] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected so that communication is possible in only one direction, from the main control board 100 to the first sub-control board 200, and various performance control commands are sent from the main control board 100 to the first sub-control board 200. Furthermore, the first sub-control board 200 is configured so that data cannot be transmitted from the first sub-control board 200 to the main control board 100, and the first sub-control board 200 is configured so that it cannot request the main control board 100 to transmit data. Furthermore, in this embodiment, a parallel transmission method is used for transmitting data from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.
[0057] 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.
[0058] 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.
[0059] The first sub-control board 200 is also electrically connected to the frame lamp 35, and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured 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.
[0060] The second sub-control board 300, although not shown in the figure, is equipped with a CPU that performs various arithmetic processing related to image presentation based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, a RAM that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port that inputs and outputs signals between peripheral boards and each device, and the CPU is configured to execute main control related to image presentation in accordance with the control program stored in the ROM 302. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the effect determined by the effect content determination means 225 (described later) based on a control signal received from the CPU, and a sound source IC that generates sound data according to the content of the effect based on a control signal received from the CPU. The VDP is a so-called image processor that reads image data stored in an image ROM in response to instructions from the CPU, processes the image data, and sends the generated image data to the main display unit 81 and the sub-display unit 82. Also connected to this VDP is a high-speed VRAM that is used to expand and process the image data read from the image ROM.
[0061] 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.
[0062] The dispensing control board 400 is mainly composed of a CPU, a ROM, and a RAM (all not shown). In addition, the payout control board 400 is connected to the main control board 100 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.
[0063] The power supply control board 500 is composed of a normal power supply circuit 501 that generates normal power to be supplied to electronic and electrical components such as the control board mentioned above based on the primary power supply supplied from the 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.
[0064] <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 according to 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 and 9 will be referenced as necessary.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] The main random number generating means 115 can generate multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win is determined to have been made at a winning slot, it acquires (latches) one or more random numbers corresponding to that winning slot from the random number circuit 105. More specifically, when it is determined that a prize has been won at the first start gate 57 or the second start gate 59, the main random number generating means 115 acquires a random number for determining whether a special symbol has been won, a random number for drawing a special symbol stop symbol pattern, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that a prize has been won at gate 63, the main random number generating means 115 stores the random number for determining whether a normal symbol has been won, a random number for drawing a normal symbol stop symbol pattern, and a random number for drawing a normal symbol change pattern, which will be described later, in the corresponding storage areas of the main information storage means 160. The random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated normally, and if an update abnormality occurs in which the random numbers are not updated normally, information indicating the occurrence of the abnormality is written to a specific storage area of the random number circuit 105. Therefore, the CPU 101 can recognize that an update abnormality has occurred in the random number circuit 105.
[0069] 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.
[0070] The advance judgment means 125 executes advance judgment for a pre-reading performance targeting the pending activation information in at least some cases where the pending activation information of a special chart is pending at a predetermined advance judgment timing. More specifically, the preliminary judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and performs preliminary judgment for each of the special symbol hit / miss judgment, special symbol stop symbol lottery, and special symbol change pattern lottery, which will be described later. In each preliminary judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each preliminary judgment is used. Therefore, the results of these preliminary judgments will be the same as the results of the lottery that will be executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) including the result of the derived pre-determination, and stores the command in a transmission command storage area of the main information storage means 160. 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.
[0071] 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.
[0072] Here, FIGS. 8 and 9 are diagrams that schematically show the lottery table 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.
[0073] 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.
[0074] 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.
[0075] As shown in Figure 8(c), which is a diagram that schematically shows a 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, when a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, pattern a is determined as the stopping pattern with a probability of 500 / 1000 (1 / 2), pattern b with a probability of 300 / 1000 (approximately 1 / 3.33), and pattern c with a probability of 200 / 1000 (1 / 5). Here, symbol a is a stopping symbol that results in 10 rounds of jackpot play during a small jackpot game related to that symbol, and results in a normal high probability after the jackpot game ends, with the specified number of times for that normal high probability being 80. Symbol b is a stopping symbol that results in 4 rounds of jackpot play during a small jackpot game related to that symbol, and results in a normal high probability after the jackpot game ends, with the specified number of times for that normal high probability being 40. Furthermore, symbol c is a stopping symbol that results in 10 rounds of jackpot play during a small jackpot game related to that symbol, and results in a normal low probability after the jackpot game ends (normal high probability is not set). Therefore, symbol a can be said to be more advantageous than symbol b in terms of both the number of rounds and the specified number of times for that normal high probability. Furthermore, it can be said that pattern a is more advantageous than pattern c in terms of the number of times required for a normal high probability, and that it has the same advantage as pattern c in terms of the number of rounds. However, since pattern c is a pattern that becomes a normal low probability after the end, it can be said to be less advantageous than pattern b. 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 may be expressed as a "jackpot game related to symbol a," a jackpot game that occurs in a small hit game related to symbol b may be expressed as a "jackpot game related to symbol b," and a jackpot game that occurs in a small hit game related to symbol c may be expressed as a "jackpot game related to symbol c."
[0076] 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, which is the same as the jackpot game related to symbol a.
[0077] In addition, the special chart stop pattern lottery means 132 determines pattern C as the stop pattern when the result of the special chart hit / miss judgment for special chart 1 is a miss, and determines pattern e as the stop pattern when the result of the special chart hit / miss judgment for special chart 2 is a miss.
[0078] 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 interest in the game can be further increased by transitioning from the special chart variation pattern derivation state PA described later to another special chart variation pattern derivation state (special chart variation pattern derivation state PB or special chart variation pattern derivation state PC described later).
[0079] The special pattern variation pattern derivation means 133 has a plurality of types of special pattern variation pattern lottery tables to be referenced when determining the special pattern variation pattern, and selects one special pattern variation pattern lottery table for determining the current special pattern variation pattern based on the current special pattern variation pattern derivation state and the result of the current special pattern success / failure judgment, determines one special pattern variation pattern using the selected special pattern variation pattern lottery table and a random number for special pattern variation pattern lottery, and determines the variation time based on the determined special pattern variation pattern. Here, the variation time refers to the time from when the pattern variation related to the special pattern (special pattern 1 or special pattern 2) starts to when the pattern variation ends. Details of the transition conditions will be described later, but in this embodiment, there are three special pattern variation pattern derivation states: special pattern variation pattern derivation state PA, special pattern variation pattern derivation state PB, and special pattern variation pattern derivation state PC. The above-mentioned method of determining the special pattern variation pattern is adopted in the pattern variation related to special pattern 1 in the special pattern variation pattern derivation state PA, and in the special pattern variation pattern derivation state PB and the special pattern variation pattern derivation state PC, it is adopted in the pattern variation related to special pattern 2. On the other hand, in the pattern change related to the other special chart in each special chart change pattern derivation state (the special chart for which the above-mentioned method for determining the special chart change pattern is adopted), a predetermined special chart change pattern is determined according to the result of the special chart hit / miss judgment. In particular, in this embodiment, in the pattern change related to the special chart 2 in the special chart change pattern derivation state PA, if the result of the special chart hit / miss judgment related to the pattern change is a miss, and if the result of the special chart hit / miss judgment related to the pattern change is a jackpot, a change pattern with a change time of 1000 ms is determined, and in the pattern change related to the special chart 1 in the special chart change pattern derivation state PB or the special chart change pattern derivation state PC, if the result of the special chart hit / miss judgment related to the pattern change is a miss, and if the result of the special chart hit / miss judgment related to the pattern change is a jackpot, a change pattern with a change time of 2000 ms is determined, and if the result of the special chart hit / miss judgment of the pattern change is a miss, a change pattern with a change time of 2000 ms is determined (the same applies to small hits).
[0080] 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.
[0081] 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 special pattern variation pattern with a longer variation time 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 shorter 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.
[0082] In addition, at the start of the pattern change, the special chart change pattern derivation means 133 generates a performance control command (change start command) including the result of the special chart hit / miss judgment, the determined 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.
[0083] 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).
[0084] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (start demo command) including information related to the jackpot game (the required time for the start demo, the number of rounds, and the subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a presentation control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of the round game, a presentation control command (end demo command) including the required time for the end demo of the jackpot game is generated and stored in the transmission command storage area of the main information storage means 160. Furthermore, these commands are the same in a big win game caused by a small win game. Specifically, at the start of a small win game, the big win game control means 140 generates a start demo command and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a round start command and stores it in the transmission command storage area of the main information storage means 160, and generates an end demo command and stores it in the transmission command storage area of the main information storage means 160.
[0085] In addition, the jackpot game control means 140 starts a small jackpot game 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.
[0086] 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.
[0087] 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.).
[0088] In the above-mentioned big win game or small win game, the electric device control means 150 outputs a control signal to the special electric device solenoid 66, and opens the special electric device 65 according to an opening pattern corresponding to the stopping pattern of the special chart.
[0089] The game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol to low probability at the start of a jackpot game regardless of the stopped symbol of the special symbol related to the jackpot game, and when a specified condition such as the end of the jackpot game is met, sets the normal symbol to high probability until the specified number of symbol changes related to the high normal symbol probability are performed, and sets the normal symbol to low probability when the specified number of symbol changes related to the high normal symbol probability are completed. Here, as will be described later, in this embodiment, the number of symbol changes used to determine whether the specified number of symbol changes related to the high normal symbol probability has been reached is the number of symbol changes related to special symbol 2, but the number of symbol changes used to determine this may be the number of symbol changes related to special symbol 2 plus the number of symbol changes related to special symbol 1. In addition, in this embodiment, during a small win game, the normal symbol lottery state is maintained in the symbol variation that caused the small win game.
[0090] 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 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transition of the special drawing variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship between the average variation time for each special drawing variation pattern derivation state. As shown in Figure 10(a), in the special chart variation pattern derivation state, there is a special chart variation pattern derivation state PA as a special chart variation pattern derivation state corresponding to a normal chart low probability, and there are a special chart variation pattern derivation state PB and a special chart variation pattern derivation state PC as special chart variation pattern derivation states corresponding to a normal chart high probability, and one of these special chart variation pattern derivation states is set except during a jackpot game. The transition conditions between the special chart variation pattern derivation state PA and the special chart variation pattern derivation state PC include transition conditions (i) to (vi).
[0091] Specifically, transition condition (i) is the end of a jackpot game related to pattern B, transition condition (ii) is the end of a jackpot game related to pattern A, transition condition (iii) is the end of a jackpot game related to pattern a, pattern b, or pattern d, transition condition (iv) is the end of a pattern change related to special pattern 2 executed without a jackpot game in a normal high probability state by having the number of pattern changes reached 40 (the specified number of times related to a normal high probability state in special pattern change pattern derivation state PB), transition condition (v) is the end of a pattern change related to special pattern 2 executed without a jackpot game in a normal high probability state by having the number of pattern changes reached 80 (the specified number of times related to a normal high probability state in special pattern change pattern derivation state PC), and transition condition (vi) is the end of a jackpot game related to pattern b. In addition, if a jackpot game related to pattern a or pattern d occurs in the special pattern variation pattern derivation state PC, the state transitions to the special pattern variation pattern derivation state PC again after the jackpot game ends, and the number of pattern variations related to special pattern 2 that can be executed up to the specified number of times related to the normal pattern high probability in the special pattern variation pattern derivation state PC is reset. This is also the case when a jackpot game related to pattern b occurs in the special pattern variation pattern derivation state PB. Also, although not shown in the figure, in a small win game that occurs in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, if the game ball does not pass through the V winning area and a big win game does not occur, the end of the small win game triggers the end of the current special chart variation pattern derivation state and transition to the special chart variation pattern derivation state PA.
[0092] As shown in Figure 10(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 judgment by the probability of winning 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 the certain special symbol fluctuation pattern derivation state, the fluctuation time for that special symbol fluctuation pattern is treated as the average fluctuation time.
[0093] 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.
[0094] 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.
[0095] The main error control means 165 monitors the input information of the I / O port 104 and determines whether or not the gaming machine 10 is in an error state. If it is determined that the gaming machine 10 is in an error state, it stores a performance control command (error command) including information that can identify the error state in a transmission command storage area of the main information storage means 160. In this embodiment, the error states determined by the main error control means 165 include, for example, a main board error based on the occurrence of the above-mentioned update abnormality, a magnetic error based on magnetic detection by the magnetic detection sensor, a radio wave error based on radio wave detection by the radio wave detection sensor, a complete error based on the difference in the number of balls since the most recent power outage (power restoration) (total number of winning balls minus total number of out balls) reaching a specified value, a right-hit error based on detection of a game ball by the gate sensor 74 or the second start gate sensor 71, a door open error based on detection of the opening of the middle frame 17 by the middle frame open door sensor 76 or the opening of the front frame 20 by the front frame open door sensor 77, a full tank error based on detection of game balls by the full tank detection sensor, and a remaining prize ball error that occurs when there are remaining prize balls. The occurrence of any error states according to this embodiment is monitored during the playable state described below. To summarize the occurrence conditions of some of these errors, as mentioned above, the main board error is an error state indicating an update abnormality in the random number circuit 105, and occurs when the update abnormality occurs. Next, the magnetic error is an error state that occurs when magnetic detection by the magnetic detection sensor occurs continuously for 500 ms. The radio wave error is an error state that occurs when the radio wave detection sensor detects radio waves a total of five times (cumulative number since the last power-on). The right-hit error is an error state that occurs when the gate sensor 74 detects a gaming ball three times (the number of detections is reset 1000 ms after the last detection) during normal operation (the special symbol variation pattern derivation state PA, special symbol low probability and normal symbol low probability), or when the second start gate sensor 71 detects a gaming ball once during normal operation. The full tank error is an error state that occurs when the full tank detection sensor is ON, i.e., when a gaming ball is detected by the full tank detection sensor.
[0096] Furthermore, in this embodiment, among these error states, the main board error, magnetic error, radio wave error, and complete error are treated as error states of relatively high importance (hereinafter simply referred to as "high importance error states"). Therefore, when one of these error states of high importance occurs, the main error control means 165 not only turns on the security signal, but also executes a game progress restriction process to stop the game from progressing, such as restricting the payout control board 400 from releasing game balls, thereby bringing the game to a halt state. Here, the security signal is a type of signal output from an external terminal board (not shown) provided on the gaming machine 10 to devices outside the gaming machine (such as a data display or hall computer). Including the following explanation, turning a security signal ON refers to starting the output of the security signal, and turning a security signal OFF refers to ending the output of the security signal. Furthermore, in this embodiment, the process of turning the security signal OFF does not take into account the time elapsed since the security signal was turned ON, but this elapsed time may be taken into account, i.e., the security signal may not be turned OFF before a certain time has elapsed since the security signal was turned ON. Furthermore, when an error state of high importance occurs, the first sub-control board 200 and the second sub-control board 300 issue a notification that enables identification of which error state has occurred. The error states with high importance described above are merely examples, and other error states may be provided as the error states.
[0097] Furthermore, these error states of high importance can only be released (making it possible to end the game suspension state) by power being cut and restored (regardless of whether the RAM clear process described below is performed) or by power being cut and restored together with the execution of the RAM clear process, and the security signal related to the game suspension state will be turned OFF by the power being cut and restored (it will remain ON until the power is cut). Furthermore, if these highly important error states can be resolved only by power restoration accompanied by RAM clearing, it is preferable to configure the system so that a notification urging the user to perform RAM clearing is issued when power restoration without RAM clearing is executed after the error state has occurred. The notification urging the user to perform RAM clearing is not limited to a notification that directly urges the user to perform RAM clearing, such as a voice or image display saying, "Please clear RAM." It may also be a notification that indirectly urges the user to perform RAM clearing, such as the lighting of a special lamp (triggered by the execution of power restoration without RAM clearing after the highly important error state has occurred). In particular, it is preferable that the notification urging the user to perform RAM clearing be issued in a manner different from a notification that notifies the user of the occurrence of a highly important error state at the time the error state has occurred.
[0098] On the other hand, for error states of relatively low importance (hereinafter simply referred to as "error states of low importance"), such as a right-hit error, a door open error, a full tank error, and a remaining prize ball error, the release of game balls is not restricted and the game continues to be able to proceed. When these error states occur, the first sub-control board 200 and the second sub-control board 300 issue a notification that can identify which error state has occurred. In addition, a right-hit error ends when the execution of the notification related to the error state is completed, a door open error ends when the middle frame open door sensor 76 detects that the middle frame 17 is closed, or when the front frame open door sensor 77 detects that the front frame 20 is closed, a remaining prize ball error ends when there are no more prize balls, and a full tank error ends when the full tank detection sensor no longer detects any game balls. When the termination conditions for these error states are met, a presentation control command (return command) indicating that the termination conditions have been met is stored in the transmission command storage area of the main information storage means 160. Furthermore, the above-mentioned error state of low importance is one example, and other error states may be provided as the error state, such as an abnormal winning error that occurs when a game ball is detected by the large winning opening sensor 72 after a predetermined time has passed since the large winning opening 55 was closed during a jackpot game, and if such an error state is provided, a notification related to the error state is executed. Note that the abnormal winning error may be terminated when the notification related to the error state is completed, similar to the right-hit error described above. In this embodiment, notifications that can identify that an error state of high importance has occurred are executed in priority over notifications that can identify that an error state of low importance has occurred, and notifications that can identify that an error state of low importance has occurred are executed in priority over other effects that are executed during pattern fluctuations, including the effects described below.
[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 by not executing processing according to the detection results of the sensors provided in each winning port (the detection results of the sensors themselves do not need to be seen). In this embodiment, in order to return from these game stop states (game stop states set as return states) to a playable state, it is necessary to execute a RAM clear process, and as described above, when the RAM clear process is executed, the special symbol variation pattern derivation state PA is set. Therefore, in this embodiment, the game stop state that requires the execution of a RAM clear process to return can be said to be essentially the special symbol variation pattern derivation state PA. 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. More specifically, in the process of transitioning to a playable state, if the security signal output is ON, a process of turning the security signal output OFF and initial setting of the device are executed. In addition, during the initial setting of the device, processes such as sending a launch permission command to the payout control board 400 to allow the launch of game balls, setting the state in which balls will be valid when they enter each winning slot, and setting data to activate the random number circuit 105 are performed.
[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, 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 variation start command is received, the performance content determination means 225 determines the content of the performance to be executed in the current pattern variation according to the performance route already determined by the performance route determination means 222. More specifically, the effect content determination means 225 determines an effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern variation, based on the effect route determined by the effect route determination means 222, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing this, it is possible to change the content of the effect related to (executed according to) the determined effect route, and also to provide a connection between the effects in one pattern variation.
[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, a pattern alignment related to decorative charts including a pattern alignment related to 7 charts is determined for pattern A, and any pattern alignment related to decorative charts excluding 7 charts is determined for pattern B. Therefore, in this embodiment, the number of rounds of the jackpot game to be generated and the subsequent (after the jackpot game ends) presentation mode (special chart variation pattern derivation state) can be estimated depending on the type of pattern alignment related to decorative charts corresponding to the jackpot game. In the pattern variation associated with special chart 2, one of the pattern combinations associated with decorative symbols including the 7 symbol is determined for pattern a, pattern c, and pattern d, and one of the pattern combinations associated with decorative symbols excluding the 7 symbol is determined for pattern b. Therefore, in this embodiment, when a pattern combination associated with the 7 symbol is displayed, it is determined that a jackpot game is occurring for a stopped symbol (pattern a, pattern c, or pattern d) excluding pattern b. This makes it easier to predict the number of rounds associated with a jackpot game, which occurs depending on the type of pattern combination associated with the decorative symbol corresponding to the jackpot game, as with the pattern variation associated with special chart 1. On the other hand, unlike the pattern variation associated with special chart 1, the pattern variation associated with special chart 2 makes it difficult to predict the subsequent performance mode depending on the type of pattern combination associated with the decorative symbol corresponding to the jackpot game.
[0115] When the jackpot presentation control means 227 receives a presentation control command related to a jackpot game (start demo command, round start command, end demo command), it determines the content of the presentation during the jackpot game based on the type of the presentation control command and the information contained in the presentation control command. The effects during a jackpot game include a start demo effect that is executed based on the reception of a start demo command to notify the start of the jackpot game, a round effect that is executed based on the reception of a round start command to notify that a round game is in progress, and an end demo effect that is executed based on the reception of an end demo command to notify the end of the jackpot game. In particular, the round effect includes the playback of music, and the music to be played can be selected by game operations, and details of this will be described later.
[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 is 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 is 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 a game-stop state is achieved, 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. Note that while details of these notifications are omitted, it is preferable that they continue to be executed for a certain period of time (e.g., 30 seconds) after execution has begun, and the presentation device for executing 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 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.
[0122] As explained above, the gaming machine 10 according to this embodiment is configured to be able to play music during jackpot play (particularly round play), and is also configured to allow the music to be selected by game operations. This configuration contributes to livening up jackpot play and increasing motivation to play. However, the increase in motivation to play by playing such music depends on the tastes and preferences of the player, and therefore there is a problem in that it does not increase motivation to play for a wide range of players. In contrast to this, in this embodiment, the music to be played during a jackpot game can be selected by game operations, and a function is provided to enhance the motivation of a wide range of players to play. The details of this function are explained below.
[0123] <Regarding playback management during jackpot play> First, the details of the reproduction management process during a jackpot game that manages music reproduced during a jackpot game will be described with reference to FIGS. FIG. 11 shows a flow of the playback management process during a jackpot game, and this process is executed by the jackpot presentation control means 227 when a round start command is received. Figure 12(a) is a table showing the types of music that will be played during jackpot games involving symbols A, B, and b, and Figure 12(b) is a table showing the types of music that can be selected during jackpot games involving symbols a, c, and d.
[0124] As shown in Figure 11, in step S202, which is the first step of the playback management process during a jackpot game, it is determined whether the jackpot game related to the round start command that triggered the execution of the playback management process during this jackpot game (hereinafter simply referred to as "this jackpot game") is related to special chart 2, and if the condition is met, proceed to step S204, and if the condition is not met, proceed to step S224. In step S204, it is determined whether the current jackpot game is a jackpot game related to pattern b (a jackpot game with 4 rounds), and if the condition is met, proceed to step S224, and if the condition is not met (the current jackpot game is a jackpot game related to pattern a, pattern c, or pattern d, i.e., a jackpot game with 10 rounds), proceed to step S206.
[0125] In step S206, a selection candidate for music is set based on the number of consecutive 10R big wins. Here, the number of consecutive 10R jackpots refers to the total number of 10 jackpot games (10R jackpots) that have occurred without a special chart variation pattern derivation state PA (normal chart low probability), excluding the first jackpot game. Furthermore, the song selection candidates refer to songs that can be selected in the song selection state described below.
[0126] Specifically, as shown in Figure 12(b), if the number of consecutive wins in a 10R jackpot (hereinafter simply referred to as "number of consecutive wins") is 1 or more and less than 3, songs M4, M5, and M6 can be selected, and if the number of consecutive wins is 3 or more and less than 5, in addition to songs M4, M5, and M6, song M7 can be selected. Furthermore, if the number of consecutive wins is 5 or more but less than 7, in addition to songs M4, M5, M6, and M7, song M8 can be selected; if the number of consecutive wins is 7 or more but less than 9, in addition to songs M4, M5, M6, M7, and M8, song M9 can be selected; and if the number of consecutive wins is 9 or more but less than 11, in addition to songs M4, M5, M6, M7, M8, and M9, song M10 can be selected. Furthermore, if the number of consecutive wins is 11 or more but less than 13, in addition to song M4, song M5, song M6, song M7, song M8, song M9, song M10, song M11 can be selected, and if the number of consecutive wins is 13 or more, in addition to song M4, song M5, song M6, song M7, song M8, song M9, song M10, song M11, song M12 can be selected. In this way, in this embodiment, the number of songs that can be selected in the song selection state increases as the number of consecutive wins increases.
[0127] Next, in step S208, it is determined whether or not the fixed flag is ON. If the condition is met, the process proceeds to step S212, and if the condition is not met, the process proceeds to step S210. In step S210, the additional music is set as the initially selected music. Here, the additional music refers to the music added in the current jackpot game. If there are no additional music added in the current jackpot game, such as when the number of consecutive wins is 2, the most recently added music is treated as the additional music. Also, the initially selected music refers to the music that is first selected in the music selection state. In step S212, the previously selected song is set as the initially selected song. In this embodiment, when the fixed flag is not ON (OFF), the additional song is set as the initially selected song. On the other hand, when the fixed flag is ON, the song previously selected as the initially selected song is set as the initially selected song. Note that the fixed flag is a flag that is set when a song is selected in the song selection state, as will be described later.
[0128] In step S214, the music selection state is set. The types of music that can be selected in the music selection state are as described above, and the flow of music selection in this state will be described later. In step S216, it is determined whether a specified time (15000 ms in this embodiment) has elapsed, and if the condition is met, the process proceeds to step S218, and if the condition is not met, the process returns to step S216. In step S218, the playback of the selected song is started. In step S220, it is determined whether or not a selection operation (operation on the left cursor button 38c or the right cursor button 38d, as described below) has been performed in the music selection state, and if the condition is met, the process proceeds to step S222, and if the condition is not met, the playback management process during jackpot play is terminated. In step S222, the fixed flag is set to ON, and then the playback management process during the big win game is terminated. The fixed flag is a flag that is turned OFF once it transitions to the special chart variation pattern derivation state PA, and is not backed up when power is cut off (it is turned OFF by power cut).
[0129] In step S224, the playback of the music corresponding to the stopped symbols is started, and then the playback management process during the big win game is terminated. Here, the music corresponding to the stopped symbol is as shown in Figure 12(a), and if the current jackpot game is a jackpot game related to symbol A, the music will be M1, if the current jackpot game is a jackpot game related to symbol B, the music will be M2, and if the current jackpot game is a jackpot game related to symbol b, the music will be M3.
[0130] <About song selection status> Next, the flow of song selection in the song selection state will be described in detail with reference to FIG. FIG. 13 is a diagram showing the flow of song selection in the song selection state.
[0131] As shown in the upper part of Figure 13, in the song selection state, a selected song identification image sg that can identify the currently selected song, a meter image mg that can identify the elapsed time related to the song selection state, and a button image bg that prompts the selection operation are displayed in the display area related to the main display unit 81. More specifically, the selected song identification image sg displays the title of the currently selected song, and when the song selection state starts, this image becomes an image corresponding to the initially selected song. The meter image mg is an image in which the entire image is black when the setting of the song selection state begins, and the black area shrinks at a constant speed so that the entire image turns white when a specified time related to the song selection state has elapsed (when the song selection state ends). The button image bg is composed of an image that resembles the operation unit (cursor button 38) that must be operated to select (change) a song in the song selection state, an arrow image that identifies which button (left cursor button 38c, right cursor button 38d) of the operation unit is valid for song selection, and the words "Select with directional keys."
[0132] Next, as shown in the flow from the top to the bottom of Figure 13, if the right cursor button 38d is operated when the currently selected song is song M5, the currently selected song will change to M6, and the title of song M6 will be displayed by the selected song identification image sg. Also, although not shown, when the left cursor button 38c is operated in the state shown in the upper part of Figure 13, the currently selected song switches to M4, and the title of song M4 is displayed by the selected song identification image sg. In this way, in this embodiment, when the right cursor button 38d is operated in the song selection state, the currently selected song changes in the order of song M4, song M5, ..., song M12 (in the direction of increasing numbers), whereas when the left cursor button 38c is operated, the currently selected song changes in the order of song M12, song M11, ..., song M4 (in the direction of decreasing numbers). If the right cursor button 38d is operated while the song with the highest number among the song candidates is selected (for example, song M7 if the number of consecutive wins is 3), the currently selected song will change to the song with the lowest number among the song candidates (song M4), and if the left cursor button 38c is operated while the song with the lowest number among the song candidates is selected, the currently selected song will change to the song with the highest number among the song candidates (for example, song M10 if the number of consecutive wins is 9).
[0133] As explained above, in this embodiment, when the current jackpot game is a jackpot game related to the symbol a, symbol c, or symbol d (a jackpot game related to a 10R jackpot), a music selection state is set in which music can be selected by game operation during the round play of the jackpot game. After that, after the jackpot game related to the symbol a and symbol d ends, the normal symbol high probability (particularly, the special symbol variation pattern derivation state PC) is set, while after the jackpot game related to the symbol c ends, the normal symbol high probability is not set (particularly, the special symbol variation pattern derivation state PA is set). This function is completely different from conventional gaming machines that set a music selection state for jackpot games that are advantageous after the end of the game, but do not set a music selection state for jackpot games that are disadvantageous after the end of the game. However, by configuring it as in this embodiment, the music selection state is set, which gives the player a sense of tension and allows them to concentrate on the game, and in particular, when the jackpot game in which the music selection state is set is advantageous after the end of the game (which occurs more frequently than when the jackpot game is disadvantageous after the end of the game), it is possible to increase motivation to play. Furthermore, this effect is achieved regardless of the player's hobbies and preferences. Setting the music selection state to allow the player to concentrate on playing the game also contributes to making it easier for the player to recognize the music selection options themselves.
[0134] <Notification of shortened working hours> Next, with reference to Figs. 14 to 18, the time-reduction notification executed in the jackpot games relating to the symbols a, c, and d will be described in detail. Figures 14 and 15 are diagrams showing the flow of notification of whether or not time reduction is available, with Figure 14 showing the flow in a jackpot game involving pattern a or pattern d, and Figure 15 showing the flow in a jackpot game involving pattern c. Figures 16 and 17 are timing charts showing the relationship between the music selection state and notification of whether or not time is reduced, with Figure 16 being a timing chart showing this relationship in jackpot games involving pattern a or pattern d, and Figure 17 being a timing chart showing this relationship in jackpot games involving pattern c. 18(a) and 18(b) are diagrams showing the display relationship between an image relating to a song selection state and an image relating to time-shortening notification.
[0135] As shown in Figures 14 and 15, in a jackpot game involving pattern a, pattern c, or pattern d, a notification of whether or not time reduction will be applied is executed after the end of the jackpot game, making it possible to determine whether or not a normal high probability (time reduction) will be applied (whether the jackpot game involves pattern a or pattern d, or whether the jackpot game involves pattern c). Specifically, in the time-reduction notification, a time-reduction notification image HG1 containing the words "Continue or End" is displayed in both jackpot games involving pattern A or pattern D, and jackpot games involving pattern C. After that, if a jackpot game involving pattern a or pattern d is played, the word "End" displayed in the time-reduction notification image hg1 disappears and changes to the word "Continue," and then the display of the time-reduction notification image hg1 ends. On the other hand, if a jackpot game involving pattern c is played, the word "Continue" displayed in the time-saving notification image hg1 disappears and changes to the word "End", and then the no-time-saving notification image hg2 containing the words "Time-saving will end after this" begins to be displayed in place of the time-saving notification image hg1.
[0136] In this way, in this embodiment, in a jackpot game related to the symbol a, symbol c, or symbol d, by executing a time-reduction notification after the end of the jackpot game, it is possible to determine whether or not a normal symbol high probability (particularly, a special symbol variation pattern derivation state PC) will be granted after the end of the jackpot game. This has a function not found in conventional gaming machines, such as the fact that even if a music selection state is set, a normal symbol high probability may not be set after the end of the jackpot game in which the music selection state is set, and is intended to prevent confusion for players. In particular, in this embodiment, the notification of whether or not time has been reduced is configured to start from the second round of play in the jackpot game, and if the game is being played in the normal way (shooting the game ball toward the second flow path Y without stopping), the notification of whether or not time has been reduced is configured to start while the music selection state is being set and then end once.
[0137] More specifically, as shown in Figure 16, in a jackpot game involving pattern a or pattern d, after the music selection state is initiated, the display of the time-reduction notification image hg1 begins, and the image is displayed once (until it becomes possible to identify that a normal pattern with a high probability has been set), after which the display of the image ends. On the other hand, as shown in Figure 17, in a jackpot game related to symbol c, as in a jackpot game related to symbol a or symbol d, after the music selection state begins, the time-saving / non-time-saving notification image hg1 begins to be displayed and all of the images are displayed, and in the music selection state, the no-time-saving notification image hg2 also begins to be displayed. After that, the no-time-saving notification image hg2 continues to be displayed even after the music selection state ends. Although not shown in the figure, the no-time-saving notification image hg2 continues to be displayed until the jackpot game (including the above-mentioned ending demo) ends.
[0138] In this embodiment, as described above, when the current jackpot game is a jackpot game involving pattern a, pattern c, or pattern d (all of which correspond to a 10R jackpot), a music selection state is set during the round of play during the jackpot game, allowing music to be selected by game operations, and in a jackpot game involving pattern c where a normal high probability is not set after the end (a special pattern variation pattern derivation state PA is set), a no-time-reduction notification image hg2 is displayed. This makes it possible to increase the player's concentration based on the music selection state without relying on the player's tastes and preferences, while preventing confusion for the player. In order to achieve this effect, it is not necessary that the no time-reduction notification image hg2 be displayed during a jackpot game involving pattern c; it is sufficient that the no time-reduction notification image hg2 be displayed during the jackpot game.
[0139] Therefore, in the gaming machine 10, the playback management means (jackpot presentation control means 227) can set a music selection state in which the music to be played during a winning game (jackpot game) can be selected by game operation, and the winning game includes a first winning game (jackpot game related to the symbol a, symbol d) and a second winning game (jackpot game related to the symbol c) in which the expected value of the prize balls awarded in one winning game is the same as that of the first winning game, and after the second winning game ends, the number of winning balls is increased from the number of winning balls awarded in the first winning game. When the winning game becomes more unfavorable than the normal winning game (special winning game variation pattern derivation state PA with low probability of normal winning game), and a specific notification (no time-saving notification image hg2) is executed during the winning game which becomes the second winning game, it becomes possible to identify whether the winning game is the second winning game or not, and in both the winning game which becomes the first winning game and the winning game which becomes the second winning game, the music selection state can be set, and when the music selection state is set and the specific notification is executed, the specific notification can be started after the music selection state has started.
[0140] In particular, in this embodiment, the display of the no-time-reduction notification image hg2 can start while the music selection state is being set. This allows the player to avoid excessive expectations for a high probability of winning after a big win by setting the music selection state. This also enhances the effect of preventing player confusion. In order to achieve these effects, it is not necessary that the display of the no time-saving notification image hg2 be started while the song selection state is being set; it is sufficient if the display of the no time-saving notification image hg2 is started while the song selection state is being set.
[0141] Therefore, in other words, when the music selection state is set and a specific notification is executed in the gaming machine 10, the specific notification (no time-reduction notification image hg2) can be started while the music selection state is being set.
[0142] Next, as shown in Figure 18(a), during the period T1 shown in Figures 16 and 17, the time-shortening notification image hg1 and images related to the song selection state (selected song specific image sg, meter image mg, button image bg) are displayed in parallel, but the display areas of these images do not overlap. On the other hand, as shown in Fig. 18(b), during the period T2 shown in Fig. 17, the no time-save notification image hg2 and images relating to the song selection state (selected song specific image sg, meter image mg, button image bg) are displayed in parallel. The display area of the no time-save notification image hg2 and the display area of the selected song specific image sg overlap, and the no time-save notification image hg2 is displayed in front of the selected song specific image sg. According to this, by making it difficult to recognize the currently selected song in the song selection state, it is possible to make it easier to recognize the no-time-reduction notification image hg2, regardless of the player's tastes and preferences. In order to achieve this effect, it is preferable that the area where the display area of the no time-saving notification image hg2 and the display area of the selected song specific image sg overlap is higher than the display area of the selected song specific image sg (especially to the extent that the song currently selected by the selected song specific image sg becomes unavailable), but it is sufficient that there is at least an area where the display area of the no time-saving notification image hg2 and the display area of the selected song specific image sg overlap. Furthermore, when the no-time-reduction notification image hg2 is displayed in front of the selected song specific image sg, this means that the layer on which the image data relating to the no-time-reduction notification image hg2 is drawn has a higher priority than the layer on which the image data relating to the selected song specific image sg is drawn.
[0143] Therefore, in the gaming machine 10, in the song selection state, a predetermined image (selected song specific image sg) that can identify the song being selected is displayed, and the specific notification (no time-saving notification image hg2) includes at least an image display, and in other words, when the specific notification is started while the song selection state is being set, an image related to the specific notification is displayed in front of the predetermined image related to the song selection state.
[0144] In addition, in this embodiment, it is possible to determine whether or not a high probability of normal play will be awarded after the end of a jackpot game by displaying the time-reduction or non-time-reduction notification image hg1, and then (if a high probability of normal play is not awarded after the end of a jackpot game), the display of the no-time-reduction notification image hg2 is started as a confirmation; however, it is also possible to eliminate the display of the time-reduction or non-time-reduction notification image hg1 altogether, and make it possible to determine whether or not a high probability of normal play will be awarded after the end of a jackpot game by whether or not the no-time-reduction notification image hg2 is displayed. This allows players to concentrate on selecting a song in the song selection state when a normal high probability is awarded after a jackpot game ends, while achieving the above-mentioned effects. This is particularly noticeable for players whose hobbies and preferences are heightened by the selection of songs available.
[0145] Also, although not shown, the period T3 shown in Figures 16 and 17 corresponds to the above-mentioned start demo, and in this embodiment, regardless of whether the current jackpot game is a jackpot game involving pattern a, pattern c, or pattern d, an image containing the words "BIG BONUS" is displayed during that period. On the other hand, if the current jackpot game is a jackpot game related to the pattern b, an image including the words "Regular Bonus" is displayed.
[0146] Also, as described above, in this embodiment, in a jackpot game involving the symbol b, which is less advantageous than the symbol a and the symbol d, and more advantageous than the symbol c, the music selection state is not set. This allows for a clear distinction between the degrees of advantage when the song selection state is set, thereby making it possible to further increase the attention paid to the song selection state.
[0147] Therefore, in the gaming machine 10, the winning games include a third winning game (jackpot game related to pattern b), which is less advantageous than the first winning games (jackpot games related to patterns a and d) and more advantageous than the second winning game (jackpot game related to pattern c), and in other words, the music selection state is not set in the winning game that is the third winning game.
[0148] In particular, the music (music M3) played in a big win game related to the symbol b is different from any of the music (music M4 to music M12) that can be selected in the music selection state. This makes it easy to recognize from the music being played that the jackpot game involving the symbol b is different from any of the jackpot games involving the symbols a, c, and d.
[0149] Therefore, in other words, in the gaming machine 10, the music played in the third winning game (jackpot game related to the symbol b) is different from any of the music selectable in the music selection state.
[0150] In addition, in this embodiment, the number of songs selectable in the music selection state increases according to the number of consecutive wins described above (see FIG. 12(b)), and the number of consecutive wins is also added when a jackpot game related to the symbol c occurs. Therefore, after the jackpot game related to the symbol c ends, the game enters a normal symbol low probability (special symbol variation pattern derivation state PA), and the number of consecutive wins does not increase thereafter, but the number of selectable songs may increase in the music selection state in the jackpot game related to the symbol c. This makes it possible to further increase attention to the music selection state in a jackpot game involving pattern c, which does not have a high probability of being set as a normal pattern after the game ends.
[0151] Therefore, in gaming machine 10, after the first winning game (jackpot game related to pattern a and pattern d) is completed, an easy-to-win state (normal pattern high probability) is set, and after the second winning game (jackpot game related to pattern c) is completed, the easy-to-win state is not set, and a winning game which becomes a second winning game occurs in the easy-to-win state which was set after the first winning game is completed, and when a music selection state is set in the winning game which has occurred, the types of music which can be selected in the music selection state can be increased.
[0152] Also, although omitted in the above explanation, in this embodiment, when a jackpot game in which a music selection state is set is played and the probability of a normal pattern is not high after the end of the jackpot game (when a jackpot game related to pattern c occurs), the music selected in the music selection state will not be played after the end of the jackpot game. This makes it possible to prevent players from feeling disappointed that the normal high probability does not occur after the end of the jackpot game even though a music selection state has been set during the jackpot game.
[0153] Therefore, in the gaming machine 10, when a music selection state is set in a winning game that results in a second winning game (a jackpot game related to pattern c), it can be said that the music selected in the music selection state will not be played after the second winning game ends.
[0154] On the other hand, when a jackpot game is played with the music selection state set and the normal probability becomes high after the jackpot game ends (when a jackpot game involving patterns a and d occurs), the music selected in the music selection state continues to be played even after the jackpot game ends (normal probability becomes high). According to this, by letting the selected music piece be heard for a long time, it is possible to increase the motivation to play of players whose hobbies and preferences are enhanced by the selectable music pieces. In order to achieve this effect, the song selected in the song selection state may be started at the beginning after the big win game has ended.
[0155] Therefore, in the gaming machine 10, when the music selection state is set in the winning game that is the first winning game (jackpot game related to pattern a and pattern d), it can be said that the music selected in the music selection state will be played even after the first winning game has ended.
[0156] <Other variations> Modifications not mentioned in the above description are listed below.
[0157] First, the images shown in the present embodiment (specifically, the selected song specifying image sg, the time-shortening notification image hg1, and the time-shortening notification image hg2) may be accompanied by sounds corresponding to each image. In particular, for the selected song identification image sg, at least a portion of the corresponding song (for example, the chorus part of the song) may be played (sound output) in accordance with the display of the image, and in this case, after the song selection state has ended, it is preferable to play the song finally selected in the song selection state again (starting sound output from the beginning).
[0158] In addition, 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.
[0159] 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.
[0160] 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.
[0161] 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).
[0162] 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.
[0163] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine capable of firing game balls, and when a game ball enters a prize port including a start port and a large prize port, providing a prize ball corresponding to the prize port into which the game ball entered, and capable of executing a pattern variation accompanied by a win / loss determination based on the game ball entering the start port, and when a specific result is derived in the win / loss determination, generating a winning game in which the game ball is likely to enter the large prize port after the pattern variation for which the win / loss determination has been performed has ended, and capable of playing music during the winning game, A playback management means for managing the playback of music pieces is provided, The playback management means can set a music selection state in which a music piece to be played during the winning game can be selected by a game operation, The winning games include a first winning game and a second winning game in which the expected value of prize balls awarded in one winning game is the same as that of the first winning game, After the second winning game ends, the situation becomes more disadvantageous than after the first winning game ends. By executing a specific notification during the winning game that becomes the second winning game, it becomes possible to identify whether the winning game is the second winning game, The music selection state may be set in either the winning game that becomes the first winning game or the winning game that becomes the second winning game, When the music selection state is set and the specific notification is executed, the specific notification may be started after the music selection state is started. A gaming machine characterized by: (2) The gaming machine described in (1) above, When the music selection state is set and the specific notification is executed, the specific notification may be started while the music selection state is being set. A gaming machine characterized by: (3) The gaming machine described in (2) above, In the song selection state, a predetermined image that can identify the selected song is displayed, The specific notification includes at least an image display, When the specific notification is started while the music selection state is being set, an image related to the specific notification is displayed in front of the predetermined image related to the music selection state. A gaming machine characterized by: (4) The gaming machine according to any one of (1) to (3) above, The winning game includes a third winning game, The third winning game is less advantageous than the first winning game and more advantageous than the second winning game, In the winning game that becomes the third winning game, the music selection state is not set. A gaming machine characterized by: (5) The gaming machine according to (4) above, The music played in the third winning game is different from any of the music selectable in the music selection state. A gaming machine characterized by: (6) The gaming machine according to (5) above, The starting port includes a first starting port and a second starting port, A winning-easiness state can be set in which the winning of the game ball into the second starting hole is more likely than in a normal state, After the first winning game ends, the winning-easiness state is set, After the second winning game ends, the winning easy state is not set, When the winning game that becomes the second winning game occurs in the winning-easy state that is set after the end of the first winning game, and the music selection state is set in the winning game that has occurred, the types of music that can be selected in the music selection state may be increased. A gaming machine characterized by: [Explanation of symbols]
[0164] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable decorative body 23 Cylinder lock 25 Transparent materials 27 Upper ball tray 29 Lower ball tray 31 Operating handle 32 Upper frame part 33(33a, 33b) Speaker 34a, 34b Left and right side frame parts 35(35a, 35b, 35c) Frame Lamp 36 Ball removal mechanism 37 Production button 38 Cursor Button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation section 39a Ball loan button 39b Return button 40 Power switch 43 RAM clear switch 45 Opening and closing cover 46 Game Ball Tank 47 Tank rail 48 Dispensing Unit 49 Dispensing aisle 50 Game Board 50a Gaming area 51 outer rail 52 Windmill 53 Inner rail 54 Protective material 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal electric device 62 Ordinary electric accessory solenoid Gate 63 65 Special Electric Devices 66 Special electric accessory solenoid 67 General Prize Winning Entrance 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 Design Hold 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 Means for determining production content 226 Decorative pattern control means 227 Jackpot performance control means 230 Sub-error Control Measures 240 Lamp control means 245 Movable equipment control means 260 Sub-information storage means 270 Subcommand Management Method 300 Second sub-control board 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 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 X First flow path Y Second flow path sg Selected song specific image mg meter image bg button image hg1 Time-saving notification image hg2 No time reduction notification image
Claims
[Claim 1] A gaming machine capable of firing game balls, and when a game ball enters a prize port including a start port and a large prize port, awarding a number of prizes corresponding to the prize port into which the game ball entered, and capable of executing a pattern variation accompanied by a win / loss determination based on the game ball entering the start port, and when a specific result is derived in the win / loss determination, generating a winning game in which the game ball is likely to enter the large prize port after the pattern variation for which the win / loss determination has been performed has ended, and capable of playing music during the winning game, A playback management means for managing the playback of music pieces is provided, The playback management means can set a music selection state in which a music piece to be played during the winning game can be selected by a game operation, The winning game includes a specific winning game in which the expected number of prizes awarded in one winning game is a specific number, After the specific winning game ends, there are times when the first state is reached and times when the second state is reached which is less favorable than the first state, During the specific winning game, by switching from a predetermined notification that does not specify whether the second state will be entered after the end of the specific winning game to a specific notification that specifies whether the second state will be entered after the end of the specific winning game, it becomes possible to specify whether the second state will be entered after the end of the specific winning game, The music selection state may be set in the specific winning game, A switch from the predetermined notification to the specific notification may occur during the setting of the music selection state. A gaming machine characterized by:
Citation Information
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