gaming machines
A first and second notification system with customizable execution frequencies in gaming machines addresses recognition challenges by managing overlap and frequency adjustments, enhancing presentation clarity.
Patent Information
- Application Number
- JP2023210106
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-13
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2043-12-13
AI Technical Summary
Changing the execution frequency of game presentations in gaming machines, such as pachinko and slot machines, can make it difficult to recognize the altered presentations when they overlap with other presentations.
Implementing a first and second notification system with different execution frequencies based on customization operations, where the first notification is restricted in certain states to enhance recognition of the second notification, and allowing for multiple notification modes to minimize overlap interference.
Facilitates easier recognition of game presentations with changed execution frequencies by managing notification overlap and frequency adjustments.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a pachinko machine. [Background technology]
[0002] 2. Description of the Related Art Some gaming machines, such as pachinko machines and slot machines, are configured to be customizable to change the frequency at which game effects are executed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-036490 Summary of the Invention [Problem to be solved by the invention]
[0004] In such gaming machines, simply changing the execution frequency of a game presentation may make it difficult to recognize the game presentation whose execution has been changed if the presentation whose execution frequency has been changed is executed in overlap with other presentations.
[0005] Therefore, the present invention has been made in consideration of the above-mentioned problems, and provides a gaming machine that makes it easier to recognize a gaming presentation when the presentation has its execution frequency changed. [Means for solving the problem]
[0006] According to the present invention, a first notification and a second notification whose execution frequency changes depending on a customization operation are executable, the first notification being an alert that can be executed by a predetermined trigger, and the second notification being an alert that can be executed by the predetermined trigger, and that can be in a first notification mode or a second notification mode different from the first notification mode, and that can be executed using both a first device and a second device, and in a specific state in which the execution frequency of the first notification has changed due to a customization operation, when the first notification is executed by the predetermined trigger and the second notification of the first notification mode is executed by the predetermined trigger, and when the first notification is executed by the predetermined trigger and the second notification of the second notification mode is executed by the predetermined trigger in the specific state, the execution of a part of the second notification related to the first device is restricted, and the execution of a part of the second notification related to the second device is executed without restriction. The second notification is a notification that can be in the first notification mode or the second notification mode depending on at least the notification mode on the second device, and when, in the specific state, the second notification is executed without the first notification being executed at the predetermined trigger and the second notification is in the second notification mode, the degree of advantage related to the benefit is higher than when, in the specific state, the second notification is executed without the first notification being executed at the predetermined trigger and the second notification is in the first notification mode; when, in the specific state, both the first notification and the second notification are executed at the predetermined trigger and the second notification is in the second notification mode, the degree of advantage related to the benefit is lower or the degree of advantage related to both benefits is the same, compared to when, in the specific state, both the first notification and the second notification are executed at the predetermined trigger and the second notification is in the first notification mode; A gaming machine characterized by the above is provided. Furthermore, according to the present invention, a first notification and a second notification whose execution frequency changes depending on a customization operation are executable, the first notification being a notification that can be executed by a predetermined trigger, the second notification being a notification that can be executed by the predetermined trigger, that can be a first notification mode or a second notification mode different from the first notification mode, and that can be executed using both a first device and a second device, and in a specific state in which the execution frequency of the first notification has changed due to a customization operation, when the first notification is executed by the predetermined trigger and the second notification of the first notification mode is executed by the predetermined trigger, and in the specific state, A gaming machine is provided in which, when the first notification is executed at the specified trigger and when the second notification of the second notification mode is executed at the specified trigger, the execution of the part of the second notification related to the first device is restricted, and the execution of the part of the second notification related to the second device is executed without restriction, and during some of the specified times when the second notification is executed at the specified trigger in the specific state and the first notification is not executed at the specified trigger, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without restriction. Further, according to the present invention, a first notification and a second notification whose execution frequency changes depending on a customization operation are executable, the first notification being a notification that can be executed by a predetermined trigger, the second notification being a notification that can be executed by the predetermined trigger, and that can be a first notification mode or a second notification mode different from the first notification mode, and that can be executed using both a first device and a second device, and in a specific state in which the execution frequency of the first notification has changed due to a customization operation, the first notification is executed by the predetermined trigger, and when the second notification of the first notification mode is executed by the predetermined trigger, and in the specific state, the first notification is executed by the predetermined trigger. A gaming machine is provided in which, when the second notification of the second notification mode is executed at the specified trigger, the execution of the part of the second notification relating to the first device is restricted, the execution of the part of the second notification relating to the second device is executed without restriction, and a third notification that can be executed using both the first device and the second device is executable, and when the execution period of the first notification and the execution period of the third notification overlap in the specific state, both the part of the third notification relating to the first device and the part of the third notification relating to the second device are executed without restriction. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that makes it easier to recognize a gaming effect when the gaming effect is executed with a changed execution frequency. [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(a) is a table listing the items that can be set in bulk customization and their details, and FIG. 11(b) is a table listing the items that can be set in individual customization and their details. [Figure 12] FIG. 12 is a diagram showing displays relating to customization that are displayed on the main display unit, the left sub-display unit, and the right sub-display unit during a game. [Figure 13] FIG. 13 is a diagram showing the flow of batch customization during a game. [Figure 14] FIG. 14 is a diagram showing the flow of individual customization during a game. [Figure 15] FIG. 15 is a flow chart of the vibration effect control process. [Figure 16]Figure 16(a) is a schematic diagram showing a lottery table used for drawing lots to determine the execution of a vibration effect when the vibration effect UP item is OFF, Figure 16(b) is a schematic diagram showing a lottery table used for drawing lots to determine the execution timing of a vibration effect when the vibration effect UP item is ON, and Figure 16(c) is a schematic diagram showing a lottery table used for drawing lots to determine the execution timing of a vibration effect. [Figure 17] 17(a) to 17(c) are diagrams showing specific examples of cut-in effects. [Figure 18] FIG. 18 is a flow chart of the cut-in effect control process. [Figure 19] Figure 19(a) is a schematic diagram showing a lottery table used for lottery drawing to determine the execution of cut-in effects in normal mode, Figure 19(b) is a schematic diagram showing a lottery table used for lottery drawing to determine the execution of cut-in effects in active mode, Figure 19(c) is a schematic diagram showing a lottery table used for lottery drawing to determine the effect pattern for cut-in effects, and Figure 19(d) is a schematic diagram showing a lottery table used for lottery drawing to control cut-in effects. [Figure 20] FIG. 20(a) is a flow of the symbol action control process, and FIG. 20(b) is a diagram schematically showing a lottery table used for the lottery for executing symbol actions. [Figure 21] Figure 21(a) is a timing chart showing the flow of a cut-in effect that is executed without overlapping with a vibration effect, and Figure 21(b) is a timing chart showing the flow of a cut-in effect that is executed overlapping with a vibration effect. [Figure 22] Figure 22(a) is a timing chart showing the flow of pattern actions that are executed without overlapping with vibration effects, and Figure 22(b) is a timing chart showing the flow of pattern actions that are executed overlapping with vibration effects. 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, "advantageous (degree of advantage)" refers to an advantage for the player, and further, unless otherwise specified, refers to an advantage in terms of the number of prize balls (gaming media) obtained, 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 The first notification (vibration effect) whose execution frequency changes depending on the customization operation, Second notification (cut-in effect), It is configured to be able to execute The first notification is a notification that can be executed by a predetermined trigger (a reach occurrence, the start of a pattern change), The second notice mentioned above is It can be executed by the predetermined trigger, It may be a first notification mode (a performance mode related to performance pattern P1) or a second notification mode (a performance mode related to performance pattern P2 or performance pattern P3) different from the first notification mode, The notification can be performed using both the first device (speaker 33) and the second device (main display unit 81), In a specific state in which the frequency of execution of the first notification has been changed by a customization operation (when the vibration effect UP item is ON), when the first notification is executed at the predetermined trigger and the second notification of the first notification mode is executed at the predetermined trigger, and in the specific state, when the first notification is executed at the predetermined trigger and the second notification of the second notification mode is executed at the predetermined trigger, the execution of the part of the second notification related to the first device is restricted, and the execution of the part of the second notification related to the second device is executed without restriction. This is a gaming machine characterized by the above.
[0012] According to the present invention, when the first notification and the second notification are executed in overlapping fashion, the second notification can be made recognizable while the ease of recognizing the first notification is less likely to be hindered by the second notification. Furthermore, according to the present invention, while the second notification can have multiple notification modes, when the first notification and the second notification are executed in overlapping fashion, the second notification is less likely to hinder the ease with which the first notification can be recognized.
[0013] In the present embodiment, the frequency of the first notification increases when the vibration effect UP option is ON, but this is not limiting. That is, it is sufficient that the frequency of the first notification changes in the specific state, and the frequency of the first notification may decrease in the specific state. Furthermore, in the present embodiment, the frequency of the cut-in effect for the second notification varies depending on the customization (setting status of the collective customization), but this is not limiting. In other words, the second notification may not be subject to customization.
[0014] Furthermore, the "restriction of execution" in the above "the execution of the part of the second notification related to the first device is restricted" includes not only not executing the notification itself, but also executing the notification in a manner that makes it difficult to recognize, as in the present embodiment described below. In particular, the manner in which the notification in a manner that makes it difficult to recognize refers to, if the notification in a manner that makes it difficult to recognize the notification, reducing the volume if the notification in a manner that makes it difficult to recognize the notification, reducing the brightness if the notification in a manner that makes it difficult to recognize the notification, and, if the notification in a manner that makes it difficult to recognize the notification, reducing the size of the image itself or making part of the image invisible if the notification in a manner that makes it difficult to recognize the notification, and so on. Furthermore, the above-mentioned "restriction of execution" does not necessarily mean that the execution of the notification to be executed is restricted for the entire execution period of the notification, but also includes that the execution of the notification is restricted for a part of the execution period.
[0015] Furthermore, the gaming machine according to this embodiment, which will be described later, is a pachinko machine that pays out actual gaming balls as prize balls, but the gaming machine according to the present invention may also be a pachinko machine that provides prize balls as electronic data (so-called smart pachinko). Furthermore, the gaming machine of the present invention may be a conventional slot machine that uses a predetermined number of medals to perform pattern changes that cause multiple reels to spin, and pays out medals based on the results of the pattern changes (the stopping patterns of the multiple reels), or it may be a slot machine (so-called smart slot) that pays out all medals as electronic data.
[0016] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.
[0017] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. Figure 1 is a front view of the gaming machine 10, Figure 2 is a diagram showing a pattern display device 90 arranged in area II shown in Figure 1, Figure 3 is a bird's-eye view showing a group of operation buttons arranged in area III shown in Figure 1 and their surroundings, Figure 4 is a diagram showing a 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.
[0018] The gaming machine 10 of this embodiment is a so-called pachinko machine, in which gaming balls are shot into a front area (hereinafter referred to as "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)."
[0019] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, a middle frame 17 that detachably holds a gaming board 50 on the front side of the opening of the outer frame 15, and a front frame 20 that is configured to cover the front side of the gaming board 50.
[0020] 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)).
[0021] 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.
[0022] 1 to 5, the middle frame 17 has a middle frame open door sensor 76 that detects whether the middle frame 17 is in an open state or a closed state relative to the outer frame 15, and a front frame open door sensor 77 that detects whether the front frame 20 is in an open state or a closed state relative to the middle frame 17. In this embodiment, both of these door open sensors are ON in the open state and OFF in the closed state. However, these door open sensors may 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.
[0023] 3, a group of operation buttons operated by the player is disposed on the upper surface of the upper ball tray 27. This group of operation buttons includes a main operation unit 39 electrically connected to the main control board 100 (described later), which includes a ball loan button 39a and a return button 39b for accepting a prepaid card return operation. The operation unit electrically connected to the first sub-control board 200 (described later) includes an effect button 37 for accepting a player's operation to switch effects occurring during play or to obtain various information related to the gaming machine 10, and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, and center cursor button 38e) for instructing operations up, down, left, and right. Each operation unit is provided with a sensor for detecting the operation, and the connected control board detects the operation of each operation unit by a change in the detection state of the sensor. Furthermore, a movable decorative body 22 that operates (vibrates) by an actuator such as a motor (not shown) is provided on the side of the upper ball tray 27, and a full-color LED is provided inside. The movable decorative body 22 is a dedicated device used for vibration effects, which will be described later.
[0024] A ball ejection mechanism 36 is provided below the lower ball tray 29 to eject the game balls stored in the lower ball tray 29 downward. By operating this ball ejection mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball tray 29 opens, and the game balls fall naturally 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.
[0025] As shown in Fig. 1, a pair of speakers 33 (33a, 33b) are disposed on the left and right sides of the upper frame portion 32 of the front frame 20. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed 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.
[0026] 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).
[0027] 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."
[0028] 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.
[0029] In addition, the performance display device 80 in this embodiment (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) has a lenticular lens arranged on its surface, and is configured to realize naked-eye stereoscopic viewing using the lenticular method. This allows part of the image displayed on the performance display device 80 to be displayed as a 3D image or a 2D image.
[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 of reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations of reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and all of them make it possible to identify the number of corresponding pattern variations by the lighting state of the two LEDs (in this embodiment, right always lit only = 1, left and right always lit = 2, right flashing + left always lit = 3, left and right flashing = 4).
[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 row (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.
[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, the pattern of special image 1 is changed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when rolling from the first flow path X than when rolling from the second flow path Y.
[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, the pattern of special chart 2 will change. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.
[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 special symbol 2 symbol variation 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. In this embodiment, the gate 63 can be a trigger for starting a jackpot game in a jackpot game standby state, which will be described later. Specifically, when the entry (passage) of a game ball into the gate 63 is detected in the jackpot game state, the standby jackpot game is started. Note that, a game ball passage area that triggers the start of a jackpot game may be provided separately from the gate 63, but it is preferable that the passage area be provided on the second flow path Y, similar to the gate 63.
[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. Furthermore, the substrate cases and covers that cover the respective substrates are made of transparent materials, and the corresponding substrates can be seen through the respective cases and covers.
[0048] 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.
[0049] 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.
[0050] So far, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with other configurations.
[0051] <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.
[0052] 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.
[0053] 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 the backup power circuit 502. 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 the power is turned on) after a power outage. For example, in addition to data such as the 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 clear process. Therefore, after the RAM is cleared, a new special symbol variation pattern derivation state PA (low normal symbol probability) is set, as described below. Furthermore, when a RAM clear 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 clear process was not executed when the power was turned on and the symbol variation was not in progress at the time of the previous power outage. Furthermore, this initial symbol combination is displayed statically only when the power is turned on, and is not displayed statically when the symbol variation is performed.
[0054] 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.
[0055] 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.
[0056] In addition, the main control board 100 is electrically connected to the first special pattern display device 91, the second special pattern display device 92, the normal pattern display device 93, the first special pattern hold lamp 94, the second special pattern hold lamp 95, the normal pattern hold lamp 96, the normal electric role solenoid 62 and the special electric role solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, 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.
[0057] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected so that communication is possible in only one direction, from the main control board 100 to the first sub-control board 200, and various performance control commands are 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.
[0058] 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.
[0059] 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.
[0060] The first sub-control board 200 is also electrically connected to the frame lamp 35, and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured 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.
[0061] 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.
[0062] 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.
[0063] The dispensing control board 400 is mainly composed of a CPU, a ROM, and a RAM (all not shown). In addition, the payout control board 400 is connected to the main control board 100 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.
[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 of this embodiment, and the gaming machine 10 may also have functional configurations that are not shown in Fig. 7. Furthermore, when explaining the functional configuration, Figs. 8 to 10 will be referred to 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 the special chart is pending at a predetermined advance judgment timing. More specifically, the preliminary judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and performs preliminary judgment for each of the special symbol hit / miss judgment, special symbol stop symbol lottery, and special symbol change pattern lottery, which will be described later. In each preliminary judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each preliminary judgment is used. Therefore, the results of these preliminary judgments will be the same as the results of the lottery that will be executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) including the result of the derived pre-determination, and stores the command in a transmission command storage area of the main information storage means 160. The pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the timing of the predetermined pre-determination, and therefore is transmitted following the above-mentioned hold command. Here, the predetermined timing of the pre-determination is, for example, the timing when the activation hold information of the special pattern is held. In this embodiment, if the activation hold information of special pattern 1 is held during the high probability of the normal pattern described below, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the activation hold information of special pattern 2 is held during the low probability of the normal pattern described below, the pre-determination may or may not be restricted.
[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 the lottery table for drawing the stopping pattern used when a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, if a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, pattern a will be determined as the stopping pattern with a probability of 700 / 1000 (approximately 1 / 1.43), and pattern b will be determined with a probability of 300 / 1000 (approximately 1 / 3.33). Here, pattern a is a stopping pattern that causes the number of rounds of jackpot play that occurs in the small jackpot play related to that pattern to be 10, and after the jackpot play ends, the specified number of times for that high normal probability is 80. On the other hand, pattern b is a stopping pattern that causes the number of rounds of jackpot play that occurs in the small jackpot play related to that pattern to be 4, and after the jackpot play ends, the specified number of times for that high normal probability is 80. Therefore, it can be said that pattern a is more advantageous than pattern b in terms of the number of rounds. In addition, when a jackpot game occurs in a small hit game, the number of rounds in that jackpot game is the number calculated by counting that small hit game as one round. Furthermore, in the following explanation, a jackpot game that occurs in a small hit game related to symbol a will be referred to as a "jackpot game related to symbol a," and a jackpot game that occurs in a small hit game related to symbol b will be referred to as a "jackpot game related to symbol b."
[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.
[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 d 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 transition from the special chart variation pattern derivation state PA to another special chart variation pattern derivation state, which will be described later, can further increase the interest in the game.
[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 etc. will be described later, but in this embodiment, there are three special chart variation pattern derivation states: special chart variation pattern derivation state PA, special chart variation pattern derivation state PB, and special chart variation pattern derivation state PC. The above-mentioned method of determining the special chart variation pattern is adopted for the pattern variation of special chart 1 in the special chart variation pattern derivation state PA, and for the pattern variation of special chart 2 in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC. In addition, in the pattern variation related to the other special chart in each special chart variation pattern derivation state, a predetermined special chart variation pattern is determined depending on the result of the special chart success / failure judgment.
[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 patterns HNP to 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 long pattern variation will be determined (the larger the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a short variation time will be determined). In addition, such special chart variation pattern HNP (hereinafter sometimes referred to as "basic special chart variation pattern") also exists in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, and in these special chart variation pattern derivation states, the reserved counter referenced is different from that in the special chart variation pattern derivation state PA, and in both cases the value of the special chart 2 reserved counter is referenced.
[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 (jackpot start command) including information related to the jackpot game (number of rounds and subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the jackpot game, generates a presentation control command (jackpot end command) including a demo time related to the end demo of the jackpot game and stores it in the transmission command storage area of the main information storage means 160. This is also true for jackpot games caused by small jackpot games.
[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 low probability at the start of a jackpot game regardless of the stopped symbol of the special symbol related to the jackpot game, and when a specified condition such as the end of the jackpot game is met, sets the normal symbol high probability until the symbol changes a specified number of times related to the normal symbol high probability, and sets the normal symbol low probability when the symbol changes a specified number of times related to the normal symbol high probability are completed. In particular, in this embodiment, during a small jackpot game, the normal symbol lottery state is maintained for the symbol change that caused the small jackpot game.
[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 (v).
[0091] Specifically, transition condition (i) is the end of jackpot play related to pattern B, transition condition (ii) is the end of jackpot play related to pattern A, transition condition (iii) is the end of jackpot play related to pattern a, pattern b, or pattern c, transition condition (iv) is the end of pattern change related to special pattern 2 executed without jackpot play in normal high probability state by 40 times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PB), and transition condition (v) is the end of pattern change related to special pattern 2 executed without jackpot play in normal high probability state by 80 times (the specified number of times related to normal high probability state in special pattern change pattern derivation state PC). In addition, if a jackpot game occurs in the special chart variation pattern derivation state PC, the state transitions to the special chart variation pattern derivation state PC again after the jackpot game ends, and the number of pattern variations related to special chart 2 that can be executed up to the specified number of times related to the normal chart high probability in the special chart variation pattern derivation state PC is reset. Also, although not shown, if a jackpot game does not occur in a small jackpot game that occurred in the special chart variation pattern derivation state PC, and if a jackpot game does not occur in a small jackpot game related to transition condition (iii), the end of the small jackpot game triggers the current special chart variation pattern derivation state to end and transition to the special chart variation pattern derivation state PA.
[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.
[0096] When a performance control command is stored in the transmission command storage area of the main information storage means 160, the main command management means 170 transmits the performance control command to the first sub-control board 200. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of the main information storage means 160.
[0097] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0098] The recovery state setting means 176 executes a recovery state setting process to set a recovery state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the inner frame door open sensor 76 when power is restored. The recovery states set by this process include a game-stopped state and a playable state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, a game-stopped state is set regardless of the state of RAM clear switch 43 and the state of middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is ON (pressed state) when power is restored, RAM clear processing is executed and a playable state is set on the condition that middle frame door open sensor 76 is ON when power is restored (if middle frame door open sensor 76 is OFF when power is restored, the RAM clear processing is not executed and the playable state is set), and if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed state) when power is restored, the RAM clear processing is not executed and the playable state is set. Here, the game stop state is a return state in which the game cannot proceed because processing is not performed according to the detection results of the sensors installed at each winning port (the detection results of the sensors themselves do not need to be looked at). On the other hand, the playable state is a restored state in which the game can be continued by executing a process according to the detection results of the sensors installed in each winning slot. In particular, if the RAM clear process is not executed when power is restored, the game will return to the playable state at the time of the previous power outage. For example, if a big win game or a small win game was being played at the time of the previous power outage, the game will return to the big win game or small win game that was being played, and if a pattern change was being played at the time of the previous power outage, the game will return to the pattern change that was being played.
[0099] 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.
[0100] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. More specifically, in the 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.
[0101] 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).
[0102] As shown in Figure 7, the first sub-control board 200 is equipped with a sub-random number generating means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 245, a sub-information storage means 260, a customization control means 265, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, etc., in the corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored by the sub-command management means 270 in a received command storage area of the sub-information storage means 260. In the following explanation, the storage of the performance control command transmitted from the main command management means 170 in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may be simply referred to as "receiving a performance control command."
[0103] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by program processing by the CPU 201, and obtains random numbers at the timing when each lottery (details will be described later) is executed by the normal performance control means 220.
[0104] The normal presentation control means 220 includes a presentation mode control means 221, a presentation route determination means 222, a sub-hold control means 223, a 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.
[0105] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner 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, challenge, and RUSH, with normal corresponding to the special chart variation pattern derivation state PA, challenge corresponding to the special chart variation pattern derivation state PB, and RUSH corresponding to the special chart variation pattern derivation state PC.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] When a variation start command is received, the performance content determination means 225 determines the content of the performance to be executed in this pattern variation in accordance with the setting status of the collective customization and individual customization described below, in addition to the performance route already determined by the performance route determination means 222. More specifically, the effect content determination means 225 determines the effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern variation based on the effect route determined by the effect route determination means 222, the setting status of collective customization, and the setting status of individual customization, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing so, it is possible to change the content of the effect related to (executed according to) the determined effect route, and to provide a connection between the effects in one pattern variation. Furthermore, even when the same effect route is determined, it is possible to diversify the effects to be executed according to the setting status of collective customization, individual customization, etc. In addition, in this embodiment, the effect content determination means 225 can determine the execution of cut-in effects and symbol actions, which will be described later, and these effects can be executed by the speaker 33 and the main display unit 81.
[0111] When the decorative pattern control means 226 receives a variation start command, it determines the final (determined stopped display) combination of decorative patterns (left pattern, center pattern, right pattern) based on the stopped pattern of the determined special pattern. Specifically, in the pattern variation related to Special Chart 1, one of the pattern alignments related to decorative patterns other than the 7 pattern is determined for Pattern A and Pattern B, and a pattern alignment related to the 7 pattern is determined for Pattern C. Therefore, in this embodiment, even if a pattern alignment related to decorative patterns other than the 7 pattern is displayed, it is not possible to accurately determine the subsequent performance mode from the displayed pattern alignment, that is, the performance mode that will be set upon the end of the jackpot game related to that pattern alignment. On the other hand, if a pattern alignment related to the 7 pattern is displayed, the player can determine that the RUSH mode will be set thereafter. In addition, in the pattern variation related to Special Chart 2, any of the pattern matching related to the decorative pattern excluding the 7 pattern is determined for the pattern a and the pattern c, and any of the pattern matching related to the decorative pattern including the 7 pattern is determined for the pattern b and the pattern d. Therefore, in this embodiment, when a pattern matching related to the decorative pattern excluding the 7 pattern is stopped and displayed, it is not possible to accurately determine the number of rounds of the jackpot game related to that pattern matching. On the other hand, when a pattern matching related to the 7 pattern is stopped and displayed, the player can determine that the number of rounds of the jackpot game related to that pattern matching is 10.
[0112] When the jackpot start command is received, the jackpot effect control means 227 determines the content of the effects during the jackpot game based on the information included in the command, etc. The effects during the jackpot game include a round effect that notifies that a round game is in progress and an end demo effect that notifies that the jackpot game has ended. In addition, in this embodiment, the jackpot presentation control means 227 is configured to be able to determine the content of the presentation mode announcement presentation that announces the presentation mode after the jackpot game ends (capable of specifying the presentation mode after the jackpot game ends), and details of the presentation including the start conditions will be described later.
[0113] The normal performance control means 220 reads out performance data for each device corresponding to each performance at the execution timing of that performance, in accordance with the content of the performance determined by the above-mentioned means provided in the first sub-control board 200. If the read performance data includes performance data related to images, it generates image control commands based on that performance data and stores those commands in a transmission command storage area of the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, it generates audio control commands related to sound based on that performance data and stores those commands in a transmission command storage area of the sub-information storage means 260. Furthermore, if the restored state upon power restoration becomes a playable state following the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved following the execution of a RAM clear process, and if the restored state upon power restoration becomes a playable state without the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved without the execution of a RAM clear process. Furthermore, if the restored state upon power restoration becomes a game-stop state, the normal presentation control means 220 reads presentation data for announcing that the game has been stopped and that a RAM clear process needs to be executed. Details of these notifications are omitted, but it is preferable that they continue to be executed for a certain period of time (e.g., 30 seconds) after execution begins, and the presentation device that executes the notification does not matter.
[0114] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern and reads out performance data for executing an error notification in accordance with the error notification pattern. 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.
[0115] 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.
[0116] 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.
[0117] 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.
[0118] The customization control means 265 executes collective customization and individual customization that affect the rendering content determined by the rendering content determination means 225. Note that, as will be described in detail later, these customizations are executed based on the operation of the cursor button 38.
[0119] 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.
[0120] As explained above, the gaming machine 10 according to this embodiment is configured to be able to perform collective customization and individual customization based on game operations (operations on the cursor button 38), which affect the frequency of execution of effects (game effects) including the change effects executed during pattern changes. Executing these customizations allows for the realization of effect content that matches the player's preferences, thereby contributing to increased interest in the game. However, simply changing the execution frequency of an effect through these customizations may result in the effect being difficult to recognize if the effect with the changed execution frequency is executed in overlap with (in parallel with) another effect. In contrast to this, this embodiment has a function that makes it easier to recognize an effect (a vibration effect in this embodiment) when the effect is executed with a changed execution frequency. The following describes the details of this function and the invention related to this function.
[0121] <Contents of bulk customization and individual customization> First, the details of the bulk customization and individual customization will be described with reference to FIG. FIG. 11(a) is a table listing the items that can be set in bulk customization and their details, and FIG. 11(b) is a table listing the items that can be set in individual customization and their details.
[0122] As shown in Figure 11(a), the items that can be set by bulk customization include normal mode, active mode, and simple mode, and in this embodiment, one of these modes is set. The execution frequency of the effect in the pattern variation changes depending on which mode is set. More specifically, when the normal mode is set, the frequency of effects (game effects) including the cut-in effect described below increases when the active mode is set, and the frequency of effects decreases when the simple mode is set. Therefore, when the normal mode is set, the reliability of the effect in the pattern change decreases when the active mode is set, and the reliability of the effect in the pattern change increases when the simple mode is set. Here, the reliability of the effect refers to the expected degree that a jackpot game will occur in the pattern change corresponding to the effect when the effect is executed (the pattern change executed in the effect if the effect is not a look-ahead effect, or the pattern change that the look-ahead effect is the target of), that is, the expected degree that a jackpot will be derived in the pattern change corresponding to the effect. Please note that some effects, including the pattern actions described below, are not affected by the settings for bulk customization.
[0123] As shown in Figure 11(b), the items that can be set by individual customization include no pre-reading, vibration effect UP, auto button, and 3D display, and each item can be set to either ON or OFF. Depending on the setting status of these items, the execution of the corresponding effect and the execution frequency will change. More specifically, when the no look-ahead item is ON, the look-ahead effect will not occur, and when the item is OFF, the look-ahead effect is allowed to be executed. When the vibration effect UP item is ON, the frequency of vibration effect execution is higher than when the vibration effect UP item is OFF. Note that, as will be described in detail later, the vibration effect in this embodiment is an effect that significantly increases the expectation of a jackpot game occurring due to the symbol fluctuation that executed the effect at the time of execution. When the Auto Button item is ON, the Auto Button mode is set, and in this mode, when an effect that requires operation of the effect button 37 is executed in a pattern change effect, the effect corresponding to the operation is executed without operating the operation unit. When the 3D display item is ON, the target image of the 3D display is displayed as a 3D image, and when the item is OFF, the target image is displayed as a 2D image. In this embodiment, the system is configured to allow collective customization and individual customization to be performed both during and after a game. "During a game" refers to a state in which no symbol variation is being performed and neither a big win game nor a small win game is being performed. "During a game" refers to a state other than during a game. The following explanation will explain in detail customization during a game.
[0124] <About bulk customization and individual customization during gameplay> Next, collective customization and individual customization during a game will be described in detail with reference to FIGS. FIG. 12 is a diagram showing displays relating to customization that are displayed on the main display unit 81, the left sub-display unit 82b, and the right sub-display unit 82c during a game. FIG. 13 is a diagram showing the flow of batch customization during a game. FIG. 14 is a diagram showing the flow of individual customization during a game.
[0125] As shown in Figure 12, during play, an operation recommendation image ssg is displayed in the display area of the main display unit 81, which indicates that bulk customization can be performed by operating the left cursor button 38c or the right cursor button 38d, and that individual customization can be performed by operating the up cursor button 38a or the down cursor button 38b. Furthermore, during play, an image for collective customization is displayed in the upper half of the display area (left display area 821) of the display area related to the left sub-display unit 82b, and an image for individual customization is displayed in the upper half of the display area (right display area 822) of the display area related to the right sub-display unit 82c.
[0126] As shown in FIG. 13, during a game, collective customization is realized by operating the left cursor button 38c or the right cursor button 38d. Specifically, as shown by the flow from the scene on the left side of the top row to the scene in the middle of the top row in Figure 13, when the right cursor button 38d is operated during play, a bulk customization image icg that can identify the currently set bulk customization mode (in this embodiment, this is the same as the one that was set immediately before the operation, in this example, normal mode) is displayed in the left display area 821. Although not shown in the drawings, even if the left cursor button 38c is operated in this state, the same batch customization image icg is displayed in the left display area 821. Furthermore, in this embodiment, when the right cursor button 38d is operated to start displaying the batch customization image icg (when the left cursor button 38c or the right cursor button 38d is operated), the batch customization image icg that identifies the mode that was set immediately before the operation is displayed, but it is also possible to display a batch customization image icg that makes it possible to identify the mode next to the mode that was set immediately before the operation at that time. In other words, the operation may switch the mode related to the batch customization.
[0127] When the right cursor button 38d is operated in the state shown in the middle scene in the top row, the batch customization image icg switches to a display mode that can identify the next mode (in this example, active mode), as shown in the scene at the right end of the top row. In this embodiment, when the mode is switched to the next mode by a game operation (without a new game operation), the currently set mode of the collective customization becomes the next mode. However, the collective customization mode may be updated when a certain time has elapsed since the game operation (for example, when the collective customization image icg is no longer displayed).
[0128] When the right cursor button 38d is operated in the state shown in the scene at the top right, the batch customization image icg switches to a display mode that identifies the next mode (in this example, simple mode), as shown in the scene at the bottom left. When the right cursor button 38d is operated in the state shown in the scene at the left end of the bottom row, the batch customization image icg switches to a display mode that can identify the next mode (in this example, normal mode), as shown in the scene in the middle of the bottom row. When the left cursor button 38c is operated in the state shown in the middle scene at the bottom, the batch customization image icg switches to a display mode that identifies the previous mode (in this example, simple mode), as shown in the scene at the right end at the bottom.
[0129] In this way, in this embodiment, during play, bulk customization is achieved by operating the left cursor button 38c or the right cursor button 38d, and by performing this operation, a bulk customization image icg that can identify the mode related to the bulk customization being set is displayed in the left display area 821. This allows the player to perform bulk customization while playing a game, and also allows the player to recognize the customization status of the bulk customization (the mode related to the bulk customization being set). In this embodiment, the collective customization image icg is hidden when 10 seconds have passed since the most recent operation related to collective customization (operation on the left cursor button 38c or the right cursor button 38d).
[0130] As shown in FIG. 14, during a game, individual customization is realized by operating the middle cursor button 38e and the effect button 37 in addition to operating the up cursor button 38a or the down cursor button 38b. Specifically, as shown in the flow from the scene on the left side of the top row to the scene in the middle of the top row of Figure 14, when the down cursor button 38b is operated during play, an individual customization image kcg that can identify the ON / OFF setting status of each item related to individual customization (in this embodiment, this is the same as the setting that was made immediately before the operation; in this example, all items are OFF) and the predetermined first selection item (the item shown in a shaded area; in this example, no pre-reading) is displayed in the right display area 822. Although not shown in the drawings, even if the up cursor button 38a is operated in this state, the same individual customized image kcg is displayed in the right display area 822. The individual customization image kcg also includes the text "Switch with middle button," which indicates that the selected item can be switched on and off by operating the middle cursor button 38e.
[0131] When the down cursor button 38b is operated in the state shown in the middle scene in the top row, the individual customization image kcg switches to a state in which the next item (in this example, vibration effect UP) is selected, as shown in the scene at the far right of the top row. When the down cursor button 38b is operated in the state shown in the scene at the top right, the individual customization image kcg switches to a state in which the next item (in this example, the auto button) is selected, as shown in the scene at the bottom left. Although not shown in the figure, when the up cursor button 38a is operated in the state shown in the scene at the top right, the individual customization image kcg switches to a state in which the previous item (in this example, no pre-reading) is selected.
[0132] When the middle cursor button 38e is operated in the state shown in the scene on the far left of the bottom row, as shown in the scene in the middle of the bottom row, the selected item in the individual customization image kcg is switched ON / OFF (in this example, the auto button item is switched from OFF to ON), and the text "※Press middle button to switch" included in the individual customization image kcg is changed to "※Press PUSH button to confirm." The words "Confirm with *PUSH button" indicate that the current ON / OFF selection status of each item will be reflected as a result of this individual customization by operating the effect button 37.
[0133] When the effect button 37 is operated in the state shown in the scene in the middle of the bottom row, the individual customization image kcg is hidden, as shown in the scene on the right side of the bottom row, and the ON / OFF selection status of each item at the time of the operation (in this example, as shown in the scene in the middle of the bottom row, the auto button item is ON and the other items are OFF) is reflected (set) as the result of this individual customization.
[0134] In this way, in this embodiment, during play, individual customization is achieved by operating the middle cursor button 38e and the effect button 37 in addition to operating the up cursor button 38a or the down cursor button 38b, and by operating the up cursor button 38a or the down cursor button 38b, an individual customization image kcg that can identify the status of the individual customization being set or selected is displayed in the right display area 822. This allows the player to perform individual customization while playing a game, and also to recognize the customization status of the individual customization (the ON / OFF of the items relating to the individual customization being set or selected). In this embodiment, the individual customization image kcg will be hidden 30 seconds after the most recent individual customization operation (operation on the up cursor button 38a, down cursor button 38b, or middle cursor button 38e) even if the effect button 37 is not operated, and at this time, the ON / OFF setting status for each item related to individual customization will not change.
[0135] <About the vibration effects> Next, details of the vibration effect will be described with reference to FIGS. FIG. 15 is a flow of the vibration effect control process, and this process is executed in response to the reception of a fluctuation start command in the special chart fluctuation pattern derivation state PA (normal chart low probability). Figure 16(a) is a schematic diagram showing a lottery table used for drawing lots to determine the execution of a vibration effect when the vibration effect UP item is OFF, Figure 16(b) is a schematic diagram showing a lottery table used for drawing lots to determine the execution timing of a vibration effect when the vibration effect UP item is ON, and Figure 16(c) is a schematic diagram showing a lottery table used for drawing lots to determine the execution timing of a vibration effect, and the range of random numbers used in these draws is 0 to 999.
[0136] First, the vibration effect is an effect in which an actuator provided on the movable decorative body 22 vibrates and, in parallel with the vibration, a full-color LED provided on the movable decorative body 22 lights up in red. In particular, the vibration effect ends after a certain period of time (10,000 ms in this embodiment), and this period of time is constant regardless of the timing of the execution of the vibration effect.
[0137] As shown in FIG. 15, in step S202, which is the first step of the vibration effect control process for controlling vibration effects, an execution lottery is held to determine whether or not a vibration effect will be executed. Specifically, as shown in Figures 16(a) and 16(b), the vibration effect execution lottery refers to the customization status of the vibration effect UP item and the result of the special symbol win / loss judgment for the current symbol change. Here, the current symbol change refers to the symbol change corresponding to the change start command that triggered the execution of the process accompanying the execution of the target lottery (in the case of the vibration execution lottery, the vibration effect control process), and this also applies to each effect control process described below. As shown in Figure 16(a), when the vibration effect UP item is OFF, if the result of the special symbol hit / miss judgment for this pattern change is a jackpot, there is a 150 / 1000 (approximately 1 / 6.67) probability of winning the vibration effect execution lottery, and a 850 / 1000 (approximately 1 / 1.18) probability of not winning the execution lottery. Also, when the vibration effect UP item is OFF, if the result of the special symbol hit / miss judgment for this pattern change is a miss, there is a 50 / 1000 (1 / 20) probability of winning the vibration effect execution lottery, and a 950 / 1000 (approximately 1 / 1.05) probability of not winning the execution lottery. On the other hand, as shown in Figure 16(b), when the vibration effect UP item is ON, if the result of the special symbol hit / miss judgment for this pattern change is a jackpot, there is a 900 / 1000 (approximately 1 / 1.11) probability of winning the vibration effect execution lottery, and a 100 / 1000 (1 / 10) probability of not winning the execution lottery. Also, when the vibration effect UP item is ON, if the result of the special symbol hit / miss judgment for this pattern change is a miss, there is a 20 / 1000 (1 / 50) probability of winning the vibration effect execution lottery, and a 980 / 1000 (approximately 1 / 1.02) probability of not winning the execution lottery.
[0138] In step S204, it is determined whether or not the lottery for executing the vibration effect has been won, and if the condition is met, the process proceeds to step S206, and if the condition is not met, the vibration effect control process is terminated.
[0139] In step S206, an execution timing lottery is performed to determine the execution timing of the vibration effect. Specifically, as shown in Figure 16(c), the execution timing lottery for the vibration effect determines the start of fluctuation with a probability of 700 / 1000 (approximately 1 / 1.43), and the occurrence of reach with a probability of 300 / 1000 (approximately 1 / 3.33). Here, the occurrence of reach in this embodiment refers to the timing when the reach state described above occurs.
[0140] In step S208, the effect data for the vibration effect is set, and then the vibration effect control process is terminated, whereby the vibration effect is executed at the determined execution timing.
[0141] In this way, the vibration effect in this embodiment is an effect whose execution frequency changes depending on the customization status of the individual customization (especially the vibration effect UP item). The execution timing of the vibration effect is when the fluctuation starts and when a reach occurs. In particular, in this embodiment, when the vibration effect is executed, the expectation of a big win game occurring is higher than that of the cut-in effect or the symbol action described below.
[0142] <Cut-in effect> Next, the cut-in effect will be described in detail with reference to FIGS. 17(a) to 17(c) are diagrams showing specific examples of cut-in effects. FIG. 18 is a flow of the cut-in effect control process, and this process is executed in response to the reception of a change start command in the special chart change pattern derivation state PA (normal chart low probability). Figure 19(a) is a schematic diagram showing a lottery table used for lottery drawing to determine the execution of cut-in effects in normal mode, Figure 19(b) is a schematic diagram showing a lottery table used for lottery drawing to determine the execution of cut-in effects in active mode, Figure 19(c) is a schematic diagram showing a lottery table used for lottery drawing to determine the effect pattern for cut-in effects, and Figure 19(d) is a schematic diagram showing a lottery table used for lottery drawing to control cut-in effects, and the range of random numbers used in these lotteries is 0 to 999.
[0143] As shown in Figures 17(a) to 17(c), the cut-in effect in this embodiment is an effect in which an effect button image bg that resembles the effect button 37 is displayed, requesting operation of the effect button 37.When the effect button 37 is operated while the effect button image is displayed, a cut-in image kg is displayed on the main display unit 81, and sound corresponding to the cut-in image is output from the speaker 33. In addition, in the cut-in effect, sound is output from the speaker 33 even when the effect button image bg is displayed, and the sound is the same regardless of the effect pattern described later.
[0144] More specifically, in the cut-in effect according to the effect pattern P1 shown in FIG. 17(a), a cut-in image kg1 containing the word "chance" is displayed as the cut-in image kg, and the sound "chance" is output. In the cut-in effect according to the effect pattern P2 shown in FIG. 17(b), a cut-in image kg2 containing the words "big chance" is displayed as the cut-in image kg, and a sound saying "big chance" is output. In the cut-in effect according to the effect pattern P3 shown in FIG. 17(c), a cut-in image kg3 containing the words "super hot" is displayed as the cut-in image kg, and the voice saying "super hot" is output. The cut-in effect ends after a certain period of time (8000 ms in this embodiment) has elapsed, and this period is constant regardless of the cut-in effect pattern. In particular, the display period (effective period) of the effect button image bg in the cut-in effect is 3000 ms, and if the effect button 37 is operated within this display period, the cut-in image kg begins to be displayed at that time; if the effect button 37 is not operated within this display period, the cut-in image kg begins to be displayed at the end of this display period.
[0145] As shown in Figure 18, in step S402, which is the first step of the cut-in effect control process that controls the cut-in effect, it is determined whether or not a reach state occurs, and if the condition is met, the process proceeds to step S404, and if the condition is not met, the cut-in effect control process is terminated. In step S404, it is determined whether the collective customization being set is the simple mode, and if the condition is met, the cut-in effect control process is terminated, and if the condition is not met, the process proceeds to step S406. In other words, in this embodiment, if the collective customization being set is the simple mode, the cut-in effect is not executed.
[0146] In step S406, an execution lottery is conducted to determine whether or not a cut-in effect will be executed. Specifically, as shown in Figures 19(a) and 19(b), the lottery for executing the cut-in effect refers to the customization status of the batch customization currently being set and the result of the special symbol win / loss determination for the current symbol change. As shown in Figure 19(a), if the currently set bulk customization is in normal mode and the result of this special chart hit / miss judgment is a jackpot, there is a 700 / 1000 (approximately 1 / 1.43) probability of winning the cut-in effect execution lottery, and a 300 / 1000 (approximately 1 / 3.33) probability of not winning the execution lottery. Also, if the currently set bulk customization is in normal mode and the result of this special chart hit / miss judgment is a 300 / 1000 (approximately 1 / 3.33) probability of winning the cut-in effect execution lottery, and a 700 / 1000 (approximately 1 / 1.43) probability of not winning the execution lottery. On the other hand, as shown in Figure 19(b), if the currently set bulk customization is in active mode and the result of this special chart hit / miss judgment is a jackpot, there is an 800 / 1000 (1 / 1.25) probability of winning the cut-in effect execution lottery, and a 200 / 1000 (1 / 5) probability of not winning the execution lottery. Also, if the currently set bulk customization is in active mode and the result of this special chart hit / miss judgment is a 600 / 1000 (approximately 1 / 1.67) probability of winning the cut-in effect execution lottery, and a 400 / 1000 (1 / 2.5) probability of not winning the execution lottery.
[0147] In step S408, it is determined whether or not the lottery for executing the cut-in effect has been won, and if the condition is met, the process proceeds to step S410, and if the condition is not met, the cut-in effect control process is terminated.
[0148] In step S410, a presentation pattern lottery is performed to determine the presentation pattern for the cut-in presentation. As shown in Figure 19(c), the lottery for the cut-in effect refers to the result of the special symbol win / loss judgment for the current symbol change. However, the lottery for the cut-in effect does not refer to the customization status of each customization (individual customization or bulk customization). Specifically, if the result of the special pattern hit / miss judgment for this pattern change is a jackpot, presentation pattern P1 will be determined with a probability of 200 / 1000 (1 / 5), presentation pattern P2 with a probability of 400 / 1000 (1 / 2.5), and presentation pattern P3 with a probability of 400 / 1000 (1 / 2.5). On the other hand, if the result of the special pattern judgment for this pattern change is a miss, presentation pattern P1 will be determined with a probability of 600 / 1000 (approximately 1 / 1.67), presentation pattern P2 with a probability of 300 / 1000 (approximately 1 / 3.33), and presentation pattern P3 with a probability of 100 / 1000 (1 / 10).
[0149] In step S412, a restriction lottery is performed to determine whether or not to restrict the execution of the cut-in effect. As shown in Figure 19(d), the limited lottery for the cut-in effect refers to the result of the special symbol hit / miss judgment for the current symbol change. However, the limited lottery does not refer to the customization status of each customization, nor does it refer to the result of the effect pattern lottery. Specifically, if the result of the special pattern hit / miss judgment for this pattern change is a jackpot, there is a 200 / 1000 (1 / 5) probability that the player will win the limited lottery for the cut-in effect, and a 800 / 1000 (1 / 1.25) probability that the player will not win the limited lottery. On the other hand, if the result of the special symbol hit / miss judgment for this symbol change is a miss, there is a 100 / 1000 (1 / 10) probability that you will win the limited lottery for the cut-in effect, and a 900 / 1000 (approximately 1 / 1.11) probability that you will not win the limited lottery. The restrictions on cut-in effects will be described in detail later.
[0150] In step S414, the effect data for the cut-in effect is set, and then the cut-in effect control process is terminated. As a result, the cut-in effect is executed with the determined effect pattern and with or without restrictions.
[0151] In this way, the frequency of the cut-in effect in this embodiment does not change depending on the customization status of individual customization (especially the vibration effect UP item), but changes depending on the customization status of collective customization, and the expected probability of a jackpot game occurring is indicated by the mode of the cut-in effect. In particular, the cut-in effect is composed of a part executed by the main display unit 81 and a part executed by the speaker 33. Furthermore, since a cut-in effect can be executed when a reach occurs, the execution period of the cut-in effect and the execution period of the vibration effect can overlap (the cut-in effect and the vibration effect can be executed in parallel). Here, the overlapping of the execution periods of two effects (the two effects being executed in parallel) does not necessarily mean that the start and end timings of the two effects coincide, but also includes a partial overlap of the execution periods of these effects, and also includes a case where either the start or end timing does not coincide, or both of these timings do not coincide. This also applies to the relationship between the vibration effect and the symbol action.
[0152] <About the pattern action> Next, the symbol action will be described in detail with reference to FIG. FIG. 20(a) is a flow of the pattern action control process, and this process is executed in response to the reception of a variation start command in the special pattern variation pattern derivation state PA (normal pattern low probability). FIG. 20(b) is a diagram schematically showing a lottery table used for the lottery to execute a symbol action, and the range of random numbers used in the lottery is 0-999.
[0153] First, although not shown in the drawings, the symbol action in this embodiment is an effect in which a symbol string relating to three decorative symbols (symbol combinations which were stopped and displayed in the previous symbol change) which are stopped and displayed on the main display unit 81 starts to change and display in order from the right side of the display area of the main display unit 81, and sound effects are emitted from the speaker 33 in synchronization with the start of the change and display. In particular, the symbol action ends after a certain period of time (3000 ms in this embodiment) has elapsed. Also, when no symbol action is executed, all of the symbol rows relating to the decorative symbols start to change and display simultaneously.
[0154] As shown in FIG. 20(a), in step S602, which is the first step of the symbol action control process for controlling symbol actions, an execution lottery is performed to determine whether or not a symbol action is to be executed. Specifically, as shown in Figure 20(b), the execution lottery for the pattern action refers to the result of the special pattern hit / miss judgment for the current pattern change, and if the result of the special pattern hit / miss judgment is a jackpot, there is a 300 / 1000 (approximately 1 / 3.33) probability of winning the execution lottery, and a 700 / 1000 (approximately 1 / 1.43) probability of not winning the execution lottery. On the other hand, if the result of the special pattern judgment for this pattern change is a miss, there is a 200 / 1000 (1 / 5) probability that you will win the pattern action execution lottery, and a 800 / 1000 (1 / 1.25) probability that you will not win the execution lottery. In addition, the customization status of each customization is not referenced in the lottery for executing the symbol action.
[0155] In step S604, it is determined whether or not the lottery for executing the symbol action has been won, and if the condition is met, the process proceeds to step S606, and if the condition is not met, the symbol action control process is terminated. In step S606, the effect data relating to the symbol action is set, and then the symbol action control process is terminated, whereby the symbol action is executed.
[0156] In this way, the symbol action in this embodiment is an effect whose execution frequency does not change depending on the customization status of each customization, and whether or not it is executed indicates the likelihood of a jackpot game occurring. In particular, like the cut-in effect, the symbol action is composed of a part executed by the main display unit 81 and a part executed by the speaker 33. Furthermore, since the symbol action can be executed when the fluctuation starts, the execution period of the symbol action and the execution period of the vibration effect can overlap.
[0157] <Making vibration effects easier to recognize> Next, with reference to Figs. 21 and 22, a function that makes it easier to recognize a vibration effect when the execution period of the vibration effect and the execution period of the cut-in effect overlap will be described in detail. Figure 21(a) is a timing chart showing the flow of a cut-in effect that is executed without overlapping with a vibration effect, and Figure 21(b) is a timing chart showing the flow of a cut-in effect that is executed overlapping with a vibration effect. Figure 22(a) is a timing chart showing the flow of pattern actions that are executed without overlapping with vibration effects, and Figure 22(b) is a timing chart showing the flow of pattern actions that are executed overlapping with vibration effects.
[0158] As shown in Figure 21(a), when a cut-in effect is executed without overlapping with a vibration effect, the occurrence of a reach triggers the start of both the part of the cut-in effect relating to the speaker 33 and the part of the cut-in effect relating to the main display unit 81, and the execution of each part of the cut-in effect ends as time passes. On the other hand, as shown in Figure 21(b), when a cut-in effect is executed overlapping with a vibration effect, the occurrence of a reach triggers the part of the cut-in effect relating to the speaker 33 not to be started (executed), and the part of the cut-in effect relating to the main display unit 81 to be started, and the execution of the part of the cut-in effect relating to the main display unit 81 to be completed over time.
[0159] In this way, in this embodiment, when the cut-in effect is executed in overlap with the vibration effect, the execution frequency of which changes depending on the customization status of the individual customization (particularly the vibration effect UP item), the part of the cut-in effect related to the speaker 33 is not executed (the execution of that part is restricted). According to this, when a vibration effect and a cut-in effect are executed in overlapping fashion, the cut-in effect can be recognized, while the cut-in effect is less likely to hinder the ease with which the vibration effect can be recognized.
[0160] In order to achieve this effect, the volume of the portion of the cut-in effect related to the speaker 33 when the cut-in effect is executed overlapping with the vibration effect may be lowered than the volume of the portion of the cut-in effect related to the speaker 33 when the cut-in effect is executed without overlapping with the vibration effect, making the cut-in effect less noticeable than the portion of the cut-in effect related to the speaker 33 when the cut-in effect is executed without overlapping with the vibration effect. In other words, when the cut-in effect is executed overlapping with the vibration effect, the execution of the portion of the cut-in effect related to the speaker 33 may be restricted. Furthermore, the period during which the execution of the portion of the cut-in effect related to the speaker 33 is restricted may be the entire execution period of the cut-in effect or a part of the execution period. Furthermore, the types of multiple devices for executing the cut-in effect and the type of device among the multiple devices whose execution is restricted are not important. In addition, the device involved in executing the vibration effect (in this embodiment, only the movable decorative body 22) may be executed by multiple types of devices. Furthermore, the device involved in executing the vibration effect may overlap with some or all of the devices involved in executing the cut-in effect. However, as in this embodiment, it is preferable that the vibration effect be executed using at least a device (particularly a device dedicated to the vibration effect) that is different from the device used to execute other effects (cut-in effects and pattern actions). In addition, the execution trigger of the vibration effect and the execution trigger of the cut-in effect are not limited to the execution trigger (reach occurrence) according to this embodiment, and as long as the execution periods of these effects (notifications) overlap, the execution trigger of these effects does not matter. However, it is preferable that the execution trigger of these effects is the same. The execution trigger of the effect in this embodiment refers to the trigger at which the effect can be executed. Furthermore, in this embodiment, regardless of the setting status of the vibration effect UP item, execution of the part of the cut-in effect related to the speaker 33 may be restricted, but this is not limited to this. Specifically, when the vibration effect UP item is in an OFF state, execution of the part of the cut-in effect related to the speaker 33 may not be restricted at all, and when the vibration effect UP item is in an ON state, execution of the part of the cut-in effect related to the speaker 33 may be restricted. These modifications can also be adopted in the inventions described below.
[0161] Therefore, in the gaming machine 10, the first notification (vibration effect) is a notification that can be executed by a predetermined trigger (occurrence of a reach, start of pattern change), and the second notification (cut-in effect) is a notification that can be executed by a predetermined trigger and can be executed using both the first device (speaker 33) and the second device (main display unit 81).In other words, in a specific state in which the frequency of execution of the first notification has changed by a customization operation (the vibration effect UP item is ON), when the first notification is executed by a predetermined trigger and the second notification is executed by the predetermined trigger, the execution of the part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without restriction.
[0162] In particular, in this embodiment, there are multiple types of cut-in performance modes, and regardless of the performance mode, when a cut-in performance is executed in overlap with a vibration performance, the execution of the part of the cut-in performance related to speaker 33 is restricted. This allows the cut-in effect to have multiple types of presentation patterns, while making it less likely that the cut-in effect will hinder the ease with which the vibration effect can be recognized when the vibration effect and the cut-in effect are executed in overlapping fashion.
[0163] Therefore, in the gaming machine 10, the first notification (vibration effect) is a notification that can be executed by a predetermined trigger (occurrence of a reach, start of pattern change), and the second notification (cut-in effect) is a notification that can be executed by a predetermined trigger and can be a first notification mode (a mode related to effect pattern P1) or a second notification mode (a mode related to effect pattern P2 or effect pattern P3) different from the first notification mode, and can be executed using both the first device (speaker 33) and the second device (main display unit 81).In other words, in a specific state in which the execution frequency of the first notification has changed by a customization operation (a state in which the vibration effect UP item is ON), when the first notification is executed by a predetermined trigger and the second notification of the first notification mode is executed by the predetermined trigger, and in a specific state, when the first notification is executed by a predetermined trigger and the second notification of the second notification mode is executed by the predetermined trigger, the execution of the part of the second notification related to the first device is restricted, and the execution of the part of the second notification related to the second device is executed without restriction.
[0164] In addition, in this embodiment, if the cut-in effect is not executed in overlap with the vibration effect, the expectation of a jackpot game occurring is higher when the cut-in effect is an effect mode related to effect pattern P2 or effect pattern P3 than when the cut-in effect is an effect mode related to effect pattern P1. Furthermore, when the execution period of a vibration effect and the execution period of a cut-in effect overlap, if the cut-in effect is a presentation mode related to presentation pattern P2 or presentation pattern P3, the expectation of a jackpot game occurring is higher than when the cut-in effect is a presentation mode related to presentation pattern P1, but this is not limited to this. Specifically, by referring to whether or not a vibration effect is executed in the presentation pattern lottery related to the cut-in effect, when the execution period of a vibration effect and the execution period of a cut-in effect overlap, the expectation of a jackpot game occurring when the cut-in effect is a presentation mode related to presentation pattern P2 or presentation pattern P3 may be made lower than the expectation of a jackpot game occurring when the cut-in effect is a presentation mode related to presentation pattern P1. This allows for exciting pattern changes in which a cut-in effect is executed without a vibration effect being executed, while also drawing the player's attention to the vibration effect when the execution period of the vibration effect and the execution period of the cut-in effect overlap. In addition, when achieving this effect, when the execution period of the vibration effect and the execution period of the cut-in effect overlap, the expected probability of a jackpot game occurring when the cut-in effect is a presentation mode related to presentation pattern P2 or presentation pattern P3 may be the same as the expected probability of a jackpot game occurring when the cut-in effect is a presentation mode related to presentation pattern P1. Furthermore, in the cut-in performance in this embodiment (particularly while the cut-in image kg is being displayed), the part relating to the main display unit 81 and the part relating to the speaker 33 each have a performance mode corresponding to the determined performance pattern, but the part relating to the speaker 33 may not have a performance mode corresponding to the determined performance pattern, but may have a constant performance mode regardless of the determined performance pattern.
[0165] Therefore, in the gaming machine 10, the second notification (cut-in effect) is a notification that can be a first notification mode (a performance mode related to performance pattern P1) or a second notification mode (a performance mode related to performance pattern P2 or P3) depending on the difference in the notification mode at least in the second device (main display unit 81). In a specific state (a state in which the vibration effect UP item is ON), when the first notification is not executed but the second notification is executed at a predetermined opportunity (occurrence of a reach, start of pattern variation), and the second notification is in the second notification mode, In other words, when the second notification is executed without the first notification being executed at a predetermined trigger and the second notification is in the first notification mode, the degree of advantage related to the bonus (jackpot game) is higher than when the first notification is not executed at a predetermined trigger and the second notification is in the first notification mode, and when both the first and second notifications are executed at a predetermined trigger in a specific state and the second notification is in the second notification mode, the degree of advantage related to the bonus is lower, or the degree of advantage related to both bonuses is the same, compared to when both the first and second notifications are executed at a predetermined trigger in a specific state and the second notification is in the first notification mode. The "advantage related to the bonus" mentioned above is not limited to the expectation of the occurrence of a jackpot game, but also includes the advantage of the jackpot game itself (the number of rounds and the game state after the jackpot game ends). This also applies to the following explanation, and the expectation of the occurrence of a jackpot game in the explanation of this embodiment may all be replaced with the advantage related to the bonus.
[0166] Next, although not shown, in this embodiment, if a limited lottery for a cut-in effect is won, the cut-in effect is executed in the flow shown in Figure 21(b) even if it is not executed in overlap with the vibration effect. According to this, by getting the player used to the cut-in effect whose execution is restricted, when the execution period of the vibration effect and the execution period of the cut-in effect overlap, it is possible to make the cut-in effect, which has become difficult to recognize, easier to recognize by making the vibration effect easier to recognize.
[0167] Therefore, in the gaming machine 10, in a specific state (when the vibration effect UP item is ON), at some specified times when the second notification (cut-in effect) is executed at a specified trigger (occurrence of a reach, start of pattern change) and the first notification (vibration effect) is not executed at that specified trigger, the execution of the part of the second notification related to the first device (speaker 33) is restricted, and the part of the second notification related to the second device (main display unit 81) is executed without restriction.
[0168] In particular, as shown in Figure 19(d), in the limited lottery for the cut-in effect according to this embodiment, if the limited lottery is won, there is a higher expectation that the result of the special symbol hit / miss judgment for this pattern change will be a jackpot than if the limited lottery is not won. According to this, when the cut-in effect in which the execution of the part related to the speaker 33 is restricted is not executed in overlap with the vibration effect, the level of attention paid to the cut-in effect in which the execution of the part related to the speaker 33 is restricted does not become lower than the level of attention paid to the cut-in effect in which the execution of the part related to the speaker 33 is not restricted, thereby increasing the effect of getting players used to the cut-in effect in which the execution of the part related to the speaker 33 is restricted. In addition, when achieving this effect, it is assumed that the effect will not be executed in overlap with the vibration effect, and the expected probability of a jackpot game occurring when a cut-in effect in which the execution of the part related to speaker 33 is restricted is executed may be the same as the expected probability of a jackpot game occurring when a cut-in effect in which the execution of the part related to speaker 33 is not restricted is executed.
[0169] Therefore, at the above-mentioned specified time, when the execution of the part of the second notification (cut-in effect) relating to the first device (speaker 33) is restricted and the part of the second notification relating to the second device (main display unit 81) is executed without restriction, it can be said that the degree of advantage related to the bonus is higher, or the degree of advantage related to both bonuses is the same, compared to when both the part of the second notification relating to the first device and the part of the second notification relating to the second device are executed without restriction.
[0170] Also, as shown in Figure 22(a), when a pattern action is executed without overlapping with a vibration effect, the start of the pattern change triggers both the part of the pattern action related to the speaker 33 and the part of the pattern action related to the main display unit 81, and the execution of each part of the pattern action ends as time passes. Similarly, as shown in Figure 22(b), when a pattern action is executed overlapping with a vibration effect, the start of the pattern change triggers the start of both the part of the pattern action related to the speaker 33 and the part of the pattern action related to the main display unit 81, and the execution of each part of the pattern action ends as time passes.
[0171] In this way, in this embodiment, by configuring a pattern action that can overlap with the vibration effect and whose execution period is not restricted in the execution of the part related to the speaker 33, it is possible to make it easier to recognize the vibration effect when the vibration effect and the cut-in effect are executed in overlapping fashion. In order to achieve this effect, it is preferable to set the expectation of a jackpot game occurring when a symbol action is executed lower than the expectation of a jackpot game occurring when a cut-in effect is executed, as in this embodiment. However, it is permitted that these expectation levels may be reversed. In addition, the timing for executing the symbol action is not limited to the timing for execution (start of symbol fluctuation) according to this embodiment, and any timing can be used as long as it overlaps with the execution period for the vibration effect. However, it is preferable that the timing for executing these effects is the same. In addition, in this embodiment, regardless of the setting status of the vibration effect UP item, the execution of the part of the symbol action related to the speaker 33 is not limited, but this is not limited to this. Specifically, when the vibration effect UP item is in the OFF state, the execution of the part of the symbol action related to the speaker 33 may be limited when it is executed in overlap with the vibration effect.
[0172] Therefore, the gaming machine 10 is configured to be able to execute a third notification (pattern action) that can be executed using both the first device (speaker 33) and the second device (main display unit 81), and in other words, when the execution period of the first notification (vibration effect) and the execution period of the third notification overlap in a specific state (when the vibration effect UP item is ON), both the part of the third notification that relates to the first device and the part of the third notification that relates to the second device are executed without restriction.
[0173] In particular, in this embodiment, as described above, the expectation of a jackpot game occurring differs between the case where a cut-in effect is executed without a symbol action being executed and the case where a symbol action is executed without a cut-in effect being executed. This leads to a difference in the expectation of a jackpot game occurring between the case where a vibration effect execution period and a cut-in effect execution period overlap without a symbol action being executed and the case where a vibration effect execution period and a symbol action execution period overlap without a cut-in effect being executed. This makes it possible to increase the level of attention when the ease of recognition of the vibration effect is hindered and when the ease of recognition is not easily hindered.
[0174] Therefore, in other words, in the gaming machine 10, the degree of advantage related to the bonus (jackpot game) differs when the third notification (pattern action) is not executed in a specific state (when the vibration effect UP item is ON) and the execution period of the first notification (vibration effect) overlaps with the execution period of the second notification (cut-in effect), and when the second notification is not executed in a specific state and the execution period of the first notification overlaps with the execution period of the third notification.
[0175] In particular, in this embodiment, the expectation of a jackpot game occurring when the execution period of the vibration effect and the execution period of the cut-in effect overlap without the pattern action being executed is higher than the expectation of a jackpot game occurring when the execution period of the vibration effect and the execution period of the pattern action overlap without the cut-in effect being executed. This can increase attention to cases where the ease of recognition of the vibration effect is less likely to be hindered.
[0176] <Other variations> Modifications not mentioned in the above description are listed below.
[0177] First, in this embodiment, both bulk customization and individual customization are effective in all game states (special chart variation pattern derivation states) (they are referenced when determining the content of the presentation), but the effective game states may be narrowed down, for example, by making at least one of these customizations effective only for the special chart variation pattern derivation state PA.
[0178] In addition, although each effect control process (vibration effect control process, cut-in effect control process, pattern action control process) in this embodiment is executed in the special symbol variation pattern derivation state PA, it is not limited to this. That is, each effect control process may be executed in the special symbol variation pattern derivation state PB or the special symbol variation pattern derivation state PC in addition to or instead of the special symbol variation pattern derivation state PA.
[0179] 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.
[0180] 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.
[0181] 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.
[0182] 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).
[0183] 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.
[0184] <Additional Notes> The present embodiment encompasses the following technical idea. (1) First notification whose execution frequency changes depending on the customization operation; The second notice, It is configured to be able to execute The first notification is a notification that can be executed in response to a predetermined trigger, The second notification is The process may be executed upon the predetermined trigger, It may be a first notification mode or a second notification mode different from the first notification mode, The notification may be performed using both the first device and the second device, In both cases where, in a specific state in which the frequency of execution of the first notification has been changed by a customization operation, the first notification is executed at the predetermined trigger and the second notification of the first notification mode is executed at the predetermined trigger, and in the specific state, the first notification is executed at the predetermined trigger and the second notification of the second notification mode is executed at the predetermined trigger, the execution of a part of the second notification related to the first device is restricted, and the execution of a part of the second notification related to the second device is executed without restriction. A gaming machine characterized by: (2) The gaming machine described in (1) above, the second notification may be in the first notification mode or the second notification mode depending on at least the difference in the notification mode of the second device, In the specific state, when the first notification is not executed at the predetermined trigger but the second notification is executed, and the second notification is in the second notification mode, the advantage related to the benefit is higher than when the first notification is not executed at the predetermined trigger but the second notification is executed, and the second notification is in the first notification mode, in the specific state; In the specific state, when both the first notification and the second notification are executed at the predetermined trigger and the second notification is in the second notification mode, the degree of advantage related to the benefit is lower or the degree of advantage related to both benefits is the same compared to when, in the specific state, both the first notification and the second notification are executed at the predetermined trigger and the second notification is in the first notification mode. A gaming machine characterized by: [Explanation of symbols]
[0185] 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 pattern reserved lamp 95 2nd special pattern reserved lamp 96 Normal pattern hold lamp 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O ports 105 Random Number Circuit 109 Main control board case 110 Ball entrance determination method 115 Main random number generator 120 Main Hold Control Means 125 Preliminary Judgment Measures 130 Special drawing lottery method 131 Special drawing validity determination means 132 Special stop pattern lottery means 133 Special chart variation pattern derivation means 135 General lottery method 140 Jackpot game control means 145 Pattern display control means 150 Electrical equipment control means 155 Game status control means 160 Main information storage means 165 Main Error Control Measures 170 Main Command Management Method 175 Power restoration processing execution means 176 Return state setting means 179 Means for transitioning to playable state 180 Power cut processing execution means 200 1st sub-control board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 1st sub-control board case 210 Sub-random number generator 220 Normal performance control means 221 Presentation mode control means 222 Production Route Determination Method 223 Sub-hold control means 224 Predictive performance control means 225 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 265 Customization Control Measures 270 Subcommand Management Method 300 Second sub-control board 301 CPU 302 ROM 303 RAM 304 I / O ports 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispensing control board 409 Dispensing control board case 500 Power Control Board 501 Normal power circuit 502 Backup power circuit 503 Power interruption detection circuit 509 Power supply control board case 811 Display area 812 Display area 813 Display area X First flow path Y Second flow path SSG operation recommended image icg bulk customization images kcg individual customization image bg effect button image kg cut-in image kg1 cut-in image kg2 cut-in image kg3 cut-in image
Claims
1. First notification whose execution frequency changes depending on the customization operation; The second notice, It is configured to be able to execute The first notification is a notification that can be executed in response to a predetermined trigger, The second notification is The process may be executed upon the predetermined trigger, It may be a first notification mode or a second notification mode different from the first notification mode, The notification may be performed using both the first device and the second device, In a specific state in which the frequency of execution of the first notification has been changed by a customization operation, when the first notification is executed at the predetermined trigger and the second notification of the first notification mode is executed at the predetermined trigger, and when, in the specific state, the first notification is executed at the predetermined trigger and the second notification of the second notification mode is executed at the predetermined trigger, the execution of a part of the second notification related to the first device is restricted, and the execution of a part of the second notification related to the second device is executed without restriction, the second notification may be in the first notification mode or the second notification mode depending on at least the difference in the notification mode of the second device, In the specific state, when the first notification is not executed at the predetermined trigger but the second notification is executed, and the second notification is in the second notification mode, the advantage related to the benefit is higher than when the first notification is not executed at the predetermined trigger but the second notification is executed, and the second notification is in the first notification mode, in the specific state; In the specific state, when both the first notification and the second notification are executed at the predetermined trigger and the second notification is in the second notification mode, the degree of advantage related to the benefit is lower or the degree of advantage related to both benefits is the same compared to when, in the specific state, both the first notification and the second notification are executed at the predetermined trigger and the second notification is in the first notification mode. A gaming machine characterized by:
2. First notification whose execution frequency changes depending on the customization operation; The second notice, It is configured to be able to execute The first notification is a notification that can be executed in response to a predetermined trigger, The second notification is The process may be executed upon the predetermined trigger, It may be a first notification mode or a second notification mode different from the first notification mode, The notification may be performed using both the first device and the second device, In a specific state in which the frequency of execution of the first notification has been changed by a customization operation, when the first notification is executed at the predetermined trigger and the second notification of the first notification mode is executed at the predetermined trigger, and when, in the specific state, the first notification is executed at the predetermined trigger and the second notification of the second notification mode is executed at the predetermined trigger, the execution of a part of the second notification related to the first device is restricted, and the execution of a part of the second notification related to the second device is executed without restriction, In the specific state, during a part of a predetermined time when the second notification is executed at the predetermined trigger and the first notification is not executed at the predetermined trigger, execution of a part of the second notification related to the first device is restricted, and the part of the second notification related to the second device is executed without restriction. A gaming machine characterized by:
3. First notification whose execution frequency changes depending on the customization operation; The second notice, It is configured to be able to execute The first notification is a notification that can be executed in response to a predetermined trigger, The second notification is The process may be executed upon the predetermined trigger, It may be a first notification mode or a second notification mode different from the first notification mode, The notification may be performed using both the first device and the second device, In a specific state in which the frequency of execution of the first notification has been changed by a customization operation, when the first notification is executed at the predetermined trigger and the second notification of the first notification mode is executed at the predetermined trigger, and when, in the specific state, the first notification is executed at the predetermined trigger and the second notification of the second notification mode is executed at the predetermined trigger, the execution of a part of the second notification related to the first device is restricted, and the execution of a part of the second notification related to the second device is executed without restriction, a third notification that can be performed using both the first device and the second device; When an execution period of the first notification and an execution period of the third notification overlap in the specific state, both a portion of the third notification related to the first device and a portion of the third notification related to the second device are executed without restriction. A gaming machine characterized by:
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