gaming machines
The gaming machine addresses player disinterest by dynamically displaying symbol rows with varying decorative symbols and bonuses, enhancing engagement through unpredictable outcomes and easier recognition.
Patent Information
- Application Number
- JP2023202608
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-30
- Publication Date
- 2026-02-19
- Estimated Expiration
- 2043-11-30
AI Technical Summary
Gaming machines, such as pachinko machines, lose player interest due to familiar development effects, leading to a decrease in engagement.
A gaming machine that variably displays multiple symbol rows with different decorative symbols, allowing for varying symbol combinations with specific decorative symbols at different distances, and awards bonuses based on these combinations, enhancing player engagement through dynamic and unpredictable outcomes.
The solution increases player interest by providing new and dynamic gaming experiences, making symbol recognition easier and enhancing the anticipation of rewards.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Some gaming machines, such as pachinko machines, have a feature that informs a player whether or not they have won a jackpot. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-9877 Summary of the Invention [Problem to be solved by the invention]
[0004] Such development effects are recognized by all players, and once players become accustomed to seeing them, they do not increase the interest in the game.
[0005] Therefore, the present invention has been made in consideration of the above-mentioned problems, and provides a gaming machine that executes new effects that can entertain players who have a full understanding of effects such as development effects. [Means for solving the problem]
[0006] According to the present invention, there is provided a gaming machine which is capable of variably displaying a plurality of symbol rows each having a plurality of types of decorative symbols, executing a symbol variation that stops the display of the plurality of symbol rows, and awarding a bonus after the symbol variation has ended, the gaming machine comprising: a symbol control means for controlling the plurality of symbol rows; the symbol control means being capable of displaying a specific symbol combination that is made up of two or more symbol rows among the plurality of symbol rows and that includes a specific decorative symbol related to a specific number; the specific decorative symbols include a first specific decorative symbol and a second specific decorative symbol; a predetermined distance, which is a distance between a center line of a maximum width of a number portion of a decorative symbol and a center line of a maximum width of the decorative symbol, is different between the first specific decorative symbol and the second specific decorative symbol; and the specific symbol combinations include a first specific symbol combination that includes the first specific decorative symbol and does not include the second specific decorative symbol, and a second specific symbol combination that includes the second specific decorative symbol; before The predetermined distance for the second specific decorative pattern is shorter than the predetermined distance for the first specific decorative pattern. When the first specific symbol combination is displayed, there is a first time when the first specific symbol combination switches to the second specific symbol combination during the execution of symbol variation, and a second time when the first specific symbol combination does not switch to the second specific symbol combination during the execution of symbol variation, and the advantage related to the benefit is higher at the first time than at the second time, and at the first time, there is a third time when the display period of the first specific symbol combination is a first length and the display period of the second specific symbol combination is a second length, and a fourth time when the display period of the first specific symbol combination is a third length longer than the first length and the display period of the second specific symbol combination is a fourth length shorter than the second length, and the advantage related to the benefit at the fourth time tends to be higher than the advantage related to the benefit at the third time. A gaming machine characterized by the above is provided. Further, according to the present invention, there is provided a gaming machine which is capable of variably displaying a plurality of symbol rows each having a plurality of types of decorative symbols, executing a symbol variation that stops the display of the plurality of symbol rows, and awarding a bonus after the symbol variation has ended, the gaming machine comprising: a symbol control means for controlling the plurality of symbol rows; the symbol control means being capable of displaying a specific symbol combination that is made up of two or more symbol rows among the plurality of symbol rows and that includes a specific decorative symbol related to a specific number; the specific decorative symbols include a first specific decorative symbol and a second specific decorative symbol; a predetermined distance, which is a distance between a center line of a maximum width of a number portion of a decorative symbol and a center line of a maximum width of the decorative symbol, is different between the first specific decorative symbol and the second specific decorative symbol; and the specific symbol combinations include a first specific symbol combination that includes the first specific decorative symbol and does not include the second specific decorative symbol, and a second specific symbol combination that includes the second specific decorative symbol; before The predetermined distance for the second specific decorative pattern is longer than the predetermined distance for the first specific decorative pattern. When the first specific symbol combination is displayed, there is a first time when the first specific symbol combination switches to the second specific symbol combination during the execution of symbol variation, and a second time when the first specific symbol combination does not switch to the second specific symbol combination during the execution of symbol variation, and the advantage related to the benefit is higher at the first time than at the second time, and at the first time, there is a third time when the display period of the first specific symbol combination is a first length and the display period of the second specific symbol combination is a second length, and a fourth time when the display period of the first specific symbol combination is a third length longer than the first length and the display period of the second specific symbol combination is a fourth length shorter than the second length, and the advantage related to the benefit at the fourth time tends to be higher than the advantage related to the benefit at the third time. A gaming machine characterized by the above is provided. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that executes new effects that can entertain players who have a general understanding of effects such as development effects. [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 is a diagram schematically showing a lottery table used for the reach symbol lottery. [Figure 12] FIG. 12(a) is a diagram showing a specific example of a normal reach, and FIG. 12(b) is a diagram showing a specific example of a discomfort reach. [Figure 13] FIG. 13 is a flow chart of the reach effect control process. [Figure 14] FIG. 14(a) is a diagram schematically showing a lottery table used for lottery selection of the incongruity reach effect, and FIG. 14(b) is a diagram schematically showing a lottery table used for lottery selection of the effect pattern related to the incongruity reach effect. [Figure 15] FIG. 15(a) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P1, and FIG. 15(b) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P2. [Figure 16] FIG. 16(a) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P3, and FIG. 16(b) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P4. [Figure 17] 17(a) and 17(b) are diagrams showing modified examples of the discomfort reach. 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 first invention according to the present invention is In a pattern change accompanied by the execution of a win / loss judgment, a gaming machine displays a plurality of pattern rows, each of which has a plurality of types of decorative patterns, in a variable manner, and stops the plurality of pattern rows at a pattern combination corresponding to the result of the win / loss judgment, and is capable of awarding a bonus (jackpot game) after the pattern change has ended, A symbol control means (decorative symbol control means) is provided to control the plurality of symbol rows, The symbol control means can display a specific symbol combination (7 symbol reach) that is configured by two or more symbol sequences among the plurality of symbol sequences and includes a specific decorative symbol (7 symbol) related to a specific number, The specific decorative patterns include a first specific decorative pattern and a second specific decorative pattern, Regarding a predetermined distance, which is the distance between the center line of the maximum width of the number portion (number image) of the decorative pattern and the center line of the maximum width of the decorative pattern, the predetermined distance related to the first specific decorative pattern is different from the predetermined distance related to the second specific decorative pattern, The above specific pattern combinations include: A first specific symbol combination (a 7-symbol reach of a normal reach) that includes the first specific decorative symbol and does not include the second specific decorative symbol; A second specific pattern combination (discomfort reach) including the second specific decorative pattern, There are When the second specific symbol combination is displayed and when the first specific symbol combination is displayed, the advantage degree related to the benefit is different, The predetermined distance related to the second specific decorative pattern is shorter than the predetermined distance related to the first specific decorative pattern. This is a gaming machine characterized by the above. The second invention according to the present invention is In a pattern change accompanied by the execution of a win / loss judgment, a gaming machine displays a plurality of pattern rows, each of which has a plurality of types of decorative patterns, in a variable manner, and stops the plurality of pattern rows at a pattern combination corresponding to the result of the win / loss judgment, and is capable of awarding a bonus (jackpot game) after the pattern change has ended, A symbol control means (decorative symbol control means) is provided to control the plurality of symbol rows, The symbol control means can display a specific symbol combination (7 symbol reach) that is configured by two or more symbol sequences among the plurality of symbol sequences and includes a specific decorative symbol (7 symbol) related to a specific number, The specific decorative patterns include a first specific decorative pattern and a second specific decorative pattern, Regarding a predetermined distance, which is the distance between the center line of the maximum width of the number portion (number image) of the decorative pattern and the center line of the maximum width of the decorative pattern, the predetermined distance related to the first specific decorative pattern is different from the predetermined distance related to the second specific decorative pattern, The above specific pattern combinations include: A first specific symbol combination (a 7-symbol reach of a normal reach) that includes the first specific decorative symbol and does not include the second specific decorative symbol; A second specific pattern combination (discomfort reach) including the second specific decorative pattern, There are When the second specific symbol combination is displayed and when the first specific symbol combination is displayed, the advantage degree related to the benefit is different, The predetermined distance related to the second specific decorative pattern is longer than the predetermined distance related to the first specific decorative pattern. This is a gaming machine characterized by the above.
[0012] According to the first and second inventions of the present invention, it is possible to increase the interest of players who have become bored with conventional variable presentations such as development presentations. Furthermore, according to the first invention, the number portion can be made easier to recognize in the second specific pattern combination. Furthermore, according to the second invention, in the first specific symbol combination, the number portion can be made easily recognizable and then the second specific symbol can be displayed.
[0013] The specific symbol combination is not limited to a symbol combination that constitutes a ready state, as long as it is a symbol combination that is constituted by two or more symbol rows, and may be a symbol combination that is constituted by all symbol rows.
[0014] Furthermore, the above-mentioned benefit is not limited to a big win game, but may also be a small win game, or a combination of these. Furthermore, the "degree of advantage related to the benefit" is not limited to the degree of advantage of the benefit when the benefit is granted, but also includes the degree of expectation that the benefit will be granted.
[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).
[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 ornament 22 that operates (vibrates) due to an actuator such as a motor (not shown) is provided on the side of the upper ball tray 27. The movable ornament 22 also has the function of lighting up with a full-color LED provided inside it, and also functions as a button that accepts player operations in the same way as the effect button 37. Note that the above-mentioned effect button 37 also has these functions.
[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 direction of the variable display 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 depthwise direction refers to a virtual direction perceived by a player in a display mode that uses a method (e.g., perspective) that makes the player perceive the symbol rows as if they are varying from the back of the main display unit 81 to the front or vice versa, despite the fact that the variable display is actually a planar 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] A plurality of light emitting diodes (hereinafter referred to as "LEDs") are arranged on the lower right side of the main display unit 81, and these LEDs form the display area of the pattern display device 90, which displays special patterns and normal patterns. In addition, the symbol display device 90 is disposed in a position that is more difficult for the player to see than the main display unit 81, and the display area of the symbol display device 90 is smaller than the display area of the main display unit 81. In addition, the arrangement and number of LEDs for the pattern display device 90 in this embodiment are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs for the pattern display device 90 are not limited to this example.
[0030] The special symbols are symbols that are stopped and displayed as a result of a symbol change that determines whether or not to activate a special electric device (for example, special electric device 65). The special symbols in this embodiment include a first special symbol displayed on first special symbol display device 91 and a second special symbol displayed on second special symbol display device 92. The special design may be abbreviated as "Special Design", the first special design as "Special Design 1", and the second special design as "Special Design 2".
[0031] The normal symbol is a symbol that is stopped and displayed as a result of a symbol change that determines whether or not to activate a normal electric device (for example, normal electric device 61). The normal symbol in this embodiment is displayed on the normal symbol display device 93. In addition, normal patterns are sometimes abbreviated as "Fuzu", and normal electric devices are sometimes called "Denchu".
[0032] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations relating to reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations relating to reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and in all cases the number of corresponding pattern variations can be identified by the lighting state of the two LEDs (in this embodiment, right always lit only = 1, left and right always lit = 2, right flashing + left always lit = 3, left and right flashing = 4).
[0033] In the following explanation, the pattern change in which the special pattern is displayed in a variable manner on the first special pattern display device 91 or the second special pattern display device 92 and then the special pattern is displayed in a stationary manner will be referred to as the "pattern change of the special pattern," and in the following explanation, the pattern change in which the normal pattern is displayed in a stationary manner on the normal pattern display device 93 and then the normal pattern is displayed in a variable manner will be referred to as the "pattern change of the normal pattern." In addition, in the following explanation, the display of the change in the pattern sequence (decorative pattern) displayed on the main display unit 81 described above may be referred to as "pattern change of decorative pattern" to distinguish it from "pattern change of special pattern" and "pattern change of normal pattern." In the following explanation, when simply referring to "pattern change," it means the pattern change of the special design unless otherwise specified.
[0034] As shown in Figure 4, obstacles such as numerous game pegs (not shown), windmills 52, and decorative elements are placed on the front of the game board 50, thereby defining a game area 50a in which the game balls that are shot out roll. Additionally, curved outer rail 51 and inner rail 53 are arranged on the left and upper sides of play area 50a to guide game balls launched by rotating operating handle 31 to the top of play area 50a. Outer rail 51 is located outside inner rail 53 with respect to the center of play area 50a. Here, windmill 52 is a nail-shaped mechanism for changing the direction in which game balls fall.
[0035] The gaming machine 10 is capable of varying the strength of the game ball's launch depending on the amount of rotation (e.g., rotation angle) of the operating handle 31, and various obstacles are arranged in the gaming area 50a to make the game ball roll along either the first flow path X (so-called left-hand hit), in which a game ball that is launched more weakly rolls, or the second flow path Y (so-called right-hand hit), in which a game ball that is launched more strongly rolls.
[0036] Figure 4 shows the main prize winning openings as the large prize winning opening 55, the first starting opening 57, the second starting opening 59, the gate 63, and the general prize winning opening 67, but the prize winning openings shown are examples, and their number and arrangement may be changed as appropriate.
[0037] The large prize opening 55 is located in the lower right corner of the game area 50a. A large prize opening sensor 72 is attached to the large prize opening 55, and a prize ball is determined to have been won in the large prize opening 55 based on the detection result of the large prize opening sensor 72, and the number of prize balls associated with the large prize opening 55 (15 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the big prize opening 55 when rolling from the second flow path Y compared to when rolling from the first flow path X.
[0038] A special electric device 65 is disposed above the large prize opening 55. The special electric device 65 is a member that can be switched between an open state, which makes it easy to win a prize in the large prize opening 55, and a closed state, which makes it difficult to win a prize, and is switched to either the open state or the closed state by a special electric device solenoid 66. More specifically, the special electric device 65 is in an open state during a portion of a jackpot game that starts when a jackpot is determined by the special symbol hit determination described below, or during a portion of a small jackpot game that starts when a small jackpot is determined by the special symbol hit determination, and thus entry into the large prize winning slot 55 is permitted. In this way, when the special electric device 65 is in an open state, entry into the large prize winning slot 55 becomes easier, so it can be said that jackpot games and small jackpot games, in which the chances of winning prize balls are significantly increased, are in an advantageous gaming state. Also, as will be described in detail later, the small jackpot game in this embodiment can give rise to a jackpot game. In a jackpot game, the special electric device 65 is alternately set to an open state and a closed state, and one open state (sometimes referred to as a "round game," and the total number of round games that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number (10 in this embodiment) of game balls have entered the large prize opening 55, and the special electric device 65 enters a closed state. Furthermore, one open state in a jackpot game also ends when a sufficient time (30 seconds in this embodiment) has elapsed for the predetermined number of game balls to enter the large prize opening 55. On the other hand, in the small win game, the game ends when the special electric device 65 is in an open state for 1.8 seconds or when 10 game balls enter the large prize opening 55. Therefore, in the small win game, it is more difficult for game balls to enter the large prize opening 55 than in the large win game. In this embodiment, when a big win game or a small win game starts, a start demo that ends with the passage of time is set, and when the start demo ends, a round game (a small win game in the case of a small win) starts, and when all round games have ended, an end demo that ends with the passage of time is set. That is, in this embodiment, a big win game (including those occurring in small win games) is composed of a start demo, a round game, and an end demo, and the big win game progresses in this order.
[0039] The first starting hole 57 is located at the bottom center of the game area 50a. A first starting hole sensor 70 is attached to the first starting hole 57, and the detection result of the first starting hole sensor 70 determines whether a ball has entered the first starting hole 57, and the number of prize balls associated with the first starting hole 57 (4 in this embodiment) is awarded. In at least some cases where a ball has entered the first starting hole 57, a pattern change related to special image 1 is performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when rolling from the first flow path X than when rolling from the second flow path Y.
[0040] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the detection result of the second starting hole sensor 71 determines whether a ball has entered the second starting hole 59, and the number of prize balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning entry into the second starting port 59 is determined, a pattern change related to special chart 2 will be performed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.
[0041] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state, which makes it easy for a game ball to enter the second starting port 59, and a closed state, which makes it difficult for the ball to enter, and is switched to either the open state or the closed state by a normal electric device solenoid 62. More specifically, the normal electric device 61 opens when the result of the normal winning / losing judgment described later is a normal winning (hereinafter, sometimes simply referred to as a "normal winning"), and thus entry into the second starting hole 59 is permitted. In this way, when the normal electric device 61 is in the open state, entry into the second starting hole 59 is possible, so that the chances of the pattern variation relating to the special drawing 2 being executed can be greatly increased while suppressing the decrease in game balls due to the prize balls.
[0042] Gate 63 is located in the center right of game area 50a. Gate 63 is equipped with a gate sensor 74, and the detection result of gate sensor 74 determines whether or not a win has been made at gate 63. In at least some cases where a win has been made at gate 63, the normal symbol pattern will change.
[0043] The general winning opening 67 is located at the lower left of the game area 50a. A general winning opening sensor 73 is attached to the general winning opening 67, and a win at the general winning opening 67 is determined based on the detection result of the general winning opening sensor 73, and the number of prize balls associated with the general winning opening 67 (4 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X compared to when rolling from the second flow path Y, but the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.
[0044] The outlet 69 is located at the bottom of the game area 50a. A game ball that is shot into the game area 50a and does not enter any of the winning holes falls into the outlet 69 and is treated as an out ball. In this embodiment, an out ball sensor 75 (not shown) for detecting out balls, which are game balls that enter the winning hole and the out hole 69, is provided.
[0045] In addition to the sensors mentioned above, the game board 50 is also provided with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) to prevent fraudulent acts such as receiving prize balls illegally.
[0046] As shown in Figure 5, the back of the game board 50 is equipped with a main control board case 109 housing the main control board 100, a first sub-control board case 209 housing the first sub-control board 200, a second sub-control board case 309 housing the second sub-control board 300, a power supply control board case 509 housing the power supply control board 500, and a payout control board case 409 housing the payout control board 400, and in addition to the back of the first sub-control board case 209 and the second sub-control board case 309, an open / close cover 45 covering part of the back of the main control board case 109 is attached in a removable manner. The main control board 100 is provided with a RAM clear switch 43. 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.
[0047] Additionally, on the back of the gaming board 50, above the opening / closing cover 45, there is disposed a gaming ball tank 46 for storing gaming balls supplied from the ball supply equipment of the gaming island. The gaming ball tank 46 is further connected to a payout passage 49 leading to the upper ball tray 27 via a tank rail 47 and a payout unit 48, and the balls paid out by the payout unit 48 are paid out through the payout passage 49 to the upper ball tray 27.
[0048] Up to this point, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with other configurations.
[0049] <Regarding the control configuration of the gaming machine 10> Next, a control configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 6. Fig. 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Fig. 6 is necessary for explaining the gaming machine 10 according to this embodiment, and the gaming machine 10 may also have a control configuration not shown in Fig. 6.
[0050] The main control board 100 is equipped with a CPU 101 that performs various calculations related to the game, a ROM 102 that stores data such as control programs and various lottery tables, a RAM 103 that functions as a work area and buffer memory that serves as a temporary storage area, an I / O port 104 that inputs and outputs signals between peripheral boards and each device, and a random number circuit 105 that operates in a system separate from the program processing by the CPU 101 and generates random numbers (hard random numbers), and these are connected to each other via an internal bus.
[0051] The CPU 101 reads out various control programs stored in the ROM 102 and performs arithmetic processing to execute various processes related to the main control of the game. The RAM 103 is backed up by a backup power source generated by a backup power circuit (described later). Specifically, the RAM 103 is configured to back up various information that allows the gaming machine 10 to return to the state it was in immediately before the power outage when power is restored (when power is turned on) after a power outage. For example, in addition to data such as a stack pointer and various registers held at the time of the power outage, information related to gameplay, such as the state of the gaming machine 10 at the time (game stopped or playable) and the current normal symbol lottery status, is backed up. This information is cleared (initialized) by a RAM clearing process (described later). Therefore, after the RAM is cleared, a new special symbol variation pattern derivation state PA (low normal symbol probability, described later) is set. Furthermore, when the RAM clearing process is executed, the symbol string related to the decorative symbol is in a state in which the initial symbol combination is frozen. This state is also maintained if the RAM clearing process was not executed when power was turned on and the symbol variation was not in progress at the time of the previous power outage. Furthermore, this initial symbol combination is displayed in a static state only when the power is turned on, and is not displayed in a static state when the symbol variation is performed.
[0052] In this embodiment, at least an area in which such information related to the game is stored (sometimes referred to as the game-related area of RAM 103) is backed up, as well as an area in which the complement of a checksum and a backup flag related to the game-related area of RAM 103 are stored (sometimes referred to as the game-related backup information area of RAM 103). Then, when power is restored, the gaming machine 10 recovers using the various pieces of information stored in the backed-up game-related area of RAM 103 and the game-related backup information area of RAM 103. Note that the specific method of backup in this embodiment is not limited in any way. For example, the area of RAM 103 to be backed up may be configured to be able to retain data in a non-volatile manner even in a power outage. As another example, within RAM 103, different hardware may be provided for a first memory configured to retain data in a non-volatile manner even in a power outage and a second memory referenced during operation of the gaming machine 10. In this case, the gaming machine 10 may save the information to be backed up from the second memory to the first memory when power is lost, and then recover the saved information from the first memory to the second memory when power is restored.
[0053] Furthermore, the main control board 100 is electrically connected to the first start gate sensor 70, the second start gate sensor 71, the special prize gate sensor 72, the general prize gate sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame open door sensor 76, the front frame open door sensor 77, etc., and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104. Although not shown in the figure, in addition to these sensors, the main control board 100 is also electrically connected to a full tank detection sensor, a magnetic detection sensor, and a radio wave detection sensor, and is configured to be able to input detection signals from these sensors to the CPU 101 via the I / O port 104.
[0054] In addition, the main control board 100 is electrically connected to the first special pattern display device 91, the second special pattern display device 92, the normal pattern display device 93, the first special pattern hold lamp 94, the second special pattern hold lamp 95, the normal pattern hold lamp 96, the normal electric role solenoid 62 and the special electric role solenoid 66, and is configured to be able to control these via the I / O port 104. Similarly, the main control board 100 is electrically connected to the main operation unit 39 and the RAM clear switch 43, and is configured to be able to detect the operation of the main operation unit 39.
[0055] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected so that communication is possible in only one direction, from the main control board 100 to the first sub-control board 200, and various performance control commands are sent from the main control board 100 to the first sub-control board 200. Furthermore, 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.
[0056] The first sub-control board 200 comprises a CPU 201 that performs various arithmetic processing related to game presentation based on presentation control commands from the main control board 100, a ROM 202 that stores data such as presentation control programs and various lottery tables, a RAM 203 that functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 204 that inputs and outputs signals between peripheral boards and each device, and these are connected to each other via an internal bus, and the CPU 201 is configured to execute main control related to game presentation in accordance with the control program stored in ROM 202. The first sub-control board 200 is electrically connected to the effect button 37 and the cursor button 38, and is configured to be able to detect the operation of these operation units.
[0057] In addition, the first sub-control board 200 generates, through performance control processing based on performance control commands from the main control board 100, image control commands that instruct the image to be displayed on the second sub-control board 300, audio control commands that instruct the audio to be output to the audio control board 310, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the sub-display unit 82, etc. Here, the first sub-control board 200 is connected to the second sub-control board 300 and the audio control board 310 to enable two-way communication, and each control command (image control command, audio control command) is sent from the first sub-control board 200 to the second sub-control board 300 or the audio control board 310, while in response, a response command (ACK command) indicating that the control command was successfully received is sent from each control board (second sub-control board 300, audio control board 310) to the first sub-control board 200.
[0058] The first sub-control board 200 is also electrically connected to the frame lamp 35 and the movable decorative body 22, and transmits lamp control data via the I / O port 204. The frame lamp 35 and the movable decorative body 22 are configured so that their lighting is controlled by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0059] The second sub-control board 300, although not shown in the figure, is equipped with a CPU that performs various arithmetic processing related to image presentation based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, a RAM that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port that inputs and outputs signals between peripheral boards and each device, and is configured so that the CPU executes main control related to image presentation in accordance with the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data according to the content of the effect determined by the effect content determination means 225 (described later) based on a control signal received from the CPU, and a sound source IC that generates sound data according to the content of the effect based on a control signal received from the CPU. The VDP is a so-called image processor that reads image data stored in an image ROM in response to instructions from the CPU, processes the image data, and sends the generated image data to the main display unit 81 and the sub-display unit 82. Also connected to this VDP is a high-speed VRAM that is used to expand and process the image data read from the image ROM.
[0060] The audio control board 310 is equipped with a CPU 311 that performs various arithmetic processing related to audio performance based on audio control commands from the first sub-control board 200, a ROM 312 that stores audio control programs, audio data, etc., a RAM 313 that functions as a work area or buffer memory that serves as a temporary storage area, and an I / O port 314 that inputs and outputs signals to and from peripheral boards and each device, and is configured so that the CPU 311 executes main control related to audio performance in accordance with the control program stored in ROM 312. Therefore, the audio control board 310 reads audio data stored in ROM 312 in accordance with audio control commands received from the first sub-control board 200, synthesizes the read audio data, and transmits the final synthesized audio data to the speaker 33 via an amplifier, causing the speaker 33 to output audio.
[0061] The dispensing control board 400 is mainly composed of a CPU, a ROM, and a RAM (all not shown). In addition, the payout control board 400 is connected to the main control board 100 so as to be able to communicate in both directions, and performs control to drive the payout unit 48 to pay out game balls based on a payout control command from the main control board 100, and also controls the launch of game balls by synchronously driving the ball feeding mechanism and the launching mechanism based on the amount of operation of the operating handle 31.
[0062] The power supply control board 500 is composed of a normal power supply circuit 501 that generates normal power to be supplied to electronic and electrical components such as the control board mentioned above based on the primary power supply supplied from the power supply equipment of the game island, a backup power supply circuit 502 that generates backup power, and a power interruption detection circuit 503 that detects power interruption (when the voltage supplied by the normal power supply drops to a specified voltage). In addition, a power switch 40 is connected to the power supply control board 500, and assuming that primary power is supplied from the amusement island's power supply equipment, when the power switch 40 is turned ON, normal power is generated in the normal power supply circuit 501 of the power supply control board 500, and power is supplied to electronic and electrical components including the above-mentioned control boards (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). In addition, when a power interruption detection circuit 503 detects a power interruption, the power supply control board 500 transmits a power interruption signal (NMI signal) to each of the main control board 100, the first sub-control board 200, and the dispensing control board 400. In addition, the backup power supply circuit 502 is configured to be charged when power is supplied to the gaming machine 10 from the power supply equipment of the gaming island. In addition, the backup power supply circuit 502 may be provided on the dispensing control board 400, and the power interruption detection circuit 503 may not be provided on the power supply control board 500, but may be provided on each of the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0063] <Functional Configuration of Gaming Machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be described with reference to Fig. 7. Fig. 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Fig. 7 is necessary for explaining the gaming machine 10 according to this embodiment, and the gaming machine 10 may also have functional configurations that are not shown in Fig. 7. Furthermore, when explaining the functional configuration, Figs. 8 and 9 will be referenced as necessary.
[0064] As shown in Figure 7, the main control board 100 is equipped with a ball entry determination means 110, a main random number generation means 115, a main hold control means 120, a pre-determination means 125, a special symbol lottery means 130, a normal symbol lottery means 135, a jackpot game control means 140, a pattern display control means 145, an electric device control means 150, a game status control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, and a power outage processing execution means 180. These means are functional representations of what is realized by each control configuration on the main control board 100 described using Figure 6.
[0065] First, the main information storage means 160 is a means for temporarily storing data read by the means provided in the main control board 100, data derived by calculations in the means, etc. in the corresponding storage areas. In particular, the data (performance control commands) stored in the transmission command storage area of the main information storage means 160 is transmitted by the command transmission means to the sub-command management means 270 of the first sub-control board 200, which will be described later, after being stored.
[0066] The ball entry determination means 110 determines whether a ball has entered each winning hole based on the detection results of the sensors provided at each winning hole. In addition, when the ball entry determination means 110 determines that a game ball has entered a prize hole using a sensor installed in the prize hole, such as the large prize hole sensor 72, it generates a presentation control command (prize entry command) that includes information that can identify the type of sensor related to the prize, and stores the command in the transmission command storage area of the main information storage means 160.
[0067] The main random number generating means 115 can generate multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win is determined at a winning slot, it obtains (latches) one or more random numbers corresponding to that winning slot from the random number circuit 105. More specifically, when it is determined that a prize has been won at the first start gate 57 or the second start gate 59, the main random number generating means 115 acquires a random number for determining whether a special symbol has been won, a random number for drawing a special symbol stop symbol pattern, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that a prize has been won at gate 63, the main random number generating means 115 stores the random number for determining whether a normal symbol has been won, a random number for drawing a normal symbol stop symbol pattern, and a random number for drawing a normal symbol change pattern, which will be described later, in the corresponding storage areas of the main information storage means 160. The random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated normally, and if an update abnormality occurs in which the random numbers are not updated normally, information indicating the occurrence of the abnormality is written to a specific storage area of the random number circuit 105. Therefore, the CPU 101 can recognize that an update abnormality has occurred in the random number circuit 105.
[0068] The main reserve control means 120 controls the reservation of the pattern variation related to the special chart and the reservation of the pattern variation related to 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 as a result of winning the first starting gate 57, are reserved (stored) as operation reservation information for the special chart 1. More specifically, the main hold control means 120 is provided with a hold counter (hereinafter referred to as the "special chart 1 hold counter") that is incremented by 1 each time the activation hold information of special chart 1 is held and decremented by 1 each time the activation hold information of special chart 1 is used (used in the lottery by the special chart lottery means 130), and stores the activation hold information in a storage area corresponding to the current special chart 1 hold counter of the main information storage means 160 until the value of the special chart 1 hold counter reaches an upper limit value (4 in this embodiment), and clears the used activation hold information each time the activation hold information is used, and controls the remaining activation hold information to be moved (shifted) from the current storage area to a storage area corresponding to a special chart 1 hold counter that is 1 less than the current special chart 1 hold counter, in order from the smallest special chart 1 hold counter. In addition, the main hold control means 120 performs the same control as described above for special drawing 2 and regular drawing separately from special drawing 1, and the hold counter for special drawing 2 is called the special drawing 2 hold counter, and the upper limit value of the special drawing 2 hold counter in this embodiment is 4. In addition, in the following explanation, "holding of operation hold information" may be expressed as "holding of pattern change" or simply as "holding." In addition, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of special chart 1 or special chart 2, it generates a performance control command (hold command) including the special chart 1 hold counter and the special chart 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, when both the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are reserved, a priority variation is performed in which the activation pending information corresponding to special chart 2 is used preferentially. However, instead of this priority variation, a winning order variation in which the activation pending information is used in the order in which it is reserved, regardless of whether it corresponds to special chart 1 or special chart 2, or a simultaneous variation in which the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are simultaneously used when both the activation pending information corresponding to special chart 1 and the activation pending information corresponding to special chart 2 are reserved may be adopted.
[0069] The advance judgment means 125 executes advance judgment for a pre-reading performance targeting the pending activation information in at least some cases where the pending activation information of a special chart is pending at a predetermined advance judgment timing. More specifically, the preliminary judgment means 125 reads out each random number of the operation pending information that has been reserved this time, and performs preliminary judgment for each of the special symbol hit / miss judgment, special symbol stop symbol lottery, and special symbol change pattern lottery, which will be described later. In each preliminary judgment, a lottery table (not shown) that is the same as or equivalent to the lottery table used in the lottery corresponding to each preliminary judgment is used. Therefore, the results of these preliminary judgments will be the same as the results of the lottery that will be executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) including the result of the derived pre-determination, and stores the command in a transmission command storage area of the main information storage means 160. The pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the timing of the predetermined pre-determination, and therefore is transmitted following the above-mentioned hold command. Here, the predetermined timing of the pre-determination is, for example, the timing when the activation hold information of the special pattern is held. In this embodiment, if the activation hold information of special pattern 1 is held during the high probability of the normal pattern described below, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the activation hold information of special pattern 2 is held during the low probability of the normal pattern described below, the pre-determination may or may not be restricted.
[0070] The special chart lottery means 130 includes a special chart win / loss determination means 131, a special chart stop pattern lottery means 132, and a special chart change pattern derivation means 133, and executes processing by each means in the order of the special chart win / loss determination means 131, the special chart stop pattern lottery means 132, and the special chart change pattern derivation means 133. When the special chart change start condition is satisfied, the special chart lottery means 130 reads out the earliest activation pending information among the activation pending information reserved in the main information storage means 160. In addition, "the conditions for starting the change of the special chart are satisfied" means, for example, that all of the following conditions are satisfied: the player is not in the middle of a jackpot game, neither Special Chart 1 nor Special Chart 2 is currently changing the pattern (including when the pattern change related to Special Chart 1 or Special Chart 2 is stopped and displayed), and there is pending activation information on at least one of Special Chart 1 and Special Chart 2.
[0071] Here, FIGS. 8 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.
[0072] The special symbol hit / miss judgment means 131 reads out a random number for the special symbol hit / miss judgment for each symbol change, and executes a special symbol hit / miss judgment to judge by lottery whether the winning is a big hit, a small hit, or a miss, using the read-out random number and a lottery table for the special symbol hit / miss judgment. Figure 8(a) is a diagram showing a schematic drawing of a lottery table for determining whether a special drawing is a hit or a miss. The lottery table differs between special drawing 1 and special drawing 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in determining whether a special drawing is a hit or a miss in special drawing 1, a big hit is derived with a probability of 205 / 65536 (approximately 1 / 320), and any other result is a miss, and no small hit is derived. On the other hand, in determining whether a special drawing is a hit or a miss in special drawing 2, a big hit is derived with a probability of 205 / 65536 (approximately 1 / 320), and a small hit is derived with a probability of 1820 / 65536 (approximately 1 / 36.0), and any other result is a miss. In this embodiment, as will be described later, a jackpot game can occur via a small jackpot, so the probability of a jackpot being derived in the special chart hit / miss determination is set to the single probability described above.
[0073] When the result of the special chart hit / miss judgment is a big hit or a small hit, the special chart stopping pattern lottery means 132 determines the special chart stopping pattern by lottery using a random number for special chart stopping pattern lottery (in this embodiment, in the range of 0 to 999) and a lottery table for special chart stopping pattern lottery. Specifically, as shown in Figure 8(b), which is a diagram that schematically illustrates the lottery table for lottery of stopping symbols used when a jackpot is derived in the judgment of whether the special symbol is a hit or miss related to special symbol 1, when a jackpot is derived in the judgment of whether the special symbol is a hit or miss related to special symbol 1, symbol A is determined as the stopping symbol with a probability of 100 / 1000 (1 / 10), and symbol B is determined with a probability of 900 / 1000 (approximately 1 / 1.11). Here, whether symbol A or symbol B is selected, the game will enter a normal high probability state after the jackpot game corresponding to these stopped symbols ends, as described below. However, the number of symbol changes during which the normal high probability state continues (hereinafter referred to as the "prescribed number of times related to normal high probability") will be 80 times after the jackpot game ends when symbol A is selected, and 40 times after the jackpot game ends when symbol B is selected. Also, the number of rounds of the jackpot game corresponding to symbol A is 10, while the number of rounds of the jackpot game corresponding to symbol B is 4. Therefore, it can be said that symbol A is more advantageous than symbol B in terms of both the number of rounds and the prescribed number of times related to normal high probability.
[0074] As shown in Figure 8(c), which is a diagram that schematically shows a lottery table for drawing the stopping pattern used when a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, when a small win is derived in the judgment of whether the special pattern is a hit or miss for special pattern 2, pattern a is determined as the stopping pattern with a probability of 500 / 1000 (1 / 2), pattern b with a probability of 300 / 1000 (approximately 1 / 3.33), and pattern c with a probability of 200 / 1000 (1 / 5). Here, symbol a is a stopping symbol that results in 10 rounds of jackpot play during a small jackpot game related to that symbol, and results in a normal high probability after the jackpot game ends, with the specified number of times for that normal high probability being 80. Symbol b is a stopping symbol that results in 4 rounds of jackpot play during a small jackpot game related to that symbol, and results in a normal high probability after the jackpot game ends, with the specified number of times for that normal high probability being 40. Furthermore, symbol c is a stopping symbol that results in 10 rounds of jackpot play during a small jackpot game related to that symbol, and results in a normal low probability after the jackpot game ends (normal high probability is not set). Therefore, symbol a can be said to be more advantageous than symbol b in terms of both the number of rounds and the specified number of times for that normal high probability. Furthermore, it can be said that pattern a is more advantageous than pattern c in terms of the number of times required for a normal high probability, and that it has the same advantage as pattern c in terms of the number of rounds. However, since pattern c is a pattern that becomes a normal low probability after the end, it can be said to be less advantageous than pattern b. In addition, when a jackpot game occurs in a small hit game, the number of rounds in that jackpot game is the number calculated by counting that small hit game as one round. Furthermore, in the following explanation, a jackpot game that occurs in a small hit game related to symbol a may be expressed as a "jackpot game related to symbol a," a jackpot game that occurs in a small hit game related to symbol b may be expressed as a "jackpot game related to symbol b," and a jackpot game that occurs in a small hit game related to symbol c may be expressed as a "jackpot game related to symbol c."
[0075] As shown in Figure 8(d), which is a diagram schematically illustrating a lottery table for drawing the stopping symbols used when a jackpot is determined in the special symbol hit / miss judgment related to special symbol 2, when a jackpot is determined in the special symbol hit / miss judgment related to special symbol 2, symbol d is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, symbol d is a stopping symbol for which the number of rounds of the jackpot game corresponding to the stopping symbol is 10, and which becomes a normal symbol with high probability after the jackpot game ends, and the specified number of times for the normal symbol with high probability is 80, which is the same as the jackpot game related to symbol a.
[0076] In addition, the special chart stop pattern lottery means 132 determines pattern C as the stop pattern if the result of the special chart hit / miss judgment for special chart 1 is a miss, and determines pattern e as the stop pattern if the result of the special chart hit / miss judgment for special chart 2 is a miss (both not shown).
[0077] In this way, in the above-described embodiment, the jackpot game that occurs in the pattern variation related to special chart 2 tends to be more advantageous than the jackpot game that occurs in the pattern variation related to special chart 1. Therefore, the interest in the game can be further increased by transitioning from the special chart variation pattern derivation state PA described later to another special chart variation pattern derivation state (special chart variation pattern derivation state PB or special chart variation pattern derivation state PC described later).
[0078] The special pattern variation pattern derivation means 133 has a plurality of types of special pattern variation pattern lottery tables to be referenced when determining the special pattern variation pattern, and selects one special pattern variation pattern lottery table for determining the current special pattern variation pattern based on the current special pattern variation pattern derivation state and the result of the current special pattern success / failure judgment, determines one special pattern variation pattern using the selected special pattern variation pattern lottery table and a random number for special pattern variation pattern lottery, and determines the variation time based on the determined special pattern variation pattern. Here, the variation time refers to the time from when the pattern variation related to the special pattern (special pattern 1 or special pattern 2) starts to when the pattern variation ends. Details of the transition conditions will be described later, but in this embodiment, there are three special pattern variation pattern derivation states: special pattern variation pattern derivation state PA, special pattern variation pattern derivation state PB, and special pattern variation pattern derivation state PC. The above-mentioned method of determining the special pattern variation pattern is adopted in the pattern variation related to special pattern 1 in the special pattern variation pattern derivation state PA, and in the special pattern variation pattern derivation state PB and the special pattern variation pattern derivation state PC, it is adopted in the pattern variation related to special pattern 2. On the other hand, in the pattern change related to the other special chart in each special chart change pattern derivation state (the special chart for which the above-mentioned method for determining the special chart change pattern is adopted), a predetermined special chart change pattern is determined according to the result of the special chart hit / miss judgment. In particular, in this embodiment, in the pattern change related to the special chart 2 in the special chart change pattern derivation state PA, if the result of the special chart hit / miss judgment related to the pattern change is a miss, and if the result of the special chart hit / miss judgment related to the pattern change is a jackpot, a change pattern with a change time of 1000 ms is determined, and in the pattern change related to the special chart 1 in the special chart change pattern derivation state PB or the special chart change pattern derivation state PC, if the result of the special chart hit / miss judgment related to the pattern change is a miss, and if the result of the special chart hit / miss judgment related to the pattern change is a jackpot, a change pattern with a change time of 2000 ms is determined, and if the result of the special chart hit / miss judgment of the pattern change is a miss, a change pattern with a change time of 2000 ms is determined (the same applies to small hits).
[0079] Figure 9(a) is a diagram showing a schematic diagram of a special chart variation pattern lottery table used for the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of random numbers used in the lottery is 0 to 999. As shown in FIG. 9(a), in the pattern variation related to the special chart 1 in the special chart variation pattern derivation state PA, special chart variation 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.
[0080] Figure 9(b) is a diagram schematically showing a special chart variation pattern lottery table used when a special chart variation pattern HNP is determined in the pattern variation related to special chart 1 during the special chart variation pattern derivation state PA, and the range of the random numbers used in this lottery (different from the random numbers used in the lottery related to the special chart variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9(b), the special chart fluctuation patterns HNP that can be determined in the pattern fluctuation related to special chart 1 during the special chart fluctuation pattern derivation state PA include special chart fluctuation pattern HNP-A with a fluctuation time of 3200 ms (milliseconds), special chart fluctuation pattern HNP-B with a fluctuation time of 5600 ms, special chart fluctuation pattern HNP-C with a fluctuation time of 8000 ms, and special chart fluctuation pattern HNP-D with a fluctuation time of 11200 ms, in that order of increasing fluctuation time. Specifically, if the special chart 1 reserved counter is 3 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the special chart 1 reserved counter is 2 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 150 / 1000 (approximately 1 / 6.67), and the special chart change pattern HNP-B will be determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the special chart 1 reserved counter is 1 at the start of this pattern change, the special chart change pattern HNP-A will be determined with a probability of 50 / 1000 (1 / 20), and the special chart change pattern HNP-B will be determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special pattern variation pattern HNP-B is determined with a probability of 800 / 1000 (1 / 1.25), and the special pattern variation pattern HNP-C is determined with a probability of 800 / 1000 (1 / 1.25). If the special pattern 1 reserved counter = 0 at the start of this pattern variation, the special pattern variation pattern HNP-B is determined with a probability of 50 / 1000 (1 / 20), the special pattern variation pattern HNP-C is determined with a probability of 100 / 1000 (1 / 10), and the special pattern variation pattern HNP-D is determined with a probability of 850 / 1000 (approximately 1 / 1.18). In the following explanation, if the value of the referenced special pattern reserved counter is 3, it will be referred to as "protected 3", if the value of the special pattern reserved counter is 2, it will be referred to as "protected 2", if the value of the special pattern reserved counter is 1, it will be referred to as "protected 1", and if the value of the special pattern reserved counter is 0, it will be referred to as "protected 0". In this way, when the special pattern variation pattern HNP is determined in the special pattern variation pattern derivation state PA, the special pattern variation pattern (variation time) that is likely to be determined depends on the value of the special pattern 1 reserved counter at the start of the current pattern variation. More specifically, the smaller the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a special pattern variation pattern with a longer variation time will be determined (the larger the value of the special pattern 1 reserved counter at the start of the current pattern variation, the more likely it is that a shorter variation time will be determined). In addition, such special chart variation pattern HNP (hereinafter sometimes referred to as "basic special chart variation pattern") also exists in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, and in these special chart variation pattern derivation states, the reserved counter referenced is different from that in the special chart variation pattern derivation state PA, and in both cases the value of the special chart 2 reserved counter is referenced.
[0081] 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.
[0082] 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).
[0083] At the start of a jackpot game, the jackpot game control means 140 generates a presentation control command (start demo command) including information related to the jackpot game (the required time for the start demo, the number of rounds, and the subsequent special chart variation pattern derivation state) and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a presentation control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of the round game, a presentation control command (end demo command) including the required time for the end demo of the jackpot game is generated and stored in the transmission command storage area of the main information storage means 160. Furthermore, these commands are the same in a big win game caused by a small win game. Specifically, at the start of a small win game, the big win game control means 140 generates a start demo command and stores it in the transmission command storage area of the main information storage means 160, and at the end of the start demo, generates a round start command and stores it in the transmission command storage area of the main information storage means 160, and generates an end demo command and stores it in the transmission command storage area of the main information storage means 160.
[0084] 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.
[0085] 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 "confirmed stop display of a decorative pattern" refers to the final stop display of a decorative pattern in the pattern change, and is different from the provisional stop display of a decorative pattern that may occur during the pattern change. In the provisional stop display of a decorative pattern, the decorative pattern displayed as stopped is accompanied by a small up and down movement (so-called "swinging fluctuation"), while in the confirmed stop display of a decorative pattern, the decorative pattern displayed as stopped is not accompanied by a swinging fluctuation. Therefore, the player can recognize whether the decorative pattern display is a confirmed stop display or a provisional stop display.
[0086] 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.).
[0087] 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.
[0088] The game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol to low probability at the start of a jackpot game regardless of the stopped symbol of the special symbol related to the jackpot game, and when a specified condition such as the end of the jackpot game is met, sets the normal symbol to high probability until the specified number of symbol changes related to the high normal symbol probability are performed, and sets the normal symbol to low probability when the specified number of symbol changes related to the high normal symbol probability are completed. Here, as will be described later, in this embodiment, the number of symbol changes used to determine whether the specified number of symbol changes related to the high normal symbol probability has been reached is the number of symbol changes related to special symbol 2, but the number of symbol changes used to determine this may be the number of symbol changes related to special symbol 2 plus the number of symbol changes related to special symbol 1. In addition, in this embodiment, during a small win game, the normal symbol lottery state is maintained in the symbol variation that caused the small win game.
[0089] Such a regular drawing state changes in conjunction with the above-mentioned special drawing variation pattern derivation state, and the transition of the special drawing variation pattern derivation state is managed by the game state control means 155. The transition of the special drawing variation pattern derivation state will be explained below with reference to Figures 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transition of the special drawing variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship between the average variation time for each special drawing variation pattern derivation state. As shown in Figure 10(a), in the special chart variation pattern derivation state, there is a special chart variation pattern derivation state PA as a special chart variation pattern derivation state corresponding to a normal chart low probability, and there are a special chart variation pattern derivation state PB and a special chart variation pattern derivation state PC as special chart variation pattern derivation states corresponding to a normal chart high probability, and one of these special chart variation pattern derivation states is set except during a jackpot game. The transition conditions between the special chart variation pattern derivation state PA and the special chart variation pattern derivation state PC include transition conditions (i) to (vi).
[0090] Specifically, transition condition (i) is the end of a jackpot game related to pattern B, transition condition (ii) is the end of a jackpot game related to pattern A, transition condition (iii) is the end of a jackpot game related to pattern a, pattern b, or pattern d, transition condition (iv) is the end of a pattern change related to special pattern 2 executed without a jackpot game in a normal high probability state by having the number of pattern changes reached 40 (the specified number of times related to a normal high probability state in special pattern change pattern derivation state PB), transition condition (v) is the end of a pattern change related to special pattern 2 executed without a jackpot game in a normal high probability state by having the number of pattern changes reached 80 (the specified number of times related to a normal high probability state in special pattern change pattern derivation state PC), and transition condition (vi) is the end of a jackpot game related to pattern b. In addition, if a jackpot game related to pattern a or pattern d occurs in the special pattern variation pattern derivation state PC, the state transitions to the special pattern variation pattern derivation state PC again after the jackpot game ends, and the number of pattern variations related to special pattern 2 that can be executed up to the specified number of times related to the normal pattern high probability in the special pattern variation pattern derivation state PC is reset. This is also the case when a jackpot game related to pattern b occurs in the special pattern variation pattern derivation state PB. Also, although not shown in the figure, in a small win game that occurs in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, if the game ball does not pass through the V winning area and a big win game does not occur, the end of the small win game triggers the end of the current special chart variation pattern derivation state and transition to the special chart variation pattern derivation state PA.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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).
[0101] As shown in Figure 7, the first sub-control board 200 is equipped with a sub-random number generating means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 245, a sub-information storage means 260, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, etc., in the corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored by the sub-command management means 270 in a received command storage area of the sub-information storage means 260. In the following explanation, the storage of the performance control command transmitted from the main command management means 170 in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may be simply referred to as "receiving a performance control command."
[0102] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by the CPU 201 through program processing, and obtains random numbers at the timing when each lottery (details will be described later) is executed by the normal performance control means 220.
[0103] 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.
[0104] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner that is consistent with the special chart variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are broadly divided into normal mode, challenge mode, and RUSH mode, with normal mode corresponding to the special chart variation pattern derivation state PA, challenge mode corresponding to the special chart variation pattern derivation state PB, and RUSH mode corresponding to the special chart variation pattern derivation state PC.
[0105] When the presentation route determination means 222 receives a preliminary determination command, it determines (sets) a presentation route corresponding to the currently reserved symbol variation based on the result of the preliminary determination included in the command (particularly, that related to the special symbol variation pattern). Note that, if the special symbol variation pattern corresponding to the symbol variation is the above-mentioned special symbol variation pattern HNP, the presentation route determination means 222 does not determine a presentation route when the preliminary determination command is transmitted, but determines a presentation route based on the special symbol variation pattern included in the variation start command at the start of the symbol variation (for example, in the special symbol variation pattern derivation state PA, special symbol variation pattern HNP-A to special symbol variation 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.
[0106] 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 enter a reach state (a state in which all decorative symbols except one symbol row are displayed statically, and the remaining symbol rows are displayed in a variable manner), and is composed of a first half and a second half. At the end of the second half, the result of the special symbol hit / miss determination for the current symbol change is notified as to whether it 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 series, it is announced that the result of the special symbol hit / miss determination for 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 series, it is announced that the result of the special symbol hit / miss determination for the current symbol change is a big hit or a small hit. In particular, the reach state in this embodiment mainly includes normal reaches that occur in normal reach effects and strange reach that occur in strange reach effects, and details of these will be described later. 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. Below, we will explain the contents of the presentation route corresponding to each special chart change pattern determined in each presentation mode.
[0107] The presentation routes corresponding to special chart fluctuation patterns HNP-A to HNP-D and special chart fluctuation patterns HRP, which are determined in normal mode (special chart fluctuation pattern derivation state PA), correspond to the non-development miss presentation route described above. Specifically, the special pattern variation patterns HNP-A to HNP-D correspond to a presentation route that notifies the user that the result of the special pattern hit / miss judgment in this pattern change is a miss when the decorative patterns are not in a reach state and are stopped and displayed in a barrage (a state in which all pattern rows are stopped and the same decorative pattern is not stopped and displayed in each pattern row). Here, the same decorative pattern refers to a decorative pattern that resembles the same number, and the parts other than the numbers that make up the decorative pattern may be different. Similarly, different decorative patterns refer to decorative patterns that resemble different numbers. The special symbol variation pattern HRP corresponds to a presentation route in which the decorative symbols reach a reach state without pseudo-variation, and then the decorative symbols stop and display in a scattered pattern without executing the development presentation described below, thereby announcing that the result of the special symbol hit / miss judgment for this symbol variation is a miss. Here, pseudo-variation refers to a period before the development presentation begins, which is divided by the stopping of decorative symbols based on a certain rule (for example, the stopping of decorative symbols in a pattern in which the same decorative symbols stop in the middle and right symbol rows, such as "5 symbols-6 symbols-6 symbols"). Therefore, it can be said that a pseudo-variation only occurs when the number of pseudo-variations is two. In other words, if the decorative symbols change only once until the reach state is reached, it can be said that a pseudo-variation does not occur, and in such a case, it can be said that one pseudo-variation is executed. Note that, although the maximum number of pseudo-variations in this embodiment is three, the maximum number of pseudo-variations is not limited to this, and any number greater than two can be used.
[0108] The special chart change patterns HSP1-A to HSP3-B correspond to the above-mentioned development miss performance route. Specifically, for the special chart variation patterns HSP1-A and HSP1-B, the decorative symbols will reach a reach state without any pseudo-variation, and then a development effect will be executed to notify you that the result of the special chart hit / miss judgment in this pattern change is a miss, and after the development effect ends, the decorative symbols will stop and be displayed in a spread pattern. Note that the types of development effects corresponding to each special chart variation pattern are different from each other, and the development effect HEA corresponds to the special chart variation pattern HSP1-A, and the development effect HEB corresponds to the special chart variation pattern HSP1-B. For the special chart fluctuation pattern HSP2-A and the special chart fluctuation pattern HSP2-B, the decorative pattern reaches a reach state through two pseudo fluctuations, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a miss, and after the development effect ends, the decorative pattern stops and is displayed with a spread. Note that, as with the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern HSP2-A, and the development effect HEB corresponds to the special chart fluctuation pattern HSP2-B. For the special chart fluctuation pattern HSP3-A and the special chart fluctuation pattern HSP3-B, the decorative pattern reaches a reach state through three pseudo fluctuations, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a miss, and after the development effect ends, the decorative pattern stops and is displayed with a spread. Note that, as with the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern HSP3-A, and the development effect HEB corresponds to the special chart fluctuation pattern HSP3-B.
[0109] In addition, the special chart change pattern ASP1-A to the special chart change pattern ASP-C correspond to the jackpot performance route described above. Specifically, for the special chart fluctuation pattern ASP1-A and the special chart fluctuation pattern ASP1-B, the decorative pattern reaches a reach state without pseudo-fluctuation, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a jackpot, and after the development effect ends, the decorative pattern is displayed in a pattern alignment (all pattern rows are displayed stopped, and the same decorative pattern is displayed stopped in each pattern row). Note that the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern ASP1-A, and the development effect HEB corresponds to the special chart fluctuation pattern ASP1-B. For the special chart fluctuation pattern ASP2-A and the special chart fluctuation pattern ASP2-B, the decorative pattern reaches a reach state through two pseudo fluctuations, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a jackpot, and after the development effect ends, the decorative pattern stops and is displayed with the pattern aligned. As with the special chart fluctuation pattern ASP1-A and the special chart fluctuation pattern ASP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern ASP2-A, and the development effect HEB corresponds to the special chart fluctuation pattern ASP2-B. For the special chart fluctuation pattern ASP3-A and the special chart fluctuation pattern ASP3-B, the decorative pattern reaches a reach state through three pseudo fluctuations, and then a development effect is executed to notify that the result of the special chart hit / miss judgment in this pattern fluctuation is a jackpot, and after the development effect ends, the decorative pattern stops and is displayed with the pattern aligned. As with the special chart fluctuation pattern ASP1-A and the special chart fluctuation pattern ASP1-B, the types of development effects corresponding to each special chart fluctuation pattern are different from each other, and the development effect HEA corresponds to the special chart fluctuation pattern ASP3-A, and the development effect HEB corresponds to the special chart fluctuation pattern ASP3-B. The special pattern change pattern ASP-C corresponds to a performance route in which the decorative pattern reaches a reach state without any pseudo-change, and then a development performance HEC is executed to notify that the result of the special pattern hit / miss judgment in this pattern change is a jackpot, and after the development performance ends, the decorative pattern is displayed stopped with the pattern aligned.
[0110] In this way, in this embodiment, by associating the same development effects, the effect route corresponding to the special symbol variation pattern HSP1-A corresponds to the effect route corresponding to the special symbol variation pattern ASP1-A, the effect route corresponding to the special symbol variation pattern HSP1-B corresponds to the effect route corresponding to the special symbol variation pattern ASP1-B, the effect route corresponding to the special symbol variation pattern HSP2-A corresponds to the effect route corresponding to the special symbol variation pattern ASP2-A, the effect route corresponding to the special symbol variation pattern HSP2-B corresponds to the effect route corresponding to the special symbol variation pattern ASP2-B, the effect route corresponding to the special symbol variation pattern HSP3-A corresponds to the effect route corresponding to the special symbol variation pattern ASP3-A, and the effect route corresponding to the special symbol variation pattern HSP3-B corresponds to the effect route corresponding to the special symbol variation pattern ASP3-B. As a result, the contents of the effects of the associated effect routes are consistent from the start to the very end (the timing when the result of the special symbol win / loss determination is shown by the development effect related to the effect route). Therefore, the pattern changes in which the development effect HEA and development effect HEB are executed can give the player a sense of anticipation of winning a jackpot. In addition, the above-mentioned special chart variation pattern, which determines the presentation route in which the development presentation HEA and development presentation HEB are executed, can also be said to be a special chart variation pattern that makes you expect a jackpot. Furthermore, there is no corresponding development miss effect route for the special symbol variation pattern ASP-C. Therefore, when the development effect HEC is executed in the symbol variation, the player can be sure that he or she has won the jackpot. Therefore, the effect route corresponding to the special symbol variation pattern ASP-C can be said to be an effect route that determines a jackpot win, and the special symbol variation pattern can also be said to be a special symbol variation pattern that determines a jackpot win.
[0111] Also, as shown in Figure 9 (a), if the result of the special chart hit / miss judgment is a miss, within the range where the number of pseudo-fluctuations is the same, the special chart fluctuation pattern corresponding to the performance route in which the development performance HEA is executed (for example, special chart fluctuation pattern HSP1-A), the special chart fluctuation pattern corresponding to the performance route in which the development performance HEB is executed (for example, special chart fluctuation pattern HSP1-B) will be less likely to be determined in that order. And, if the result of the special chart hit / miss judgment is a jackpot, within the range where the number of pseudo-fluctuations is the same, the special chart fluctuation pattern corresponding to the performance route in which the development performance HEA is executed (for example, special chart fluctuation pattern ASP1-A), the special chart fluctuation pattern corresponding to the performance route in which the development performance HEB is executed (for example, special chart fluctuation pattern ASP1-B) will be more likely to be determined in that order. And, as mentioned above, the development performance HEC is only executed when a jackpot is won. Therefore, in this embodiment, the expectation of winning a jackpot can be increased in the order of the development effect HEA, the development effect HEB, and the development effect HEC.
[0112] Furthermore, as shown in Figure 9 (a), when the result of the special chart hit / miss judgment is a miss, in the range of the same type of development performance, it becomes difficult to determine in the order of special chart fluctuation pattern corresponding to the performance route where no pseudo fluctuation occurs (for example, special chart fluctuation pattern HSP1-A), special chart fluctuation pattern corresponding to the performance route where the number of pseudo fluctuations is 2 (for example, special chart fluctuation pattern HSP2-A), special chart fluctuation pattern corresponding to the performance route where the number of pseudo fluctuations is 3 (for example, special chart fluctuation pattern HSP3-A). And, when the result of the special chart hit / miss judgment is a jackpot, in the range of the same type of development performance, it becomes easy to determine in the order of special chart fluctuation pattern corresponding to the performance route where no pseudo fluctuation occurs (for example, special chart fluctuation pattern ASP1-A), special chart fluctuation pattern corresponding to the performance route where the number of pseudo fluctuations is 2 (for example, special chart fluctuation pattern ASP2-A), special chart fluctuation pattern corresponding to the performance route where the number of pseudo fluctuations is 3 (for example, special chart fluctuation pattern ASP3-A). Therefore, in this embodiment, the expectation of winning a jackpot can be increased as the number of times the pseudo-variation is executed increases.
[0113] As mentioned above, in special chart fluctuation pattern HSP1-A, special chart fluctuation pattern HSP1-B, special chart fluctuation pattern ASP1-A, special chart fluctuation pattern ASP1-B, and special chart fluctuation pattern ASP-C, the reach state is reached without any pseudo-fluctuation, in special chart fluctuation pattern HSP2-A, special chart fluctuation pattern HSP2-B, special chart fluctuation pattern ASP2-A, and special chart fluctuation pattern ASP2-B, the reach state is reached after two pseudo-fluctuations, and in special chart fluctuation pattern HSP3-A, special chart fluctuation pattern HSP3-B, special chart fluctuation pattern ASP3-A, and special chart fluctuation pattern ASP3-B, the reach state is reached after three pseudo-fluctuations. Therefore, the time until the reach state is reached is longer in the order of special pattern fluctuation patterns that reach the reach state without pseudo fluctuations, special pattern fluctuation patterns that reach the reach state with two pseudo fluctuations, and special pattern fluctuation patterns that reach the reach state with three pseudo fluctuations. However, in the pattern fluctuation that determines the special pattern fluctuation pattern ASP-C, the time until the reach state is reached is longer than the special pattern fluctuation patterns that reach the reach state without other pseudo fluctuations (special pattern fluctuation pattern HSP1-A, special pattern fluctuation pattern HSP1-B, special pattern fluctuation pattern ASP1-A, and special pattern fluctuation pattern ASP1-B).
[0114] 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 subject of a hold pre-reading performance that changes into various forms that suggest the degree of advantage, such as the expectation of a jackpot game occurring.
[0115] 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.
[0116] When the variation start command is received, the performance content determination means 225 determines the content of the performance to be executed in the current pattern variation according to the performance route already determined by the performance route determination means 222. More specifically, the effect content determination means 225 determines an effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern variation, based on the effect route determined by the effect route determination means 222, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing this, it is possible to change the content of the effect related to (executed according to) the determined effect route, and also to provide a connection between the effects in one pattern variation.
[0117] 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.
[0118] When the jackpot presentation control means 227 receives a presentation control command related to a jackpot game (start demo command, round start command, end demo command), it determines the content of the presentation during the jackpot game based on the type of the presentation control command and the information contained in the presentation control command.
[0119] 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.
[0120] Furthermore, if the restored state upon power restoration is a playable state following the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved following the execution of a RAM clear process, and if the restored state upon power restoration is a playable state without the execution of a RAM clear process, the normal presentation control means 220 reads presentation data for announcing that the playable state has been achieved without the execution of a RAM clear process. Furthermore, if a game-stop state is achieved, the normal presentation control means 220 reads presentation data for announcing that the game has been stopped and that a RAM clear process needs to be executed. Note that while details of these notifications are omitted, it is preferable that they continue to be executed for a certain period of time (e.g., 30 seconds) after execution has begun, and the presentation device for executing the notification does not matter.
[0121] When an error command is transmitted, the sub-error control means 230 determines an error notification pattern and reads out performance data for executing an error notification in accordance with the error notification pattern. In addition, the 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] As explained above, in the gaming machine 10 according to this embodiment, when the decorative symbols form a reach state, a development effect is executed in some cases, and the development effect notifies the player whether or not a jackpot has been won. However, such development effects are recognizable to everyone who plays, and once players become accustomed to seeing them, they do not increase the interest in the game. Therefore, there is a need for effects that are difficult for players to notice, and that can entertain players at the next stage after they have grasped the development effects. In contrast to this, the gaming machine 10 according to this embodiment is capable of executing not only the normal reach effect but also the strange reach effect as the reach effect indicating the occurrence of a reach state. The details of this function will be explained below.
[0127] <About the reach symbol lottery> First, with reference to FIG. 11, the details of the reach symbol lottery that determines the type of symbols that constitute the reach state (hereinafter, reach symbols) will be described. 11 is a diagram showing a schematic drawing of a lottery table used for the lottery of reach symbols, and the lottery is executed upon receiving a variation start command (especially when it includes a special symbol variation pattern that generates a reach symbol state) in the special symbol variation pattern derivation state PA (normal symbol low probability). The range of the random number used in the lottery is 0 to 999.
[0128] As shown in Figure 11, the reach symbol lottery refers to the result of the special symbol hit / miss judgment for this symbol change and the result of the special symbol stop symbol lottery for that symbol change, and determines whether it will be an even symbol reach, an odd symbol reach excluding the 7 symbol, or a 7 symbol reach. The current symbol change refers to the symbol change that corresponds to the change start command that triggered the execution of the reach symbol lottery. Specifically, if the result of the special symbol hit / miss judgment for this symbol change is a jackpot and symbol A is determined as the special symbol stopping symbol, there is a 300 / 1000 (approximately 1 / 3.33) probability of an even symbol reach, a 500 / 1000 (1 / 2) probability of an odd symbol reach excluding symbol 7, and a 200 / 1000 (1 / 5) probability of a 7 symbol reach. If the result of the special pattern hit / miss judgment for this pattern change is a jackpot and pattern B is determined as the special pattern stopping pattern, there is a 600 / 1000 (approximately 1 / 1.67) probability that an even pattern reach will occur, a 400 / 1000 (1 / 2.5) probability that an odd pattern reach other than the 7 pattern will occur, and a 7 pattern reach will not occur. If the result of the special symbol hit / miss judgment for this symbol change is a miss, there is a 500 / 1000 (1 / 2) probability of an even symbol reach, a 450 / 1000 (approximately 1 / 2.22) probability of an odd symbol reach excluding the 7 symbol, and a 50 / 1000 (1 / 20) probability of a 7 symbol reach. Although not shown in the figure, when an even number symbol reach is determined, the symbols that make up the even number symbol reach are determined by equal lottery, either 2, 4, 6, or 8. Here, equal lottery refers to a lottery where the probability of each of the lottery objects being selected is the same, or the probability is approximately the same. In addition, when an odd number pattern reach other than the 7 pattern is determined, the pattern that constitutes the odd number pattern reach will be determined by equal lottery from among the 1 pattern, the 3 pattern, the 5 pattern, and the 9 pattern.
[0129] In this way, in this embodiment, the difference between the rate at which a 7 symbol reach is determined when the result of the special symbol hit / miss judgment in this symbol change is a jackpot and the rate at which a 7 symbol reach is determined when the result of the special symbol hit / miss judgment is greater than the difference between the rate at which a reach symbol other than a 7 symbol reach is determined when the result of the special symbol hit / miss judgment in this symbol change is a jackpot and the rate at which a reach symbol other than a 7 symbol reach is determined when the result of the special symbol hit / miss judgment is greater. Therefore, it can be said that the 7 symbol is the reach symbol with the highest expectation of winning a jackpot. Also, if the result of the special symbol hit / miss judgment for this symbol change is a jackpot and symbol A is determined as the special symbol stopping symbol, a 7 symbol reach may be determined. On the other hand, if the result of the special symbol hit / miss judgment for this symbol change is a jackpot and symbol B is determined as the special symbol stopping symbol, a 7 symbol reach will not be determined. Therefore, a 7 symbol reach can be said to be a reach symbol in which, if a jackpot is won, the special symbol stopping symbol related to the jackpot is determined to be symbol A (a special symbol stopping symbol that is more advantageous than symbol B). In other words, in this embodiment, the 7 symbol reach can be said to be more advantageous than other reach symbols in terms of the probability of winning a jackpot and the advantage of the jackpot itself.
[0130] <About reach types> Next, with reference to FIG. 12, types of reach (reach state) that can occur in reach effects in this embodiment will be described. FIG. 12(a) is a diagram showing a specific example of a normal reach, and FIG. 12(b) is a diagram showing a specific example of a discomfort reach.
[0131] 12(a) and 12(b), the decorative symbols in this embodiment are composed of number images sg showing numbers and character images kg showing characters corresponding to the numbers. Reaches composed of such decorative symbols include normal reach and strange reach in which the number image sg is closer to the center than in the normal reach when viewed in the width direction (the left-right direction, approximately perpendicular to the direction in which each symbol row is displayed).
[0132] Specifically, as shown in Figure 12(a), in a normal reach, in the decorative pattern zg1 displayed (temporary stop display) in the left pattern column, the character image kg and the number image sg are arranged so that the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image sg that constitutes the decorative pattern is distance D1. In addition, in a normal reach, in the decorative pattern zg2 displayed in the pattern row on the right side, the character image kg and the number image sg are arranged so that the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image sg that constitutes the decorative pattern is distance D2. In particular, in this embodiment, the distance D1 and the distance D2 are configured to be different.
[0133] As shown in Figure 12(b), in the case of a discomfort reach, in the decorative pattern zg1 displayed in the left pattern column, the character image kg and the number image sg are arranged so that the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image sg that constitutes the decorative pattern is distance D3. Also, in the case of a discomfort reach, in the decorative pattern zg2 displayed in the pattern row on the right side, the character image kg and the number image sg are arranged so that the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image sg that constitutes the decorative pattern is distance D4. These distances (distance D3, distance D4) are both shorter than distance D1 and shorter than distance D2. In particular, distance D3 and distance D4 are the same.
[0134] 12(a) shows an example in which a normal reach is constituted by a 7 symbol, but the reach state may be constituted by a symbol other than a 7 symbol, and in either case, the relationship between the number image sg and the character image kg (particularly, the distance D1 and the distance D2) is the same. On the other hand, the discomfort reach in this embodiment is always constituted by a 7 symbol. In this embodiment, there is no difference in the position of the number image sg in the height direction (up and down direction) of the decorative symbols in both the normal reach and the discomfort reach.
[0135] <About reach effects> Next, the reach effects in this embodiment will be described in detail with reference to FIGS. Figure 13 shows the flow of the reach effect control process, and this process is executed upon receiving a change start command (especially when it includes a special chart change pattern that generates a reach state) in the special chart change pattern derivation state PA (normal chart low probability). Figure 14(a) is a schematic diagram showing a lottery table used for lottery selection of the incongruity reach effect, and Figure 14(b) is a schematic diagram showing a lottery table used for lottery selection of the effect pattern related to the incongruity reach effect. The range of random numbers used in these lotteries is 0 to 999.
[0136] As shown in Figure 13, in step S202, which is the first step of the reach effect control process that controls the reach effect, it is determined whether or not a development effect will be executed in the current pattern change, and if the condition is met, the process proceeds to step S204, and if the condition is not met, the process proceeds to step S214. Here, the current pattern change refers to the pattern change corresponding to the change start command that triggered the execution of the reach effect control process. In step S204, it is determined whether or not a 7-symbol reach has been determined in the current symbol change, and if the condition is met, the process proceeds to step S206, and if the condition is not met, the process proceeds to step S214.
[0137] In step S206, a lottery is held to determine whether or not to execute the strangeness reach effect. Specifically, as shown in Figure 14(a), in the execution lottery for the incongruity reach effect, if the result of the special symbol hit / miss judgment for this pattern change 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. In addition, if the result of the special symbol hit / miss judgment for this pattern change is a miss, there is a 100 / 1000 (1 / 10) probability that the player will win the execution lottery for the strange reach effect, and a 900 / 1000 (approximately 1 / 1.11) probability that the player will not win the execution lottery.
[0138] In step S208, it is determined whether or not the execution lottery for the incongruity reach effect has been won, and if the condition is met, the process proceeds to step S210, and if the condition is not met, the process proceeds to step S214.
[0139] In step S210, a selection lottery for a presentation pattern relating to the discomfort reach presentation is executed. Specifically, as shown in Figure 14(b), in the selection lottery for the presentation pattern related to the incongruity reach presentation, 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 300 / 1000 (approximately 1 / 3.33), presentation pattern P2 with a probability of 400 / 1000 (1 / 2.5), presentation pattern P3 with a probability of 200 / 1000 (1 / 5), and presentation pattern P4 with a probability of 100 / 1000 (1 / 10). On the other hand, in the selection lottery for the presentation pattern related to the incongruity reach presentation, if the result of the special symbol hit / miss 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), presentation pattern P3 with a probability of 100 / 1000 (1 / 10), and presentation pattern P4 will not be determined in the selection lottery. Considering these probabilities, in this embodiment, the percentage of times that the result of the special symbol hit / miss judgment related to the symbol change when a presentation pattern other than presentation pattern P1 is determined is a jackpot is higher than the percentage of times that the result of the special symbol hit / miss judgment related to the symbol change when the presentation pattern of presentation pattern P1 is determined is a jackpot. In other words, it can be said that presentation patterns other than presentation pattern P1 (presentation pattern P2 to presentation pattern P4) have a higher jackpot winning expectation than presentation pattern P1. Furthermore, when presentation patterns P2 to P4 are compared, the jackpot winning expectation is higher in the order of presentation pattern P2, presentation pattern P3, and presentation pattern P4, and in particular, presentation pattern P4 can be said to be a presentation pattern that determines a jackpot win. The details of the discomfort reach effects related to these effect patterns will be described later, but all of these effect patterns are reach effects that result in the discomfort reach described above.
[0140] In step S212, effect data relating to the strangeness reach effect of the effect pattern determined by the selection lottery is set, and then the reach effect control process is ended, whereby the strangeness reach effect is executed. In step S214, the effect data for the normal reach effect is set, and then the reach effect control process is terminated, whereby the normal reach effect is executed.
[0141] As explained above, in this embodiment, the reach effects that display a reach state consisting of 7 symbols (7 symbol reach) include normal reach effects that display a normal reach, and strange reach effects that display strange reach, and the expected probability of winning a jackpot differs between the strange reach effects and the normal reach effects. Furthermore, the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image that constitutes the decorative pattern is different between the distance related to the normal reach (distance D1, distance D2) and the distance related to the discomfort reach (distance D3, distance D4). According to this, by incorporating an incongruity effect that is difficult for the player to notice into the decorative pattern that the player is paying attention to, it is possible to increase the interest of players who are tired of conventional variable effects such as development effects.
[0142] In order to achieve this effect, the following modifications are permitted, and these modifications can also be adopted for the inventions described below, provided that no contradictions arise. First, regarding the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image that constitutes the decorative pattern, it is not limited to the case in this embodiment where the distance related to the discomfort reach is shorter than the distance related to the normal reach, but the relationship between the lengths of these distances is allowed to be reversed. Furthermore, in this embodiment, the probability of winning a jackpot in a strange reach presentation is higher than the probability of winning a jackpot in a normal reach presentation, but the probability of winning these jackpots is allowed to be reversed. Furthermore, in this embodiment, the target that causes a sense of incongruity is a pattern combination related to a reach state, but as long as it is a pattern combination consisting of two or more pattern rows, the pattern combination that causes a sense of incongruity is not limited to the pattern combination that constitutes a reach state, and may be a pattern combination consisting of all pattern rows. Furthermore, in this embodiment, the difference in distance described above occurs in each of the target symbol combinations that cause discomfort (each of the two decorative symbols that constitute the ready-to-win state), but this is not limited to this. In other words, it is sufficient if the difference in distance described above occurs in some of the target symbol combinations. Furthermore, the distance D1 and the distance D2 are allowed to be the same. Furthermore, the difference in the degree of advantage between the incongruity reach effect and the normal reach effect described above is not limited to that caused by the difference in the probability of winning a jackpot, as in this embodiment, but may also be that caused by the difference in the degree of advantage of the jackpot game itself that occurs when a jackpot is won. In other words, the difference in the degree of advantage between the incongruity reach effect and the normal reach effect may be the difference in the degree of advantage related to the jackpot game.
[0143] Therefore, in the gaming machine 10, the symbol control means (decorative symbol control means 226) can display a specific symbol combination (7 symbol reach) that is configured by two or more symbol rows among the plurality of symbol rows and includes a specific decorative symbol (7 symbol) related to a specific number, and the specific decorative symbol includes a first specific decorative symbol and a second specific decorative symbol, and the first specific decorative symbol is located at a predetermined distance that is the distance between the center line of the maximum width of the number part (number image sg) of the decorative symbol and the center line of the maximum width of the decorative symbol. The predetermined distances for the patterns (distance D1, distance D2) are different from the predetermined distances for the second specific decorative patterns (distance D3, distance D4), and the specific pattern combinations include a first specific pattern combination that includes the first specific decorative pattern but not the second specific decorative pattern (normal reach, 7-pattern reach), and a second specific pattern combination that includes the second specific decorative pattern (discomfort reach), and in other words, the degree of advantage for the bonus differs when the second specific pattern combination is displayed and when the first specific pattern combination is displayed.
[0144] In particular, in this embodiment, a reach state is adopted for the specific symbol combination, and the specific symbol combination includes a plurality of the specific decorative symbols. This makes it easier to recognize the difference between the first specific symbol combination and the second specific symbol combination (the sense of incongruity in the sense of incongruity reach effect), which contributes to reducing the difficulty (difficulty of noticing) of the sense of incongruity reach effect. In order to achieve this effect, the specific symbol combination is not limited to being in a ready state as long as the specific symbol combination includes a plurality of the specific decorative symbols.
[0145] In addition, in this embodiment, the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image that constitutes the decorative pattern (distance D3, distance D4) related to the discomfort reach is shorter than the distance related to the normal reach (distance D1, distance D2). This makes it possible to make the number image more easily recognizable when the discomfort reach occurs.
[0146] Furthermore, as described above, unlike the present embodiment, the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image that constitutes the decorative pattern (distance D3, distance D4) related to the discomfort reach may be longer than the distance related to the normal reach (distance D1, distance D2). This makes it possible to make the number image easier to recognize in a normal reach and then show the strange reach.
[0147] Therefore, in other words, in the gaming machine 10, the predetermined distance (distances D3 and D4) related to the second specific decorative symbol is shorter than the predetermined distance (distance) related to the first specific decorative symbol.
[0148] As described above, in this embodiment, the distance D1 and the distance D2 are configured to be different (see FIG. 12(a) and its description). This makes it possible to increase the degree of difficulty in detecting a reach that feels incongruent.
[0149] Therefore, in the gaming machine 10, the first specific pattern combination (a 7-pattern reach of a normal reach) includes multiple first specific decorative patterns, and in other words, the predetermined distance (distance D1) associated with one first specific decorative pattern included in the first specific pattern combination is different from the predetermined distance (distance D2) associated with another specific decorative pattern included in the first specific pattern combination.
[0150] <About the production patterns of the discomfort reach production> Next, details of the effect patterns relating to the discomfort reach effects will be described with reference to FIGS. FIG. 15(a) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P1, and FIG. 15(b) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P2. FIG. 16(a) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P3, and FIG. 16(b) is a timing chart showing the flow of the strangeness reach effect according to the effect pattern P4.
[0151] As shown in Figure 15(a), in the discomfort reach effect related to effect pattern P1, the discomfort reach effect occurs from the timing when the reach effect is generated (timing t1), that is, the timing when the reach state first occurs, and the discomfort reach effect continues until the end of the reach effect (timing t2). In particular, the length of the execution period of the reach effect (timing t1 to timing t2) in this embodiment is 2500 ms. Furthermore, although not shown in the figure, the flow of the normal reach effect is such that the discomfort reach in the discomfort reach effect related to effect pattern P1 is replaced with a normal reach. 15(b), in the strange reach effect related to effect pattern P2, a normal reach occurs at the timing (timing t1) when the reach effect occurs. Then, at the timing (timing t3) when a period T1 has elapsed from the normal reach, the strange reach is switched to a strange reach, and the strange reach continues until the end of the reach effect.
[0152] 16(a), in the strangeness reach effect related to effect pattern P3, a normal reach occurs at the timing (timing t1) when the reach effect occurs. Then, at the timing (timing t4) when a period T2 has elapsed from the normal reach, the strangeness reach is switched to a strangeness reach, and the strangeness reach continues until the end of the reach effect. In particular, the period T2 (700 ms in this embodiment) is longer than the period T1 (300 ms in this embodiment). 16(b), in the strangeness reach effect related to effect pattern P4, a normal reach occurs at the timing (timing t1) when the reach effect occurs. Then, at the timing (timing t5) when a period T3 has elapsed from the normal reach, the strangeness reach is switched to a strangeness reach, and the strangeness reach continues until the end of the reach effect. In particular, the period T3 (1200 ms in this embodiment) is longer than the period T2.
[0153] In this manner, in this embodiment, except for effect pattern P1, in the strangeness reach effects (effect patterns P2 to P4), after a normal reach occurs once, the normal reach is switched to a strangeness reach. As described above, when presentation patterns P2 to P4 are determined as presentation patterns for the incongruity reach presentation, the advantage in terms of winning a jackpot is higher than when presentation pattern P1 is determined as the presentation pattern for the incongruity reach presentation. According to this, when a presentation pattern (presentation pattern P2 to presentation pattern P4) with a high expectation of winning a jackpot is determined, the player is made to recognize the normal reach and then the strange reach, thereby making it easier to recognize the strangeness related to the strange reach.
[0154] Therefore, in the gaming machine 10, when a first specific symbol combination (a 7-symbol reach of a normal reach) is displayed, there is a first time when the first specific symbol combination switches to a second specific symbol combination (a strange reach), and a second time when the first specific symbol combination does not switch to the second specific symbol combination, and in other words, in the first time, there is a higher advantage in terms of a bonus (jackpot game) than in the second time.
[0155] In particular, in this embodiment, the period during which the normal reach is displayed before switching to the discomfort reach is long in the order of presentation pattern P2, presentation pattern P3, and presentation pattern P4, and the advantage in terms of winning the jackpot increases in this order. According to this, when a presentation pattern (presentation pattern P2 to presentation pattern P4) with a higher expectation of winning a jackpot is determined, the presentation effect of the strange reach presentation can be enhanced by making it easier to recognize the strange reach after making the player recognize the normal reach. In order to achieve this effect, the length of the period during which the normal reach is displayed before switching to the discomfort reach may be the same for presentation pattern P2 and presentation pattern P3, or the length of the period may be the same for presentation pattern P3 and presentation pattern P4. In other words, the longer the length of the period, the higher the degree of advantage for winning the jackpot. In addition, in this embodiment, no animation is used when switching from a normal reach to an uncomfortable reach, but animation may be used to gradually switch from the normal reach to the uncomfortable reach. Furthermore, when switching from a normal reach to an uncomfortable reach, a state in which the reach state is hidden may be inserted before switching from the normal reach to the uncomfortable reach.
[0156] Therefore, in other words, in the gaming machine 10, the longer the period during which the first specific pattern combination (7-pattern reach of normal reach) is displayed at the first time, the higher the degree of advantage tends to be regarding the bonus (jackpot game) at the first time.
[0157] In addition, in this embodiment, when the discomfort reach effect of the effect pattern P1, i.e., when the discomfort reach is displayed from the beginning, the decorative patterns that make up the discomfort reach in the pattern rows (the pattern row on the left and the pattern on the right) are displayed in a variable manner during the fluctuations until the discomfort reach is displayed. On the other hand, in the case of the strange reach presentation of presentation patterns P2 to P3, that is, when the strange reach is not displayed from the beginning and the normal reach is displayed, the decorative patterns that make up the normal reach in the pattern row (the pattern row on the left and the pattern on the right) are displayed in a changing manner during the period until the normal reach is displayed. This makes it possible to increase the difference in difficulty in recognizing the discomfort related to the discomfort reach between the discomfort reach effect of the effect pattern P1 and the discomfort reach effects of the effect patterns P2 to P3.
[0158] <Variations of the discomfort reach> Next, a modified example of the discomfort reach will be described with reference to FIG. 17(a) and 17(b) are diagrams showing modified examples of the discomfort reach.
[0159] As shown in Figure 17(a), the discomfort reach in this embodiment may be achieved by replacing the decorative pattern of the left-side pattern row that constitutes the reach state with the same decorative pattern as the left-side pattern row that constitutes the normal reach (the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image that constitutes the decorative pattern is distance D1). Also, as shown in Figure 17(b), the discomfort reach in this embodiment may be achieved by replacing the decorative pattern of the right-hand pattern row that constitutes the reach state with the same decorative pattern as the right-hand pattern row that constitutes the normal reach (the distance between the center line of the maximum width of the decorative pattern and the center line of the maximum width of the number image that constitutes the decorative pattern is distance D2). According to these, it is possible to make it easier to determine whether or not a ready state is a discomfort reach based on the multiple decorative symbols that constitute the ready state.
[0160] Therefore, in other words, in the gaming machine 10, the second specific symbol combination (discomfort reach) includes the first specific decorative symbol in addition to the second specific decorative symbol.
[0161] <Other variations> Modifications not mentioned in the above description are listed below.
[0162] First, the number images and character images constituting the decorative patterns (particularly those different from the decorative patterns constituting the normal reach) related to the discomfort reach in this embodiment are the same as those used in the normal reach, but the size of some or all of these images may be made larger or smaller than those in the normal reach. In particular, when the size is changed in this way, the above-mentioned distances D3 and D4 may become the same length as distances D1 and D2, but even in this case, the proportion of the distances of each center line (the center line of the maximum width of the decorative pattern, the center line of the maximum width of the number images constituting the decorative pattern) to the maximum width of the decorative pattern will be different, so it will function in the same way as the discomfort reach related to this embodiment. Furthermore, in this embodiment, there is no difference in the position of the number image relative to the height direction (up and down direction) of the decorative pattern in either the decorative pattern that constitutes a normal reach or the decorative pattern that constitutes a discomfort reach, but such a difference may exist.
[0163] Furthermore, the above-mentioned normal reach effects and strange reach effects are executed during the pattern change in the special chart change pattern derivation state PA, but this is not limited to this, and these reach effects may also be executed in the special chart change pattern derivation state PB or the special chart change pattern derivation state PC (both of which are normal chart high probability).
[0164] Furthermore, in the present embodiment, the normal reach effect and the strange reach effect are effects that use only the main display unit 81, but in addition to this device, a device different from the main display unit 81, such as the speaker 33, may also be used.
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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).
[0169] 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.
[0170] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine that displays a plurality of rows of symbols, each of which has a plurality of types of decorative symbols, in a pattern variation accompanied by the execution of a win / loss judgment, and stops the plurality of rows of symbols at a pattern combination corresponding to the result of the win / loss judgment, and is capable of awarding a bonus after the pattern variation has ended, A symbol control means for controlling the plurality of symbol rows is provided, The symbol control means may display a specific symbol combination that is constituted by two or more symbol rows among the plurality of symbol rows and includes a specific decorative symbol related to a specific number, The specific decorative patterns include a first specific decorative pattern and a second specific decorative pattern, With respect to a predetermined distance, which is the distance between the center line of the maximum width of the number portion of the decorative pattern and the center line of the maximum width of the decorative pattern, the predetermined distance relating to the first specific decorative pattern is different from the predetermined distance relating to the second specific decorative pattern, The specific pattern combination includes: A first specific pattern combination that includes the first specific decorative pattern and does not include the second specific decorative pattern; A second specific pattern combination including the second specific decorative pattern; There are The advantage degree relating to the benefit differs when the second specific symbol combination is displayed and when the first specific symbol combination is displayed, The predetermined distance relating to the second specific decorative pattern is shorter than the predetermined distance relating to the first specific decorative pattern. A gaming machine characterized by: (2) A gaming machine that displays a plurality of rows of symbols, each of which has a plurality of types of decorative symbols, in a pattern variation accompanied by the execution of a win / loss judgment, and stops the plurality of rows of symbols at a pattern combination corresponding to the result of the win / loss judgment, and is capable of awarding a bonus after the pattern variation has ended, A symbol control means for controlling the plurality of symbol rows is provided, The symbol control means may display a specific symbol combination that is constituted by two or more symbol rows among the plurality of symbol rows and includes a specific decorative symbol related to a specific number, The specific decorative patterns include a first specific decorative pattern and a second specific decorative pattern, With respect to a predetermined distance, which is the distance between the center line of the maximum width of the number portion of the decorative pattern and the center line of the maximum width of the decorative pattern, the predetermined distance relating to the first specific decorative pattern is different from the predetermined distance relating to the second specific decorative pattern, The specific pattern combination includes: A first specific pattern combination that includes the first specific decorative pattern and does not include the second specific decorative pattern; A second specific pattern combination including the second specific decorative pattern; There are The advantage degree relating to the benefit differs when the second specific symbol combination is displayed and when the first specific symbol combination is displayed, The predetermined distance related to the second specific decorative pattern is longer than the predetermined distance related to the first specific decorative pattern. A gaming machine characterized by: (3) The gaming machine according to (1) or (2) above, The first specific pattern combination includes a plurality of the first specific decorative patterns, The predetermined distance relating to one of the first specific decorative symbols included in the first specific symbol combination is different from the predetermined distance relating to another of the specific decorative symbols included in the first specific symbol combination. A gaming machine characterized by: [Explanation of symbols]
[0171] 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 materials 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal electric device 62 Ordinary electric accessory solenoid Gate 63 65 Special Electric Devices 66 Special electric accessory solenoid 67 General Prize 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 270 Subcommand Management Method 300 Second sub-control board 309 Second sub-control board case 310 Voice control board 311 CPU 312 ROM 313 RAM 314 I / O ports 400 Dispensing control board 409 Dispensing control board case 500 Power Control Board 501 Normal power circuit 502 Backup power circuit 503 Power interruption detection circuit 509 Power supply control board case X First flow path Y Second flow path zg1 decorative pattern zg2 decorative pattern sg number image kg character image
Claims
1. A gaming machine capable of executing a pattern change that variably displays a plurality of pattern rows with a plurality of types of decorative patterns and stops the display of the plurality of pattern rows, and capable of awarding a bonus after the pattern change is completed, A symbol control means for controlling the plurality of symbol rows is provided, The symbol control means may display a specific symbol combination that is constituted by two or more symbol rows among the plurality of symbol rows and includes a specific decorative symbol related to a specific number, The specific decorative patterns include a first specific decorative pattern and a second specific decorative pattern, With respect to a predetermined distance, which is the distance between the center line of the maximum width of the number portion of the decorative pattern and the center line of the maximum width of the decorative pattern, the predetermined distance relating to the first specific decorative pattern is different from the predetermined distance relating to the second specific decorative pattern, The specific pattern combination includes: A first specific pattern combination that includes the first specific decorative pattern and does not include the second specific decorative pattern; A second specific pattern combination including the second specific decorative pattern; There are The predetermined distance relating to the second specific decorative pattern is shorter than the predetermined distance relating to the first specific decorative pattern, When the first specific symbol combination is displayed, The first time when the first specific symbol combination is switched to the second specific symbol combination during the execution of the symbol variation; A second time when the first specific symbol combination does not switch to the second specific symbol combination during the execution of the symbol variation; There are The first time is when the advantage relating to the benefit is higher than the second time, In the first case, A third time when the display period of the first specific symbol combination is a first length and the display period of the second specific symbol combination is a second length; A fourth time when the display period of the first specific symbol combination is a third length longer than the first length, and the display period of the second specific symbol combination is a fourth length shorter than the second length; There are The degree of advantage related to the benefit in the fourth case tends to be higher than the degree of advantage related to the benefit in the third case. A gaming machine characterized by:
2. A gaming machine capable of executing a pattern change that variably displays a plurality of pattern rows with a plurality of types of decorative patterns and stops the display of the plurality of pattern rows, and capable of awarding a bonus after the pattern change is completed, A symbol control means for controlling the plurality of symbol rows is provided, The symbol control means may display a specific symbol combination that is constituted by two or more symbol rows among the plurality of symbol rows and includes a specific decorative symbol related to a specific number, The specific decorative patterns include a first specific decorative pattern and a second specific decorative pattern, With respect to a predetermined distance, which is the distance between the center line of the maximum width of the number portion of the decorative pattern and the center line of the maximum width of the decorative pattern, the predetermined distance relating to the first specific decorative pattern is different from the predetermined distance relating to the second specific decorative pattern, The specific pattern combination includes: A first specific pattern combination that includes the first specific decorative pattern and does not include the second specific decorative pattern; A second specific pattern combination including the second specific decorative pattern; There are The predetermined distance relating to the second specific decorative pattern is longer than the predetermined distance relating to the first specific decorative pattern, When the first specific symbol combination is displayed, The first time when the first specific symbol combination is switched to the second specific symbol combination during the execution of the symbol variation; A second time when the first specific symbol combination does not switch to the second specific symbol combination during the execution of the symbol variation; There are The first time is when the advantage relating to the benefit is higher than the second time, In the first case, A third time when the display period of the first specific symbol combination is a first length and the display period of the second specific symbol combination is a second length; A fourth time when the display period of the first specific symbol combination is a third length longer than the first length, and the display period of the second specific symbol combination is a fourth length shorter than the second length; There are The degree of advantage related to the benefit in the fourth case tends to be higher than the degree of advantage related to the benefit in the third case. A gaming machine characterized by:
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