gaming machines

The integration of a movable body with light-emitting effects and varied execution rates in gaming machines like pachinko machines increases player engagement by predicting game outcomes, addressing the need for enhanced excitement and interest.

JP7824673B2Active Publication Date: 2026-03-05NEWGIN KK
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Patent Information

Application Number
JP2024086275
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-28
Publication Date
2026-03-05
Estimated Expiration
2044-05-28

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack sufficient mechanisms to enhance player interest and excitement during gameplay, particularly in predicting the outcome of win/loss judgments.

Method used

Incorporating a specific movable body with a light-emitting part that performs first and second effects, where the execution rates and modes are varied based on pattern variations and player operations, with additional devices for parallel performances.

Benefits of technology

Enhances gameplay excitement by making the presentation of win/loss judgments more engaging and recognizable, preventing a decrease in interest when certain operations occur.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game when executing a performance for suggesting a result of winning / losing determination in a pattern variation of an object to be executed later.SOLUTION: A ratio pertaining to execution of a second performance in a predetermined pattern variation before a specific pattern variation is higher than a ratio pertaining to non-execution of the second performance in a predetermined pattern variation regarding the ratio of execution of a first performance during execution of the specific pattern variation when executing the first performance, or the first performance can be executed in a specific pattern variation in execution of the second performance in a predetermined pattern variation before the specific pattern variation, the first performance is not executed in a specific pattern variation after a predetermined pattern variation when the second performance is not executed in the predetermined pattern variation, execution of the second performance is stopped when predetermined operation is performed during execution of the second performance in a predetermined pattern variation, and the first performance can be executed in a specific pattern variation after the predetermined pattern variation.SELECTED DRAWING: Figure 21
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]

[0002] Some gaming machines, such as pachinko machines, use a pattern change that suggests the result of a special symbol determination in the target symbol change, in the pattern change immediately following the target symbol change. For example, see Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-99626 Summary of the Invention [Problem to be solved by the invention]

[0004] Although this type of presentation is effective in terms of increasing the interest in the game, there is still room for improvement in terms of increasing 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 can increase the excitement of the game by executing a presentation that suggests the result of a win / loss judgment in the target pattern change that will be executed later. [Means for solving the problem]

[0006] According to the present invention, there is provided a gaming machine which is equipped with a specific movable body which has a light emitting part and is composed of one or more movable bodies, and which is capable of executing, as effects using the specific movable body, a first effect in which the specific movable body moves, and a second effect in which the light emitting part is turned on without the movement of the specific movable body, and in executing the first effect, the rate at which the first effect is executed during the execution of a specific pattern variation is higher when the second effect is executed with a predetermined pattern variation before the specific pattern variation than when the second effect is not executed with the predetermined pattern variation, or when the second effect is executed with a predetermined pattern variation before the specific pattern variation, the first effect can be executed with the specific pattern variation, and the second effect is not executed with the predetermined pattern variation. When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped and the first performance is executed in the specific pattern variation after the predetermined pattern variation, and a separate device different from the specific movable body is further provided, and when the first performance is executed, a specific performance by the separate device can be executed in parallel with the first performance, and when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and when the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance can be executed in parallel with the first performance, and when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, the specific performance can be executed in parallel with the first performance, and hand When the first effect is executed in the specific pattern variation after the predetermined pattern variation. At least part of , The relevant If the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation to The first effect is executed in the specific pattern variation after the predetermined pattern variation. predetermined Time of the operation of the specific movable body and Same The first performance is controlled so that and In a manner different from the specified performance mode The specific performance is controlled The gaming machine is characterized by the above. Further, according to the present invention, there is provided a gaming machine which is equipped with a specific movable body which is composed of one or more movable bodies, and which is capable of executing, as effects using the specific movable body, a first effect in which the movement amount of the specific movable body is equal to or greater than a specific movement amount, and a second effect in which the movement amount of the specific movable body is less than the specific movement amount, and in executing the first effect, the rate at which the first effect is executed during the execution of a specific pattern variation is higher than the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation, or the first effect can be executed in the specific pattern variation when the second effect is executed in a predetermined pattern variation before the specific pattern variation, and the second effect is not executed in the predetermined pattern variation. When the first performance is not executed in the specific pattern variation after the specific pattern variation, and when a predetermined operation is performed during the execution of the second performance in the specific pattern variation, the execution of the second performance is stopped and the first performance is executed in the specific pattern variation after the specific pattern variation; the device further includes a device different from the specific movable body, and when the first performance is executed, a specific performance by the device is executed in parallel with the first performance; when the predetermined operation is performed during the execution of the second performance in the specific pattern variation, and when the first performance is executed in the specific pattern variation after the specific pattern variation, the specific performance is executed in parallel with the first performance; and when the predetermined operation is performed during the execution of the second performance in the specific pattern variation, the specific performance is executed in parallel with the first performance; hand When the first effect is executed in the specific pattern variation after the predetermined pattern variation. At least part of , The relevant If the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation to The first effect is executed in the specific pattern variation after the predetermined pattern variation. predetermined Time of the operation of the specific movable body and Same The first performance is controlled so that and In a manner different from the specified performance mode The specific performance is controlled The gaming machine is characterized by the above. [Effects of the Invention]

[0007] According to the present invention, a gaming machine is provided that can increase the excitement of the game by executing a presentation that suggests the result of a win / loss judgment on the target pattern change that will be executed later. [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] 6(a) to 6(d) are diagrams showing the movable positions of the effect shield. [Figure 7] FIG. 7 is a block diagram showing a control configuration of the gaming machine. [Figure 8] FIG. 8 is a block diagram showing the functional configuration of the gaming machine. [Figure 9] Figure 9(a) is a schematic diagram showing a lottery table for determining whether a special chart is a winning combination, Figure 9(b) is a schematic diagram showing a lottery table for drawing the special chart 1 stopping pattern, and Figure 9(c) is a schematic diagram showing a lottery table for drawing the special chart 2 stopping pattern. [Figure 10] Figure 10(a) is a diagram schematically showing a lottery table for deriving a special chart variation pattern when the special chart variation pattern derivation state PA is in effect, and Figure 10(b) is a diagram schematically showing a lottery table for deriving a special chart variation pattern used when the special chart variation pattern HNP is determined. [Figure 11] FIG. 11(a) is a state transition diagram showing the transition of the special chart variation pattern derivation state, and FIG. 11(b) is a diagram showing the relationship between the average variation time for each special chart variation pattern derivation state. [Figure 12]FIG. 12(a) is a table listing the items that can be set in game customization and their details, and FIG. 12(b) is a table listing the items that can be set in general customization and their details. [Figure 13] FIG. 13 is a diagram showing the flow of game customization. [Figure 14] FIG. 14 is a diagram showing the flow of general-purpose customization during non-playing. [Figure 15] 15(a) to 15(c) are diagrams showing operation patterns of the effect shielding objects. [Figure 16] 16(a) and 16(b) are diagrams showing specific examples of the movable object pre-reading effect. [Figure 17] 17(a) and 17(b) are diagrams showing specific examples of the movable object pre-reading effect. [Figure 18] FIG. 18 is a flow chart of the pre-reading effect control process. [Figure 19] Figure 19(a) is a schematic diagram showing a lottery table used to determine whether or not to execute the lid-covering effect, and Figure 19(b) is a schematic diagram showing a lottery table used to determine the mode of the lid-covering effect. [Figure 20] 20(a) to 20(c) are diagrams that schematically show lottery tables used for lottery execution of the pre-reading effect when the cover effect is not executed in the pattern variation of the pre-reading target. [Figure 21] 21(a) to 21(c) are diagrams that schematically show lottery tables used for lottery execution of the pre-reading effect when the cover effect is executed in the pattern variation of the pre-reading target. [Figure 22] Figure 22(a) is a schematic diagram showing a lottery table used to determine the mode of the movable body pre-reading performance, and Figure 22(b) is a schematic diagram showing a lottery table used to determine the mode of the pattern pre-reading performance. [Figure 23] 23(a) to 23(d) are diagrams showing specific examples in which the center cursor button is operated during the execution of the movable object pre-reading performance. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all drawings, similar components are designated by the same reference numerals, and their description will be omitted where appropriate. In the following description, unless otherwise specified, the terms "front," "rear," "left," "right," "upper," and "lower" refer to the gaming machine 10 as viewed from the front side (player side) as shown in FIG. 1. In the following explanation, "advantage (degree of advantage)" refers to an advantage for the player, and further, unless otherwise specified, refers to an advantage in terms of the amount of gaming media (gaming balls or medals) 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 A gaming machine that is equipped with a specific movable body (performance shielding body 85) that has a light-emitting part and is composed of one or more movable bodies, and that can execute a first performance (covering performance) in which the specific movable body operates, and a second performance (movable body pre-reading performance) in which the light-emitting part is turned on without operating the specific movable body, as a performance using the specific movable body. In carrying out the first performance above, Regarding the rate at which the first effect is executed during the execution of a specific pattern variation, the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation is higher than the rate at which the second effect is not executed in the predetermined pattern variation, Alternatively, when the second performance is executed in a predetermined pattern change before a specific pattern change, the first performance may be executed in the specific pattern change, and when the second performance is not executed in the predetermined pattern change, the first performance is not executed in the specific pattern change after the predetermined pattern change, When a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped, and the first performance can be executed in the specific pattern variation after the predetermined pattern variation, Further provided with a separate device (main display unit 81) different from the specific movable body, When the first performance is executed, a specific performance (suggestion image) may be executed by the other device in parallel with the first performance, When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance can be executed in parallel with the first performance, The performance mode of the specific performance when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation may be different from the performance mode of the specific performance when the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation. This is a gaming machine characterized by the above. The second aspect of the present invention is A gaming machine that is equipped with a specific movable body (performance shielding body 85) that is composed of one or more movable bodies, and that can execute a first performance (covering performance) in which the movement amount of the specific movable body is equal to or greater than a specific movement amount, and a second performance (movable body pre-reading performance) in which the movement amount of the specific movable body is less than the specific movement amount, as performances using the specific movable body, In carrying out the first performance above, Regarding the rate at which the first effect is executed during the execution of a specific pattern variation, the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation is higher than the rate at which the second effect is not executed in the predetermined pattern variation, Alternatively, when the second performance is executed in a predetermined pattern change before a specific pattern change, the first performance may be executed in the specific pattern change, and when the second performance is not executed in the predetermined pattern change, the first performance is not executed in the specific pattern change after the predetermined pattern change, When a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped, and the first performance can be executed in the specific pattern variation after the predetermined pattern variation, Further provided with a separate device (main display unit 81) different from the specific movable body, When the first performance is executed, a specific performance (suggestion image) may be executed by the other device in parallel with the first performance, When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance can be executed in parallel with the first performance, The performance mode of the specific performance when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation may be different from the performance mode of the specific performance when the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation. This is a gaming machine characterized by the above.

[0012] According to the first and second inventions of the present invention, by linking the execution of the first performance using the specific movable body with the execution of the second performance, it is possible to make the cover performance easier to recognize and increase interest in the game, and by preventing the first performance from being stopped if the second performance is stopped by the specified operation, it is possible to prevent a decrease in interest in the game when the specified operation occurs. Furthermore, according to these inventions, it is possible to make it easier to recognize that the predetermined operation has occurred.

[0013] Note that the above-mentioned movement amount does not refer to the distance traveled by the movable body when it moves (operates), but rather to the distance between the original position (initial position) of the movable body before the execution of the target performance and the position farthest from the original position during the execution of the performance. Furthermore, the specific amount of movement does not need to be an amount of movement based on data stored in the gaming machine 10, but may be an amount of movement defined in terms of phenomena. Furthermore, the movement of the above-mentioned specific movable body is not limited to linear movement as in this embodiment, but may also be rotational movement, and in this case the amount of movement refers to the difference in rotation angle between the initial rotation position of the specific movable body before the execution of the target performance and the rotation position of the specific movable body that is farthest from the initial rotation position during the execution of the performance. Furthermore, when the "second performance is not executed in the predetermined pattern variation," a performance different from the second performance is permitted to be executed.

[0014] Furthermore, the gaming machine according to this embodiment, which will be described later, is a pachinko machine that pays out actual gaming balls as prize balls, but the gaming machine according to the present invention may also be a pachinko machine that provides prize balls as electronic data (so-called smart pachinko). Furthermore, the gaming machine of the present invention may be a conventional slot machine that uses a predetermined number of medals to perform pattern changes that cause multiple reels to spin, and pays out medals based on the results of the pattern changes (the stopping patterns of the multiple reels), or it may be a slot machine (so-called smart slot) that pays out all medals as electronic data. The bonus game in these cases is not limited to a so-called real bonus (a device that continuously operates a bonus), but also includes AT games (assist time) such as pseudo bonuses. In particular, when the bonus game in the present invention is an AT game, the termination condition may be set arbitrarily.

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

[0016] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to FIGS. Figure 1 is a front view of the gaming machine 10, Figure 2 is a diagram showing a pattern display device 90 arranged in area II shown in Figure 1, Figure 3 is a bird's-eye view showing a group of operation buttons arranged in area III shown in Figure 1 and their surroundings, Figure 4 is a diagram showing a gaming board 50 installed within the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and configurations and functions not shown here may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown here, and some configurations or functions may be omitted as long as the effects of the present invention are not impaired.

[0017] The gaming machine 10 of this embodiment is a so-called pachinko machine, in which gaming balls are shot into a front area (hereinafter referred to as "gaming area 50a") of a gaming board 50 on which a large number of gaming nails (not shown) are erected, and a prize ball is obtained when the gaming ball enters a prize opening (for example, a big prize opening 55, etc.). In the following description, the entry of a gaming ball into a prize opening may be simply expressed as "entering (a prize opening)."

[0018] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, a middle frame 17 that detachably holds a gaming board 50 on the front side of the opening of the outer frame 15, and a front frame 20 that is configured to cover the front side of the gaming board 50.

[0019] The middle frame 17 is supported so as to be rotatable about its left end by a hinge mechanism (not shown) on the same side as the hinge mechanism 21, and can be opened and closed in front of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the direction opposite to the unlocking direction of the front frame 20 (to the right in this embodiment)).

[0020] The front frame 20 is supported by a hinge mechanism 21 so as to be rotatable around its left end, and can be opened and closed relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the direction opposite to the unlocking direction of the middle frame 17 (left in this embodiment)). The front frame 20 also includes a transparent member 25 arranged to cover the play area 50a, and the transparent member 25 protects the play area 50a and the play board 50 from view. The front frame 20 also has 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 from each other vertically and are formed integrally with the front frame 20. In addition, the front frame 20 is provided with an operating handle 31 on the right side of the lower ball tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball tray 27 are launched toward the game area 50a.

[0021] 1 to 5, the middle frame 17 has a middle frame open door sensor 76 that detects whether the middle frame 17 is in an open state or a closed state relative to the outer frame 15, and a front frame open door sensor 77 that detects whether the front frame 20 is in an open state or a closed state relative to the middle frame 17. In this embodiment, both of these door open sensors are ON in the open state and OFF in the closed state. However, these door open sensors may also be configured to be OFF in the open state and ON in the closed state. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15 and the open / closed state of the front frame 20 relative to the middle frame 17.

[0022] 3, a group of operation buttons operated by the player is disposed on the upper surface of the upper ball tray 27. This group of operation buttons includes a main operation unit 39 electrically connected to the main control board 100 (described later), which includes a ball loan button 39a and a return button 39b for accepting a prepaid card return operation. The operation unit electrically connected to the first sub-control board 200 (described later) includes an effect button 37 for accepting a player's operation to switch effects occurring during play or to obtain various information related to the gaming machine 10, and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, and center cursor button 38e) for instructing operations up, down, left, and right. Each operation unit is provided with a sensor for detecting the operation, and the connected control board detects the operation of each operation unit by a change in the detection state of the sensor. In addition, a movable decorative body 22 is provided on the side of the upper ball tray 27, which is operated by an actuator such as a motor (not shown).

[0023] A ball ejection mechanism 36 is provided below the lower ball tray 29 to eject the game balls stored in the lower ball tray 29 downward. By operating this ball ejection mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball tray 29 opens, and the game balls fall naturally through the bottom opening and are ejected. Although not shown in the figure, the upper ball tray 27 is provided with a mechanism that, similar to the ball removal mechanism 36, can be operated to move the stored balls to the lower ball tray 29, and by operating both this mechanism and the ball removal mechanism 36, it is possible to discharge the stored balls.

[0024] As shown in Figure 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 or error effects that occur during play.

[0025] The effect display device 80 is composed of a main display unit 81 disposed approximately in the center of the game board 50, and a sub-display unit 82 disposed around the main display unit 81. The sub-display unit 82 further includes an upper sub-display unit 82a disposed above the main display unit 81, a left sub-display unit 82b disposed on the left side of the main display unit 81, and a right sub-display unit 82c disposed on the right side of the main display unit 81. Here, the main display unit 81 is a fixed liquid crystal display device, and the upper sub-display unit 82a, the left sub-display unit 82b, and the right sub-display unit 82c are movable liquid crystal display devices operated by actuators such as motors (not shown).

[0026] The main display unit 81 can display a changing display of a pattern row that is performed in conjunction with the changing display in the first special pattern display device 91 or the second special pattern display device 92 described below, and can also display various other effects. In the variable display of the symbol rows (decorative symbols) displayed on the main display unit 81, the displayed decorative symbols form three symbol rows. The direction of the variable display of each symbol row is not particularly limited, and may be, for example, up and down, left and right, depth, or a combination of these (diagonal direction). Here, the depth direction refers to the virtual direction perceived by the player in a display mode that uses a method (for example, perspective) that makes the player perceive the pattern row as if it is changing from the back of the main display unit 81 to the front or vice versa, even though it is actually a flat changing display on the display screen of the main display unit 81. In addition, the decorative symbols in this embodiment include a "1 symbol" imitating the number "1," a "2 symbol" imitating the number "2," a "3 symbol" imitating the number "3," a "4 symbol" imitating the number "4," a "5 symbol" imitating the number "5," a "6 symbol" imitating the number "6," a "7 symbol" imitating the number "7," an "8 symbol" imitating the number "8," and a "9 symbol" imitating the number "9," and these symbols are provided in each symbol row. In the following description, the "1 symbol," "3 symbol," "5 symbol," "7 symbol," and "9 symbol" may be collectively referred to as "odd number symbols," and the "2 symbol," "4 symbol," "6 symbol," and "8 symbol" may be collectively referred to as "even number symbols."

[0027] Each of the sub-display units 82 is not only provided to mainly display effect images related to the effects, but is also configured to be movable. The initial positions of the upper sub-display unit 82a are on the upper side relative to the main display unit 81, the left sub-display unit 82b is on the left side relative to the main display unit 81, and the right sub-display unit 82c is 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 it overlaps with the display area of ​​the decorative pattern on the main display unit 81.

[0028] In this embodiment, the performance display device 80 (main display unit 81, upper sub-display unit 82a, left sub-display unit 82b, right sub-display unit 82c) all use liquid crystal display devices, but the present invention is not limited to this. For example, various types of display devices such as drum type and dot matrix type can be used as the performance display device 80.

[0029] A performance shield 85 is disposed between the main display unit 81 and the sub-display unit 82. Furthermore, the performance shield 85 is made up of an upper left performance shield 85a, an upper right performance shield 85b, a lower left performance shield 85c, and a lower right performance shield 85d, which will be described in detail later, and are configured to be movable in a direction that shields the main display unit 81 in conjunction with one another.

[0030] A plurality of light emitting diodes (hereinafter referred to as "LEDs") are arranged on the lower right side of the main display unit 81, and these LEDs form the display area of ​​the pattern display device 90, which displays special patterns and normal patterns. In addition, the symbol display device 90 is disposed in a position that is more difficult for the player to see than the main display unit 81, and the display area of ​​the symbol display device 90 is smaller than the display area of ​​the main display unit 81. Note that the arrangement and number of LEDs for the pattern display device 90 in this embodiment are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs for the pattern display device 90 are not limited to this example.

[0031] The special symbols are symbols that are stopped and displayed as a result of a symbol change that determines whether or not to activate a special electric device (for example, special electric device 65). The special symbols in this embodiment include a first special symbol displayed on first special symbol display device 91 and a second special symbol displayed on second special symbol display device 92. The special design may be abbreviated as "Special Design", the first special design as "Special Design 1", and the second special design as "Special Design 2".

[0032] The normal symbol is a symbol that is stopped and displayed as a result of a symbol change that determines whether or not to activate a normal electric device (for example, normal electric device 61). The normal symbol in this embodiment is displayed on the normal symbol display device 93. In addition, normal patterns are sometimes abbreviated as "Fuzu", and normal electric devices are sometimes called "Denchu".

[0033] In addition to the above-mentioned display devices, the symbol display device 90 is provided with a first special symbol reservation lamp 94, a second special symbol reservation lamp 95, and a normal symbol reservation lamp 96. The first special pattern reserve lamp 94 makes it possible to identify the number of pattern variations of reserved special pattern 1, the second special pattern reserve lamp 95 makes it possible to identify the number of pattern variations of reserved special pattern 2, and the normal pattern reserve lamp 96 makes it possible to identify the number of pattern variations of reserved normal patterns, and all of them make it possible to identify the number of corresponding pattern variations by the lighting state of the two LEDs (in this embodiment, right always lit only = 1, left and right always lit = 2, right flashing + left always lit = 3, left and right flashing = 4).

[0034] In the following explanation, the pattern change in which the special pattern is displayed in a variable manner on the first special pattern display device 91 or the second special pattern display device 92 and then the special pattern is displayed in a stationary manner will be referred to as the "pattern change of the special pattern," and in the following explanation, the pattern change in which the normal pattern is displayed in a stationary manner on the normal pattern display device 93 and then the normal pattern is displayed in a variable manner will be referred to as the "pattern change of the normal pattern." In addition, in the following explanation, the display of the change in the pattern sequence (decorative pattern) displayed on the main display unit 81 described above may be referred to as "pattern change of decorative pattern" to distinguish it from "pattern change of special pattern" and "pattern change of normal pattern." In the following explanation, when simply referring to "pattern change," it means the pattern change of the special design unless otherwise specified.

[0035] As shown in Figure 4, obstacles such as numerous game pegs (not shown), windmills 52, and decorative elements are placed on the front of the game board 50, thereby defining a game area 50a in which the game balls that are shot out roll. Additionally, curved outer rail 51 and inner rail 53 are arranged on the left and upper sides of play area 50a to guide game balls launched by rotating operating handle 31 to the top of play area 50a. Outer rail 51 is located outside inner rail 53 with respect to the center of play area 50a. Here, windmill 52 is a nail-shaped mechanism for changing the direction in which game balls fall.

[0036] The gaming machine 10 is capable of varying the strength of the launch of the gaming ball depending on the amount of rotation (for example, the rotation angle) of the operating handle 31, and various obstacles are arranged in the gaming area 50a so that the gaming ball rolls along either the first flow path X (so-called left-hand hit) along which a gaming ball that is launched more weakly rolls, or the second flow path Y (so-called right-hand hit) along which a gaming ball that is launched more strongly rolls. Although not shown in the figure, the operating handle 31 is provided with a touch sensor for determining whether or not the player is operating it.

[0037] Figure 4 shows the main prize winning openings as the large prize winning opening 55, the first starting opening 57, the second starting opening 59, the gate 63, and the general prize winning opening 67, but the prize winning openings shown are examples, and their number and arrangement may be changed as appropriate.

[0038] The large prize opening 55 is located in the lower right corner of the game area 50a. A large prize opening sensor 72 is attached to the large prize opening 55, and a prize ball is determined to have been won in the large prize opening 55 based on the detection result of the large prize opening sensor 72, and the number of prize balls associated with the large prize opening 55 (15 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the big prize opening 55 when rolling from the second flow path Y compared to when rolling from the first flow path X.

[0039] A special electric device 65 is disposed above the large prize opening 55. The special electric device 65 is a member that can be switched between an open state, which makes it easy to win a prize in the large prize opening 55, and a closed state, which makes it difficult to win a prize, and is switched to either the open state or the closed state by a special electric device solenoid 66. More specifically, the special electric device 65 is in an open state in at least a part of the jackpot game that is set due to the jackpot being derived by the special chart hit / miss determination described later, and accordingly, entry into the large prize winning hole 55 is permitted. In this way, when the special electric device 65 is in an open state, entry into the large prize winning hole 55 becomes easier, so the jackpot game in which the chances of winning prize balls are significantly increased can be said to be an advantageous game state. 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", and the total number of rounds 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 enter the jackpot opening 55, and the special electric device 65 enters a closed state. Note that one open state also ends when a sufficient time (30 seconds in this embodiment) for a predetermined number of game balls to enter the big winning hole 55 has elapsed.

[0040] The first starting hole 57 is located at the bottom center of the game area 50a. A first starting hole sensor 70 is attached to the first starting hole 57, and a winning entry into the first starting hole 57 is determined based on the detection result of the first starting hole sensor 70, and the number of prize balls associated with the first starting hole 57 (4 in this embodiment) is awarded. In at least some cases where a winning entry related to the first starting hole 57 is determined, the pattern of special image 1 will be changed. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the first starting hole 57 when rolling from the first flow path X than when rolling from the second flow path Y.

[0041] The second starting hole 59 is located in the lower right of the play area 50a. A second starting hole sensor 71 is attached to the second starting hole 59, and the detection result of the second starting hole sensor 71 determines whether a ball has entered the second starting hole 59, and the number of prize balls associated with the second starting hole 59 (1 in this embodiment) is awarded. In at least some cases where a winning combination is determined for the second starting port 59, the pattern of special chart 2 will change. In addition, in the game area 50a of this embodiment, obstacles such as game nails are arranged so that more game balls roll toward the second starting hole 59 when rolling from the second flow path Y than when rolling from the first flow path X.

[0042] A normal electric device 61 is disposed in the flow path connected to the second starting port 59. The normal electric device 61 is a member that can be switched between an open state, which makes it easy for a game ball to enter the second starting port 59, and a closed state, which makes it difficult for the ball to enter, and is switched to either the open state or the closed state by a normal electric device solenoid 62. More specifically, the normal electric device 61 is in an open state during at least a portion of the normal winning game that is performed by winning the normal pattern variation, and this allows entry into the second starting hole 59. In this way, when the normal electric device 61 is in an open state, it becomes easier to enter the second starting hole 59, so the opportunity for the pattern variation of the special pattern 2 to be executed can be greatly increased while suppressing the decrease in game balls due to the prize balls.

[0043] Gate 63 is located in the center right of game area 50a. Gate 63 is equipped with a gate sensor 74, and the winning of gate 63 is determined based on the detection result of gate sensor 74. In at least some cases where a winning of gate 63 is determined, the normal symbol pattern will be changed. In this embodiment, the obstacles are arranged so that more game balls roll toward the gate 63 when rolling from the second flow path Y than when rolling from the first flow path X.

[0044] The general winning opening 67 is located at the lower left of the game area 50a. A general winning opening sensor 73 is attached to the general winning opening 67, and a win at the general winning opening 67 is determined based on the detection result of the general winning opening sensor 73, and the number of prize balls associated with the general winning opening 67 (4 in this embodiment) is awarded. In this embodiment, the obstacles are arranged so that more game balls roll toward the general winning opening 67 when rolling from the first flow path X compared to when rolling from the second flow path Y, but the obstacles may be arranged so that more game balls roll toward the general winning opening 67 when rolling from the second flow path Y. Also, a plurality of general winning openings 67 may be provided.

[0045] The outlet 69 is located at the bottom of the game area 50a. A game ball that is shot into the game area 50a and does not enter any of the winning holes falls into the outlet 69 and is treated as an out ball. In this embodiment, an out ball sensor 75 (not shown) is provided for detecting game balls (hereinafter referred to as "out balls") that have entered the winning hole and the out hole.

[0046] In addition to the sensors mentioned above, the game board 50 is also provided with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (both not shown) to prevent fraudulent acts such as receiving prize balls illegally.

[0047] As shown in Figure 5, the back of the game board 50 is equipped with a main control board case 109 housing the main control board 100, a first sub-control board case 209 housing the first sub-control board 200, a second sub-control board case 309 housing the second sub-control board 300, a power supply control board case 509 housing the power supply control board 500, and a payout control board case 409 housing the payout control board 400, and in addition to the back of the first sub-control board case 209 and the second sub-control board case 309, an open / close cover 45 covering part of the back of the main control board case 109 is attached in a removable manner. The main control board 100 is provided with a RAM clear switch 43. The substrate cases and covers that encase each substrate are made of transparent materials, and the corresponding substrates can be seen through each case and cover.

[0048] 5, a volume adjustment unit 83 that is operated to adjust the volume and a brightness adjustment unit 84 that is operated to adjust the brightness are provided on the first sub-control board 200. The first sub-control board case 209 stores the first sub-control board 200 so that the volume adjustment unit 83 and the brightness adjustment unit 84 are exposed to the outside, and the opening / closing cover 45 is attached so as to avoid the volume adjustment unit 83 and the brightness adjustment unit 84. Therefore, in the state shown in FIG. 5, i.e., when the first sub-control board 200 is stored in the first sub-control board case 209 and the opening / closing cover 45 is attached, the volume adjustment unit 83 and the brightness adjustment unit 84 can be operated. The volume adjustment unit 83 and the brightness adjustment unit 84 are so-called rotary switches, and in this embodiment, the volume adjustment unit 83 can be adjusted to one of three levels: high volume, medium volume, and low volume, and the brightness adjustment unit 84 can be adjusted to one of three levels: high brightness, medium brightness, and low brightness. The volume adjustment unit 83 and the brightness adjustment unit 84 are not limited to rotary switches, and may also be slide switches. Furthermore, the volume adjustment unit 83 and the brightness adjustment unit 84 may be switches provided on a board different from the first sub-control board 200, as long as they are electrically connected to the first sub-control board 200. Furthermore, their installation location is not important as long as they are provided on the back side of the game board 50.

[0049] Additionally, on the back of the gaming board 50, above the opening / closing cover 45, there is disposed a gaming ball tank 46 for storing gaming balls supplied from the ball supply equipment of the gaming island. The gaming ball tank 46 is further connected to a payout passage 49 leading to the upper ball tray 27 via a tank rail 47 and a payout unit 48, and the balls paid out by the payout unit 48 are paid out through the payout passage 49 to the upper ball tray 27.

[0050] So far, the structure of the gaming machine 10 in this embodiment has been described, but this is only one specific example, and the present invention can also be implemented with other configurations.

[0051] <About the operation of the stage shield 85> Next, the operation of the effect shielding body 85 will be described with reference to Figures 6(a) to 6(d). Figures 6(a) to 6(d) are diagrams showing the movable positions of the effect shielding body 85. As described above, the effect shielding body 85 is composed of the upper left effect shielding body 85a, the upper right effect shielding body 85b, the lower left effect shielding body 85c, and the lower right effect shielding body 85d, and Fig. 6(a) shows the effect shielding body 85 in its initial position. Note that, at this position, the entire display area of ​​the main display unit 81 is visible. FIG. 6(b) shows a state in which a part (about 10% of the whole) of the display area of ​​the main display unit 81 is covered by the effect shield 85. FIG. 6(c) shows a state in which a part (about 30% of the whole) of the display area of ​​the main display unit 81 is covered by the effect shield 85. FIG. 6(d) shows a state in which the entire display area of ​​the main display unit 81 is covered by the effect shield 85 (a state in which the display area of ​​the main display unit 81 is shielded). In this way, the upper left performance shield 85a, the upper right performance shield 85b, the lower left performance shield 85c, and the lower right performance shield 85d operate in conjunction with each other in the planar direction of the display area related to the main display unit 81. In the following explanation, the position of the performance shield 85 shown in Figure 6(a) may be referred to as the original position, the position of the performance shield 85 shown in Figure 6(b) may be referred to as the first operating position, the position of the performance shield 85 shown in Figure 6(c) may be referred to as the second operating position, and the position of the performance shield 85 shown in Figure 6(d) may be referred to as the third operating position, and the first operating position and the second operating position exist on a trajectory moving from the original position to the third operating position. In addition, in this embodiment, "covering" refers to the covering object (in this embodiment, the performance shield 85) being positioned in front of the object being covered (in this embodiment, the display area related to the main display unit 81), and the covering object being between the player and the object, making part or all of the object being covered invisible or difficult to see. In this embodiment, each of the upper left performance shield 85a, the upper right performance shield 85b, the lower left performance shield 85c, and the lower right performance shield 85d has an original position detection sensor (not shown) that detects the performance shield at the position when the performance shield 85 is in the original position (this position may also be referred to as the original position). Therefore, the gaming machine 10 (particularly the first sub-control board 200) can determine whether each performance shield is in the original position.

[0052] 6(c), the upper left performance shield 85a has a protrusion imitating the character "heaven" on its front surface (the front surface when the main display unit 81 side is defined as the back surface), the upper right performance shield 85b has a protrusion imitating the character "down" on its front surface, the lower left performance shield 85c has a protrusion imitating the character "mu" on its front surface, and the lower right performance shield 85d has a protrusion imitating the character "double" on its front surface. The shape of the front side (player side) of these performance shields 85 is not limited to the shape of this embodiment and may be any shape, but in this embodiment, the entire shape becomes visible when the performance shield 85 is in the third operating position. In particular, the convex part of the lower right performance shield 85d is made of transparent resin, and a full-color LED is provided behind it (the back side). This causes the convex part to light up in various colors. In the following explanation, this convex part will be referred to as the performance shield lamp 85e.

[0053] <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. 7. Fig. 7 is a block diagram showing the control configuration of the gaming machine 10. Note that the control 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 a control configuration not shown in Fig. 7.

[0054] 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.

[0055] 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 supply generated in a backup power supply circuit, which will be described later. Specifically, among the information stored in the RAM 103, various information is backed up so that when power is restored after a power outage, the data can be used to restore the gaming machine 10 to the state it was in immediately before the power outage. For example, in addition to data such as a stack pointer and various registers that were held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (a game-stopped state or a playable state), the current special symbol lottery state, and the current regular symbol lottery state, is backed up.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] In addition, the first sub-control board 200, through performance control processing based on performance control commands from the main control board 100, generates image control commands that instruct the image to be displayed on the second sub-control board 300, brightness adjustment commands that instruct brightness adjustment, audio control commands that instruct the audio to be output to the audio control board 310, volume adjustment commands that instruct volume adjustment, lamp control data for controlling the lighting of various lamps such as the frame lamp 35 and performance shield lamp 85e, and movement control data for controlling the movement of movable bodies such as the movable decorative body 22, sub-display unit 82, and performance shield 85. 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, brightness adjustment command, audio control command, volume adjustment 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.

[0062] The first sub-control board 200 is also electrically connected to the frame lamp 35, and transmits lamp control data via the I / O port 204. The frame lamp 35 and the performance shield lamp 85e are configured so that their lighting is controlled by the lamp control data transmitted from the first sub-control board 200. The lamp control data is generated according to the brightness determined based on the adjustment results obtained by operating the brightness adjustment unit 84 or a brightness adjustment operation unit (operable by the player, not shown) connected to the first sub-control board 200. Therefore, in this embodiment, the frame lamp 35 and the effect shield lamp 85e can be lit at the brightness determined based on the adjustment results. In this embodiment, the brightness can be set in a range of 10 levels, from brightness 1 to brightness 10, with the brightness increasing in this order. In addition, each time the brightness is adjusted, the first sub-control board 200 transmits a brightness adjustment command including data specifying the brightness after the adjustment to the second sub-control board 300. The adjusted brightness is also reflected in the brightness of the displayed image.

[0063] The second sub-control board 300 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 (all not shown), and is configured so that the CPU executes main controls related to image presentation in accordance with the control program stored in the ROM. In addition, the second sub-control board 300 is equipped with a VDP (not shown) 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 transmits the generated image data to the main display unit 81 and the sub-display unit 82. A high-speed VRAM is also connected to the VDP, which is used to expand and process the image data read from the image ROM.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] <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. 8. Fig. 8 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Fig. 8 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations that are not shown in Fig. 8. Furthermore, when explaining the functional configuration, Figs. 9 to 11 will be referred to as necessary.

[0068] As shown in Figure 8, 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 7.

[0069] 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 (described later) after being stored.

[0070] 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.

[0071] The main random number generating means 115 can generate multiple types of random numbers with different update ranges depending on the random number circuit 105, and when a win is determined to have been made at a winning slot, it acquires (latches) one or more random numbers corresponding to that winning slot from the random number circuit 105. More specifically, when it is determined that a prize has been won at the first start gate 57 or the second start gate 59, the main random number generating means 115 acquires a random number for determining whether a special symbol has been won, a random number for drawing a special symbol stop symbol pattern, and a random number for drawing a special symbol change pattern, which will be described later. When it is determined that a prize has been won at gate 63, the main random number generating means 115 stores the random number for determining whether a normal symbol has been won, a random number for drawing a normal symbol stop symbol pattern, and a random number for drawing a normal symbol change pattern, which will be described later, in the corresponding storage areas of the main information storage means 160. The random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated normally, and if an update abnormality occurs in which the random numbers are not updated normally, information indicating the occurrence of the abnormality is written to a specific storage area of ​​the random number circuit 105. Therefore, the CPU 101 can recognize that an update abnormality has occurred in the random number circuit 105.

[0072] The main reserve control means 120 controls the reservation of the pattern variation of the special chart and the reservation of the pattern variation of the normal chart. Regarding the special chart 1, the random number for determining whether the special chart is a hit or not, the random number for drawing the special chart stop pattern, and the random number for drawing the special chart variation pattern, which are acquired upon winning the first starting port 57, are reserved (stored) as operation reservation information for the special chart 1. More specifically, the main hold control means 120 is provided with a hold counter (hereinafter referred to as the "special chart 1 hold counter") that is incremented by 1 each time the activation hold information of special chart 1 is held and decremented by 1 each time the activation hold information of special chart 1 is used (used in the lottery by the special chart lottery means 130), and stores the activation hold information in a storage area corresponding to the current special chart 1 hold counter of the main information storage means 160 until the value of the special chart 1 hold counter reaches an upper limit value (4 in this embodiment), and clears the used activation hold information each time the activation hold information is used, and controls the remaining activation hold information to be moved (shifted) from the current storage area to a storage area corresponding to a special chart 1 hold counter that is 1 less than the current special chart 1 hold counter, in order from the smallest special chart 1 hold counter. In addition, the main hold control means 120 performs the same control as described above for special drawing 2 and regular drawing separately from special drawing 1, and the hold counter for special drawing 2 is referred to as the special drawing 2 hold counter. In addition, in the following explanation, "holding of operation hold information" may be expressed as "holding of pattern change." 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 change is made in which the activation pending information corresponding to special chart 2 is used preferentially.

[0073] 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. As mentioned above, the pre-determination command is transmitted (generated and stored in the transmission command storage area of ​​the main information storage means 160) in at least some cases when the activation hold information of the special symbol is held at 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 refers to not being during a jackpot game, and furthermore, in this embodiment, if the activation hold information of the special symbol 1 is held during a normal symbol high probability, which will be described later, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted.

[0074] 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 the start of the change of the special chart are satisfied" means, for example, that all of the following conditions are satisfied: there is no jackpot, neither special chart 1 nor special chart 2 is currently changing the pattern, and at least one of special chart 1 and special chart 2 has activation pending information.

[0075] Here, Figures 9(a) to 9(c), Figure 10(a), and Figure 10(b) are diagrams that schematically show lottery tables used in the main control board 100, and will be referred to as necessary in the following description. In a lottery using a lottery table, including other lottery tables, the lottery values ​​stored in the lottery table are sequentially added to the read random number in a predetermined order (if there is only one lottery value, the addition is performed once), and the result corresponding to the lottery value that has a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of the lottery table, names are given to the lottery tables for convenience of explanation, but it is sufficient that the lottery values ​​and other data 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. The illustrated lottery tables may contain items for convenience of explanation or lottery values ​​such as "-" or "0," but these do not necessarily indicate the data stored in each ROM. Furthermore, a result in which "-" or "0" is written as a lottery value 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.

[0076] 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 the special symbol hit / miss judgment to judge by lottery whether the winning will be a jackpot or a miss by using the read out random number and a lottery table for the special symbol hit / miss judgment. Figure 9(a) is a diagram that shows a schematic drawing of a lottery table for determining whether a special drawing is a hit or a miss, and this lottery table is used in common for special drawing 1 and special drawing 2. The range of random numbers used in this determination is 0 to 65535, so when the special drawing lottery state is low probability (hereinafter sometimes abbreviated as "special drawing low probability"), a jackpot is derived with a probability of 230 / 65536 (approximately 1 / 284.9), and when a jackpot is not derived, it is a miss. Similarly, when the special drawing state is in a high probability state (hereinafter sometimes abbreviated as "special drawing high probability"), a jackpot is derived with a probability of 499 / 65536 (approximately 1 / 131.3), and if a jackpot is not derived, it is a miss.

[0077] When the result of the special chart hit / miss judgment is a big hit, the special chart stop pattern lottery means 132 reads out a random number for the special chart stop pattern lottery and determines the stop pattern of the special chart by lottery using the read random number and a lottery table for the special chart stop pattern lottery. Figure 9(b) is a diagram showing a schematic drawing of a lottery table for drawing the stop symbol of special symbol 1, and the range of random numbers used in the drawing is 0 to 99. Therefore, when a jackpot is derived from special symbol 1, symbol A is determined as the stop symbol with a probability of 50 / 100 (1 / 2), symbol B with a probability of 40 / 100 (1 / 2.5), and symbol C with a probability of 10 / 100 (1 / 10). Here, symbol A is a symbol with 8 rounds and a low probability of a special symbol and a high probability of a normal symbol (described later) after the jackpot game ends (hereinafter, this symbol may be referred to as a "normal symbol," and a jackpot related to this symbol may be referred to as a "normal jackpot"). On the other hand, symbol B is a symbol with 9 rounds and a high probability of a special symbol and a high probability of a normal symbol after the jackpot game ends (hereinafter, this symbol may be referred to as a "probability variable symbol," and a jackpot related to this symbol may be referred to as a "probability variable jackpot"). Furthermore, symbol C is a probability variable symbol with 16 rounds and a high probability of a special symbol and a high probability of a normal symbol after the jackpot game ends. Therefore, symbol C is a symbol with a higher probability than symbol B in terms of the number of rounds, and symbols B and C are symbols with a higher probability than symbol A in terms of both the number of rounds and the subsequent special symbol lottery state. Figure 9(c) is a diagram showing a schematic drawing of a lottery table for drawing the stop symbol for special symbol 2, and the range of random numbers used in this drawing is 0 to 99, just like the lottery for drawing the stop symbol for special symbol 1. Therefore, if a jackpot is derived in special symbol 2, symbol a will be determined as the stop symbol with a probability of 65 / 100 (approximately 1 / 1.53), and symbol b will be determined as the stop symbol with a probability of 35 / 100 (approximately 1 / 2.85). Here, pattern a is a probability variable pattern with 16 rounds and a high probability of a special pattern and a high probability of a normal pattern after the jackpot play ends, while pattern b is a normal pattern with 4 rounds and a low probability of a special pattern and a high probability of a normal pattern after the jackpot play ends. Therefore, it can be said that pattern a is a more advantageous pattern than pattern b in both the number of rounds and the subsequent special pattern lottery state. In addition, if the result of the special chart hit / miss judgment is not a jackpot, the special chart stop pattern lottery means 132 uniformly determines pattern D as the stop pattern when special chart 1 is a miss, and pattern c when special chart 2 is a miss. In addition, in this embodiment, the rate at which the special symbol becomes highly probable after the end of a jackpot game using special symbol 1 (50 / 100) is different from the rate at which the special symbol becomes highly probable after the end of a jackpot game using special symbol 2 (65 / 100) (the symbol variation of special symbol 2 is more favorable than the symbol variation of special symbol 1). Although details are omitted, this difference is realized by providing a function that makes the special symbol highly probable after the end of a jackpot game when the game ball passes through the V prize area (not shown) provided in the large prize opening 55 during the jackpot game (when the sensor provided in the V prize area detects the game ball), and by changing whether or not to provide a round (the ninth round in this embodiment) that makes it easier to pass through the V prize area depending on the stopping symbol of the special symbol.

[0078] The special chart fluctuation pattern derivation means 133 has a plurality of types of special chart fluctuation pattern lottery tables to be referred to when determining the special chart fluctuation pattern, and selects one special chart fluctuation pattern lottery table for determining the current special chart fluctuation pattern based on the current special chart fluctuation pattern derivation state and the result of the current special chart success / failure judgment, determines one special chart fluctuation pattern using the selected special chart fluctuation pattern lottery table and a random number for special chart fluctuation pattern lottery, and determines the fluctuation time based on the determined special chart fluctuation pattern. Although details of the transition conditions will be described later, the special chart variation pattern derivation state in this embodiment includes a special chart variation pattern derivation state PA, a special chart variation pattern derivation state PB, and a special chart variation pattern derivation state PC. The above-mentioned method of determining the special chart variation pattern is adopted for the pattern variation of special chart 1 in the special chart variation pattern derivation state PA, and for the pattern variation of special chart 2 in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, and the pattern variation of the other special chart in each special chart variation pattern derivation state is determined to be a predetermined special chart variation pattern depending on the result of the special chart success / failure judgment.

[0079] FIG. 10(a) is a diagram schematically showing a lottery table for deriving a special chart variation pattern in the special chart variation pattern derivation state PA, and the range of random numbers used in the lottery is 0 to 999. Therefore, if the result of the special chart success / failure judgment during the special chart variation pattern derivation state PA is a miss, the special chart variation pattern HNP will be determined with a probability of 900 / 1000 (approximately 1 / 1.11), the special chart variation pattern HRP with a probability of 52 / 1000 (approximately 1 / 19.2), the special chart variation pattern HSP1-A with a probability of 13 / 1000 (approximately 1 / 76.9), the HSP1-B with a probability of 11 / 1000 (approximately 1 / 90.9), the HSP2-A with a probability of 9 / 1000 (approximately 1 / 111), the HSP2-B with a probability of 7 / 1000 (approximately 1 / 143), the HSP3-A with a probability of 5 / 1000 (1 / 200), and the HSP3-B with a probability of 3 / 1000 (approximately 1 / 333). In this case, the special chart variation pattern ASP1-A to the special chart variation pattern ASP3-C will not be determined. Also, details will be described later using Figure 10(b), but when the special pattern change pattern HNP is determined, the special pattern change pattern is further identified using the value of the special pattern 1 pending counter at the time the pattern change starts. If the result of the special chart hit / miss judgment during the special chart change pattern derivation state PA is a jackpot, the special chart change pattern ASP1-A will be determined with a probability of 90 / 1000 (approximately 1 / 11.1), the special chart change pattern ASP1-B with a probability of 110 / 1000 (approximately 1 / 9.09), the special chart change pattern ASP2-A with a probability of 135 / 1000 (approximately 1 / 7.41), the special chart change pattern ASP2-B with a probability of 165 / 1000 (approximately 1 / 6.06), the special chart change pattern ASP3-A with a probability of 180 / 1000 (approximately 1 / 5.56), the special chart change pattern ASP3-B with a probability of 220 / 1000 (approximately 1 / 4.56), and the special chart change pattern ASP3-C with a probability of 100 / 1000 (1 / 10). In this case, the special chart variation pattern HNP to the special chart variation pattern HSP3-B will not be determined. In addition, in the explanation of the special chart variation patterns of this embodiment, when two special chart variation patterns are described with "~" in between, the description of the special chart variation pattern that exists between the special chart variation pattern described earlier and the special chart variation pattern described later is omitted in accordance with the order described in Figure 10(a) or Figure 10(b) described below. Also, although not shown in the figure, in the special chart variation pattern derivation state PB and the special chart variation pattern derivation state PC, the special chart variation pattern is drawn by lottery according to the result of the special chart success / failure judgment, just as in the special chart variation pattern derivation state PA.

[0080] Figure 10(b) is a diagram that schematically shows a lottery table for deriving the special chart variation pattern used when the special chart variation pattern HNP is determined. As described above, in this lottery, the special chart variation pattern is further identified using the value of the special chart 1 pending counter. First, as shown in Figure 10(b), the special chart fluctuation pattern HNP includes 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 longest fluctuation time. The range of the random number used in this lottery (different from the random number used in the lottery related to the lottery table shown in Figure 10(a)) is 0 to 999. Therefore, when the symbol variation starts, if the special symbol 1 reserved counter = 3 (hereinafter, sometimes referred to as "reserved 3"), the special symbol variation pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1), and in this case, the special symbol variation pattern HNP-B to the special symbol variation pattern HNP-D are not determined. Also, when the symbol variation starts, if the special symbol 1 reserved counter = 2 (hereinafter, sometimes referred to as "reserved 2"), the special symbol variation pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and the special symbol variation pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18), and in this case, the special symbol variation pattern HNP-C and the special symbol variation pattern HNP-D are not determined. If the special pattern 1 hold counter = 1 (hereinafter referred to as "hold 1") at the start of the pattern change, special pattern change pattern HNP-A will be determined with a probability of 50 / 1000 (1 / 20), special pattern change pattern HNP-B with a probability of 150 / 1000 (approximately 1 / 6.67), and special pattern change pattern HNP-C with a probability of 800 / 1000 (1 / 1.25), and in such cases, special pattern change pattern HNP-D will never be determined. When the pattern variation starts, if the special pattern 1 reserved counter = 0 (hereinafter referred to as "reserved 0"), 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 such cases, the special pattern variation pattern HNP-A will not be determined. In the following explanation, in addition to the above-mentioned "reserved 3", "reserved 2", "reserved 1", and "reserved 0", the case where the special pattern 1 reserved counter = 4 may be referred to as "reserved 4". In this way, when the special pattern variation pattern HNP is determined, the special pattern variation pattern (variation time) that is likely to be determined by the value of the special pattern 1 reserved counter at the start of the pattern variation differs. More specifically, the smaller the value of the special pattern 1 reserved counter at the start of the pattern variation, the more likely it is that a long pattern variation will be determined (the larger the value of the special pattern 1 reserved counter at the start of the pattern variation, the more likely it is that a short variation time will be determined). In addition, such special chart fluctuation patterns (hereinafter sometimes referred to as "basic special chart fluctuation patterns") also exist in the special chart fluctuation pattern derivation state PB and the special chart fluctuation pattern derivation state PC, and although the types and lengths of the corresponding basic special chart fluctuation patterns differ, their tendencies (the relationship between the value of the pending counter (in the special chart fluctuation pattern derivation state PB and the special chart fluctuation pattern derivation state PC, the value of the special chart 2 pending counter) and the special chart fluctuation pattern (fluctuation time) that is likely to be determined) are the same as in the special chart fluctuation pattern derivation state PA.

[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 execute a regular map hit / miss judgment to determine whether the regular map is a hit or not, and executes a regular map stop pattern lottery to determine the stopping pattern of the regular map by lottery if the regular map hit is won and the regular electric device 61 is controlled to the open state by the regular map hit / miss judgment, and a regular map change pattern lottery to determine the change pattern (change time) of the regular map by lottery. More specifically, in the normal drawing hit / miss judgment, there are two states where the normal drawing lottery state is a high probability state (sometimes abbreviated as "normal drawing high probability") and a low probability state (sometimes abbreviated as "normal drawing low probability"). Although the illustration of the lottery table is omitted, in this embodiment, in the normal drawing high probability state, the normal drawing hits with a probability of 65535 / 65536, and the remaining probability of 1 / 65536 is a miss, while in the normal drawing low probability state, the normal drawing hits with a probability of 1 / 65536, and the remaining probability of 65535 / 65536 is a miss. Note that in the normal drawing low probability state, it may be configured so that the normal drawing does not hit (65536 / 65536 is a miss).

[0083] In the normal stop pattern lottery, as in the special stop pattern lottery, one stop pattern is determined by lottery using a lottery table (not shown) for normal stop pattern lottery from multiple types of stop patterns that have different patterns when the normal electric device 61 is opened. If the normal pattern is judged as a miss, the stop pattern is determined uniformly, as in the special pattern 1 and special pattern 2. In addition, in the lottery for the general map fluctuation pattern, as in the lottery for the special map fluctuation pattern, one general map fluctuation pattern is determined from multiple types of general map fluctuation patterns by lottery using a lottery table (not shown) for the general map fluctuation pattern lottery. In this way, a high probability of winning a normal game is higher than a low probability of winning a normal game, and it can be said to be a more advantageous state than a low probability of winning a normal game.

[0084] When the result of the special symbol winning / losing lottery is a jackpot, the jackpot game control means 140 determines the demo time for the jackpot start demo and the demo time for the jackpot end demo according to the determined jackpot symbol. In addition, when a jackpot starts, the jackpot game control means 140 generates a presentation control command (jackpot start command) including a demo time related to the jackpot start demo and stores it in the transmission command storage area of ​​the main information storage means 160, and when the jackpot ends, it generates a presentation control command (jackpot end command) including a demo time related to the jackpot end demo and stores it in the transmission command storage area of ​​the main information storage means 160.

[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 based on the special pattern variation pattern of the special pattern 1, and causes the special pattern 1 to be stopped and displayed with the stopping 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 based on the special pattern variation pattern of the second special pattern, and causes the special pattern 2 to be stopped and displayed with the stopping pattern determined by the special pattern stop pattern lottery after the variation time has elapsed. In addition, the pattern display control means 145 has a special pattern game timer for managing the time (variation time, stop display time) related to the display of special pattern 1 and special pattern 2, and when the special pattern is stopped for display (at the timing when the value of the special pattern game timer becomes "0"), it generates a presentation control command (variation stop command) for requesting the fixed stop display of the decorative pattern, and stores the command in the transmission command storage area of ​​the main information storage means 160. Here, the term "confirmed stop display of decorative symbols" refers to the final stop display of decorative symbols in the pattern change, and is different from the provisional stop display of decorative symbols that may occur during the execution of the pattern change. In the provisional stop display of decorative symbols, for example, the stopped decorative symbols are accompanied by a small up and down swaying motion (so-called swaying fluctuation), while in the confirmed stop display of decorative symbols, the stopped decorative symbols are not accompanied by a swaying fluctuation. For this reason, the stop display mode of the confirmed stopped decorative symbols is different from the stop display mode of the provisionally stopped decorative symbols. Therefore, the player can recognize whether the stopped display of the decorative symbols is a confirmed stop display or a provisional stop display.

[0086] In addition, 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 the normal map fluctuation pattern (fluctuation time) of the normal map, and after the fluctuation time has elapsed, causes the normal map to be displayed in a stopped pattern determined by the normal map stop pattern lottery. In addition, the symbol display control means 145 has a regular symbol game timer for managing the time (variable time, stop display time) related to the display of the regular symbol.

[0087] If the result of the special symbol lottery is a jackpot, the electric device control means 150 outputs a control signal to the special electric symbol solenoid 66 after the special symbol is displayed stopped, and opens the special electric symbol 65 according to an opening pattern corresponding to the stopped symbol of the special symbol. A jackpot game is a game state in which one opening and closing operation of the special electric symbol 65 is considered to be one round game, and the round game is executed continuously for a specified number of rounds (in this example, 16R, 9R, 8R).

[0088] In addition, when the normal drawing is won, the electric role control means 150 outputs a control signal to the normal electric role solenoid 62 to open the normal electric role 61 according to an opening pattern corresponding to the normal stopping pattern.

[0089] The game state control means 155 controls the special symbol lottery state. Specifically, as described above, the game state control means 155 sets the special symbol low probability at the start of a jackpot game regardless of the symbol related to the jackpot, maintains the special symbol low probability at the end of a jackpot game related to a normal jackpot, and sets the special symbol high probability at the end of a jackpot game related to a probability variable jackpot.

[0090] In addition, the game state control means 155 controls the normal symbol lottery state. Specifically, the game state control means 155 sets the normal symbol low probability at the start of a jackpot regardless of the symbol related to the jackpot, sets the normal symbol high probability at the end of the jackpot game related to a normal jackpot until 100 symbol changes are made (after 100 symbol changes, the normal symbol low probability is set), and sets the normal symbol high probability at the end of the jackpot related to a probability variable jackpot until the start of the next jackpot game (for example, including the case where a finite number of times (for example, 5000 times) sufficient to derive a jackpot is set).

[0091] In addition, the game state control means 155 controls the above-mentioned special symbol variation pattern derivation state. The transition of this special symbol variation pattern derivation state will be explained with reference to Figure 11 (a) and Figure 11 (b). Note that Figure 11 (a) is a state transition diagram showing the transition of the special symbol variation pattern derivation state, and Figure 11 (b) is a diagram showing the relationship between the average variation time for each special symbol variation pattern derivation state. As shown in Figure 11(a), the special symbol variation pattern derivation state is composed of the special symbol variation pattern derivation state PA corresponding to low probability of special symbol and low probability of normal symbol, the special symbol variation pattern derivation state PB corresponding to high probability of special symbol and high probability of normal symbol, and the special symbol variation pattern derivation state PC corresponding to low probability of special symbol and high probability of normal symbol. The special symbol variation pattern derivation state is set according to the special symbol lottery state and the normal symbol lottery state except during jackpot play. The transition conditions between the special symbol variation pattern derivation state PA and the special symbol variation pattern derivation state PC include transition conditions (i) to (iii). Transition condition (i) is the end of jackpot play related to a special symbol variation jackpot, transition condition (ii) is the end of jackpot play related to a normal jackpot, and transition condition (iii) is the end of the 100th symbol variation. In addition, if a jackpot game related to a normal jackpot is started in the special chart variation pattern derivation state PC, the special chart variation pattern derivation state PC will be set again after the jackpot game ends (the count of the pattern variation in transition condition (iii) will start from 0).

[0092] Furthermore, as shown in Figure 11(b), the average fluctuation time (the sum of the fluctuation times derived by multiplying the occurrence rate (the probability that can occur in any pattern fluctuation, which is derived by multiplying the probability of the result of the special chart success / failure judgment being derived by the probability of winning the special chart fluctuation pattern) by the fluctuation time of the special chart fluctuation pattern that can be selected in that special chart fluctuation pattern derivation state) for the special chart fluctuation pattern derivation state PA, the special chart fluctuation pattern derivation state PC, and the special chart fluctuation pattern derivation state PB becomes shorter in that order. This is mainly due to the difference in the length of the fluctuation time of the basic special chart fluctuation pattern that has the highest selection rate in each special chart fluctuation pattern derivation state. Furthermore, in this embodiment, the difference between the average fluctuation time of the special chart fluctuation pattern derivation state PA and the average time of the special chart fluctuation pattern derivation state PC is greater than the difference between the average fluctuation time of the special chart fluctuation pattern derivation state PC and the special chart fluctuation pattern derivation state PB.

[0093] In addition, when an update occurs to the special chart lottery state, the regular chart lottery state, and the special chart variation pattern derivation state, the game state control means 155 generates a presentation control command (game state designation command) including each state after the update, and stores the command in the transmission command storage area of ​​the main information storage means 160.

[0094] As described above, the main information storage means 160 is a means for temporarily storing data read by each means and data derived by calculations or the like by each means in the corresponding storage areas.

[0095] The main error control means 165 monitors the input information of the I / O port 104 and determines whether or not the gaming machine 10 is in an error state. If it is determined that the gaming machine 10 is in an error state, it stores a performance control command (error command) including information that can identify the error state in a transmission command storage area of ​​the main information storage means 160.

[0096] When a performance control command is stored in the transmission command storage area of ​​the main information storage means 160, the main command management means 170 transmits the performance control command to the first sub-control board 200. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of ​​the main information storage means 160.

[0097] The power restoration process execution means 175 includes a restoration state setting means 176 and a playable state transition means 179 .

[0098] The recovery state setting means 176 executes a recovery state setting process to set a recovery state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the inner frame door open sensor 76 when power is restored. The recovery states set by this process include a game stop state and a game ready state (which may or may not involve RAM clear processing). Specifically, if there is an abnormality in RAM 103 when power is restored, a game-stop 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, provided 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, RAM clear processing is not executed and a playable state is set). 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, RAM clear processing is not executed and a playable state is set. Note that when RAM clear processing is executed, a special low probability and a normal low probability are set. Here, the game stop state is a return state in which the game cannot proceed by not executing processing according to the detection results of the sensors provided at each winning port (the detection results of the sensors themselves do not need to be looked at), and the playable state is a return state in which the game can proceed by executing processing according to the detection results of the sensors provided at each winning port.

[0099] In addition, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check (specifically, a process that determines whether or not a backup flag is stored (whether or not the backup flag is ON) in the backup information area related to the target area, and if the backup flag is stored (if the backup flag is ON), derives a checksum of the target area and the complement stored in the backup information area related to the area, and if the calculation result is 0, determines that the target area is normal, and otherwise determines that the target area is abnormal) performed on the area related to the game in RAM103.

[0100] The playable state transition means 179 executes a playable state transition process for transitioning to a playable state when the playable state is set. More specifically, in the process of transitioning to a playable state, if the security signal output is ON, a process of turning the security signal output OFF and initial setting of the device are executed. In addition, during the initial setting of the device, processes such as sending a launch permission command to the payout control board 400 to allow the launch of game balls, setting the state in which balls will be valid when they enter each winning slot, and setting data to activate the random number circuit 105 are performed.

[0101] The power cutoff process execution means 180 executes the power cutoff process based on the reception of the power cutoff signal from the power supply control board 500. Specifically, for the area of ​​RAM 103 related to gaming, the checksum of that area is derived, the complement of that checksum is stored in the backup information area of ​​RAM 103 related to gaming, and a backup flag indicating that power-off processing has been performed on that area is turned ON (the backup flag is stored in the backup information area of ​​RAM 103 related to gaming).

[0102] As shown in Figure 8, 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 volume adjustment means 250, a brightness adjustment means 255, a sub-information storage means 260, a customization control means 265, and a sub-command management means 270, and these means are functional representations of what is realized by each control configuration on the first sub-control board 200 described using Figure 7. Here, the sub-information storage means 260 is a means for temporarily storing data read by the means provided in the first sub-control board 200, data derived by calculations in the means, etc., in the corresponding storage areas. Also, the performance control command transmitted from the main command management means 170 is stored by the sub-command management means 270 in a received command storage area of ​​the sub-information storage means 260. In the following explanation, the storage of the performance control command transmitted from the main command management means 170 in the received command storage area of ​​the sub-information storage means 260 by the sub-command management means 270 may be simply referred to as "receiving a performance control command."

[0103] The sub-random number generating means 210 can generate random numbers (software random numbers) that are updated by 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.

[0104] The normal presentation control means 220 includes a presentation mode control means 221, a presentation route determination means 222, a sub-hold control means 223, a pre-reading presentation control means 224, a presentation content determination means 225, a decorative pattern control means 226, and a jackpot presentation control means 227.

[0105] When the presentation mode control means 221 receives a game state designation command, it controls the transition of the presentation mode in a manner that is consistent with the special chart variation pattern derivation state managed on the main control board 100 side. The presentation modes in this embodiment are broadly divided into normal mode, low probability time-saving mode, and special variable mode, with normal mode corresponding to the special chart fluctuation pattern derivation state PA, special chart fluctuation pattern derivation state PB corresponding to the special variable mode, and low probability time-saving mode corresponding to the special chart fluctuation pattern derivation state PC.

[0106] Furthermore, in this embodiment, the normal mode includes a normal mode, an active mode, and a simple mode that are set by game customization, which will be described later, and although details will be described later, these presentation modes differ in the frequency and reliability of the pre-reading presentation (expectation of a jackpot game occurring), which will be described later.

[0107] When the presentation route determination means 222 receives a preliminary determination command, it determines (sets) a presentation route corresponding to the currently reserved symbol change based on the result of the preliminary determination included in the command (in this embodiment, the special symbol change pattern). Note that if the special symbol change pattern corresponding to the symbol change is the above-mentioned special symbol change pattern HNP, the presentation route determination means 222 does not determine a presentation route when the preliminary determination command is transmitted, and determines a presentation route based on the special symbol change pattern (special symbol change pattern HNP-A to special symbol change pattern HNP-D) included in the change start command at the start of the symbol change. 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.

[0108] In this embodiment, in normal mode, each of the special symbol variation patterns shown in Figures 10(a) and 10(b) corresponds to a different presentation route. These presentation routes are broadly divided into a miss presentation route that notifies the player that the result of the special symbol hit / miss judgment in the current symbol variation is a miss (not a jackpot), and a jackpot presentation route that notifies the player that the result of the special symbol hit / miss judgment in the current symbol variation is a jackpot. Furthermore, the miss presentation route includes a non-miss presentation route in which no development presentation is performed, and a miss presentation route in which a development presentation is performed. Here, the development presentation refers to a presentation that notifies the player whether the result of the special symbol hit / miss judgment in the current symbol variation is a jackpot or not after the decorative symbol reaches a reach state (a state in which all decorative symbols except one symbol row are displayed statically and the remaining symbol rows are displayed variably). In this embodiment, there are three types of development presentations, A to C, each with different content. These development presentations are also performed in the jackpot presentation route. Below, we will explain the contents of the presentation route corresponding to each special chart change pattern.

[0109] In the development performance A to development performance C corresponding to the failure performance route, a series of performances corresponding to each development performance are executed, and at the end of the series, it is announced that the result of the special symbol hit / miss judgment in this pattern change is not a jackpot. On the other hand, in the development performance A to development performance C corresponding to the jackpot performance route, a series of performances corresponding to each development performance are executed, just like the development performance corresponding to the failure performance route, and at the end of the series, it is announced that the result of the special symbol hit / miss judgment in this pattern change is a jackpot. In other words, all of the development performances A to C can be said to be performances that announce whether the result of the special symbol hit / miss judgment in this pattern change is a jackpot or not. In this embodiment, one presentation route corresponds to one special chart variation pattern. 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 made to correspond to one special chart variation pattern. In this case, one presentation route may be determined from multiple presentation routes corresponding to the determined special chart variation pattern.

[0110] The presentation routes corresponding to special chart fluctuation patterns HNP-A to HNP-D and special chart fluctuation patterns HRP correspond to the non-development miss presentation routes 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 pattern is not in a reach state and the decorative pattern is stopped and displayed as a barrage (a state in which all pattern rows are stopped and the same decorative pattern is not stopped 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 (such as character images, which will be described later) may be different. Note that 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 with scattered symbols 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 (the period until the decorative symbols reach a reach state in the pattern variation in which the development presentation is executed), which is separated by the stopping of decorative symbols based on a certain rule (for example, the stopping of decorative symbols in a pattern in which a 7 symbol stops in the middle symbol row, such as "5 symbol-7 symbol-6 symbol"). 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 formed, 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. In this embodiment, the maximum number of pseudo fluctuations is three, but the maximum number of pseudo fluctuations is not limited to this, and any number equal to or greater than two may be used.

[0111] The special chart change patterns HSP1-A to HSP3-B correspond to the above-mentioned development miss performance route. Specifically, for the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the decorative pattern will be in a reach state without pseudo-fluctuation, and then a development effect will be 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 will be displayed with a stop sign. Note that the types of development effects corresponding to these special chart fluctuation patterns are different from each other, and the above-mentioned development effect A corresponds to the special chart fluctuation pattern HSP1-A, and the above-mentioned development effect B corresponds to the special chart fluctuation 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, like the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the types of development effects corresponding to these special chart fluctuation patterns are different from each other, and development effect A corresponds to the special chart fluctuation pattern HSP2-A, and development effect B 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, like the special chart fluctuation pattern HSP1-A and the special chart fluctuation pattern HSP1-B, the types of development effects corresponding to these special chart fluctuation patterns are different from each other, and development effect A corresponds to the special chart fluctuation pattern HSP3-A, and development effect B corresponds to the special chart fluctuation pattern HSP3-B.

[0112] The special chart change pattern ASP1-A and the special chart change pattern ASP1-B correspond to the jackpot performance route described above. Specifically, in 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 stopped, and the same decorative pattern is stopped in each pattern row). Note that the types of development effects corresponding to these special chart fluctuation patterns are different from each other, and the above-mentioned development effect A corresponds to the special chart fluctuation pattern ASP1-A, and the above-mentioned development effect B 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. Note that, like the special chart fluctuation pattern ASP1-A and the special chart fluctuation pattern ASP1-B, the types of development effects corresponding to these special chart fluctuation patterns are different from each other, and development effect A corresponds to the special chart fluctuation pattern ASP2-A, and development effect B 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 will reach a reach state through three pseudo fluctuations, and then a development effect will be 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 will stop and be displayed with the pattern aligned. Note that, like the special chart fluctuation pattern ASP1-A and the special chart fluctuation pattern ASP1-B, the types of development effects corresponding to these special chart fluctuation patterns are different from each other, and development effect A corresponds to the special chart fluctuation pattern ASP3-A, and development effect B corresponds to the special chart fluctuation pattern ASP3-B. The special pattern variation pattern ASP3-C corresponds to a performance route in which the decorative pattern reaches a reach state through three pseudo-variations, and then a development performance 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 stops and is displayed with the pattern aligned. In addition, the special pattern variation pattern ASP3-C corresponds to a development performance C that is different from both development performance A and development performance B.

[0113] Thus, 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, when the symbol changes in which development effect A and development effect B are executed, the player can have a sense of anticipation of winning a jackpot. In addition, the above-mentioned special chart change pattern, which determines the presentation route in which development presentation A and development presentation B are executed, can also be said to be a special chart change pattern that gives rise to expectations of a jackpot. In addition, there is no corresponding development miss presentation route for the special chart variation pattern ASP3-C. Therefore, when development presentation C is executed in the pattern variation, the player can be made to recognize with certainty that he has won the jackpot. Therefore, it can be said that the presentation route corresponding to the special chart variation pattern is a presentation route that determines a jackpot win, and the special chart variation pattern is also said to be a special chart variation pattern that determines a jackpot win.

[0114] Also, as shown in Figure 10 (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 development performance A is executed (for example, special chart fluctuation pattern HSP1-A), the special chart fluctuation pattern corresponding to the performance route in which development performance B 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 development performance A is executed (for example, special chart fluctuation pattern ASP1-A), the special chart fluctuation pattern corresponding to the performance route in which development performance B is executed (for example, special chart fluctuation pattern ASP1-B) will be more likely to be determined in that order. And, as mentioned above, development performance C is only executed when a jackpot is won. Therefore, the expectation of winning the jackpot can be increased in the order of development effect A, development effect B, and development effect C.

[0115] 10(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 the special chart fluctuation pattern corresponding to the performance route where no pseudo fluctuation occurs (for example, special chart fluctuation pattern HSP1-A), the 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), and the 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 the special chart fluctuation pattern corresponding to the performance route where no pseudo fluctuation occurs (for example, special chart fluctuation pattern ASP1-A), the 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), and the 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, the more times the pseudo fluctuation is executed, the higher the expectation of winning the jackpot.

[0116] As mentioned above, in special chart fluctuation pattern HSP1-A, special chart fluctuation pattern HSP1-B, special chart fluctuation pattern ASP1-A, and special chart fluctuation pattern ASP1-B, 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 through two pseudo-fluctuations, and in special chart fluctuation pattern HSP3-A, special chart fluctuation pattern HSP3-B, special chart fluctuation pattern ASP3-A, special chart fluctuation pattern ASP3-B, and special chart fluctuation pattern ASP3-C, the reach state is reached through three pseudo-fluctuations. Therefore, the time it takes to reach the reach state is longer in the special chart fluctuation pattern where the reach state is reached without any pseudo fluctuations, the special chart fluctuation pattern where the reach state is reached after two pseudo fluctuations, and the special chart fluctuation pattern where the reach state is reached after three pseudo fluctuations.

[0117] When the sub-hold control means 223 receives a hold command (hereinafter, sometimes simply referred to as the occurrence of a hold win), it sets effect data for displaying an image corresponding to the reserved symbol variation in the display area of ​​the main display unit 81 based on the information in the special symbol 1 hold counter and the special symbol 2 hold counter included in the command. While details are omitted, the hold icon is an image that suggests the likelihood of a jackpot win in the corresponding reserved symbol variation depending on the appearance of the icon, and the appearance (color or shape) of the image is determined by information included in the pre-determination command sent following the hold command. Furthermore, the sub-hold control means 223 sets effect data for displaying an image corresponding to the current symbol variation (hereinafter, referred to as the "variation icon") in the display area of ​​the main display unit 81. As with the hold icon, details will be described later. The variation icon is an image that suggests the likelihood of a jackpot win in the currently executing symbol variation depending on the appearance of the icon.

[0118] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the pre-reading effect based on the result of the pre-determination included in the command. A pre-reading effect is an effect that suggests the degree of expectation for the result of the judgment on whether the special symbol will be selected in the pre-reading target pattern change, and the content of the effect that will be executed in the pre-reading target pattern change, over one or more pattern changes before the pre-reading target pattern change begins. Details will be given later, but in this embodiment, the predictive effects include a movable object predictive effect using a performance shield 85, and a pattern predictive effect using a combination of decorative patterns that are displayed as fixed stops.

[0119] When the effect content determination means 225 receives a change start command, it determines the content of the effect to be executed in this pattern change in accordance with the setting status of the game customization and general customization described below, in addition to the effect route already determined by the effect route determination means 222. More specifically, the effect content determination means 225 determines the effect pattern lottery table to be referenced for the content of the effect (effect pattern) for each effect execution timing in the pattern change, etc., based on the effect route determined by the effect route determination means 222, the setting status of game property customization, and the setting status of general customization, and determines the content of the effect by lottery using the determined effect pattern lottery table. In particular, by doing so, it is possible to change the content of the effect related to (executed according to) the determined effect route, and to provide a connection between the effects in one pattern change. Furthermore, even when the same effect route is determined, it is possible to diversify the effects to be executed according to the setting status of game property customization.

[0120] When the decorative pattern control means 226 receives a variation start command, it determines the final combination of stopping patterns of the decorative patterns (left pattern, center pattern, right pattern) based on the stopping patterns of the determined special patterns. Specifically, patterns B, C, and a correspond to odd-numbered patterns, patterns A and b correspond to even-numbered patterns, and patterns D and c correspond to scattered patterns. In addition, when matching the combination of decorative patterns to be stopped with the stopping patterns of the special chart, it is not necessary to have the above-mentioned correspondence. For example, if the combination of decorative patterns to be stopped does not have a high expected probability compared to the above-mentioned correspondence, such as matching pattern a with an even-numbered pattern, in some cases (a lower rate than the rate at which the above-mentioned correspondence is achieved), a combination of decorative patterns that differs from the above-mentioned correspondence may be adopted, and even in such cases, it can be said that the combination of decorative patterns to be stopped corresponds to the stopping patterns of the special chart.

[0121] When the jackpot start command is received, the jackpot effect control means 227 determines the content of the jackpot effect that notifies that a jackpot game is in progress based on the information included in the command, etc. The jackpot effects include a start demo effect that notifies that a jackpot game has started, a round effect that notifies that a round game is in progress, and an end demo effect that notifies that a jackpot game has ended.

[0122] 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. Although details will be described later, in this embodiment, the normal presentation control means 220 is configured to be able to use the presentation shield 85 to execute a cover presentation that indicates the result of the special symbol win / loss determination in the ongoing pattern change.

[0123] In particular, when the restored state upon power restoration is a playable state (when RAM clear processing is involved), the normal presentation control means 220 reads presentation data for notifying that the state has become playable with RAM clear processing, and when the restored state upon power restoration is a playable state (when RAM clear processing is not involved), the normal presentation control means 220 reads presentation data for notifying that the state has become playable without RAM clear processing. Furthermore, when the recovery state at the time of power restoration is a game stop state, the normal presentation control means 220 reads out presentation data to notify that the game has stopped and that it is necessary to execute a RAM clear process. Although details of these notifications are omitted, it is preferable that they be executed continuously for a certain period of time (for example, 30 seconds) after execution has started, and the presentation device that executes the notification does not matter.

[0124] When an error command is transmitted, the sub-error control means 230 determines an error effect pattern and reads out effect data for executing an error effect in accordance with the error effect pattern. Note that the error effect is executed with priority over the variable effect related to the pattern variation (the execution of the variable effect is restricted by the execution of the error effect). Here, when the device related to the execution of the error effect and the device related to the execution of the variable effect are the same device, the execution of the error effect with priority is not limited to the case where only the error effect is executed on the device, but also includes the case where the error effect is executed in a manner that is easier to recognize than the variable effect on the device. 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 it is in an error state, read out presentation data for executing an error presentation.An example of such an error state is a right-hit error state determined based on the number of times gate 63 is won when the probability of winning is low.

[0125] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35 and the performance shield lamp 85e. For example, if the performance data read out by the normal performance control means 220 contains performance data corresponding to the frame lamp 35 or the performance shield lamp 85e, 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 frame lamp 35 or the performance shield lamp 85e.

[0126] When the performance data read by the normal performance control means 220 contains performance data corresponding to a movable role (movable decorative body 22, sub-display unit 82, performance shield 85), the movable role control means 245 reads movement control data for controlling the movement of the movable role from ROM 202 based on the performance data, and transmits it to the movable body to control the movement of the movable body.

[0127] The volume adjustment means 250 executes a volume adjustment process for adjusting the volume and a volume adjustment command generation process for generating the volume adjustment command described above. In this embodiment, when the operation unit for volume adjustment (which can be operated by the player and is not shown) connected to the first sub-control board 200 is operated, the volume adjustment process based on the operation is executed regardless of whether the pattern is changing or not.

[0128] The brightness adjustment means 255 executes a brightness adjustment process for adjusting brightness and a brightness adjustment command generation process for generating the brightness adjustment command described above. In this embodiment, when the operation unit related to the brightness adjustment is operated, the brightness adjustment process based on the operation is executed regardless of whether the pattern is changing or not.

[0129] As described above, the sub-information storage means 260 is a means for temporarily storing data read out by the means provided in the first sub-control board 200, data derived by calculations in the means, etc. in corresponding storage areas.

[0130] The customization control means 265 executes game customization and general customization that affect the effect content determined by the effect content determination means 225. These customizations are executed based on the operation of the cursor button 38, as will be described in detail later.

[0131] 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.

[0132] As explained above, the gaming machine 10 according to this embodiment is configured to be able to perform game customization and general customization that affect the effects of symbol fluctuations and the like based on game operations (operations on the cursor button 38, etc.). Furthermore, as look-ahead effects, it is configured to be able to perform a movable object look-ahead effect using the effect shield 85, a symbol look-ahead effect using a combination of decorative symbols that are displayed as fixed stops, and a cover effect that uses the effect shield 85 to suggest the result of a special symbol win / loss determination during the ongoing symbol fluctuation. Furthermore, in order to enhance the enjoyment of the game, the execution conditions for these look-ahead effects and the cover effect are related to each other. Details of these functions are explained below.

[0133] <About game customization and general customization> First, the game customization and general customization will be described in detail with reference to FIG. FIG. 12(a) is a table listing the items that can be set in game customization and their details, and FIG. 12(b) is a table listing the items that can be set in general customization and their details.

[0134] As shown in Figure 12(a), the items that can be set in the game customization include normal mode, active mode, and simple mode, and in this embodiment, one of these modes is set in the normal low probability (special pattern variation pattern derivation state PA). And, depending on which mode is set, the execution frequency of the effect in the pattern variation changes. More specifically, when the active mode is set, the frequency of execution of the look-ahead effects (movable body look-ahead effects, pattern look-ahead effects) increases, and when the simple mode is set, the frequency of execution of the look-ahead effects decreases. Therefore, when the active mode is set, the reliability of the look-ahead effects decreases, and when the simple mode is set, the reliability of the look-ahead effects increases. Here, the reliability of the look-ahead effects refers to the expectation that, when the look-ahead effects are executed, a jackpot game will occur in the pattern variation (the pattern variation that is the target of the look-ahead) corresponding to the look-ahead effects. From this, it can be said that game customization is customization related to the frequency of execution of predictive effects.

[0135] As shown in Figure 12(b), the items that can be set with general customization include the total number of balls acquired, the total number of balls difference, and 3D display, and each item can be set to either ON or OFF. Depending on the setting status of these items, the control of the corresponding effects will change. More specifically, when the cumulative number of balls acquired is ON, even if a new normal high probability state is set after a normal high probability state (special chart variation pattern derivation state PB, special chart variation pattern derivation state PC) has ended and a normal low probability state (special chart variation pattern derivation state PA) is inserted, the number of balls acquired in these normal high probability states continues to be counted. Here, the number of balls acquired is the total number of game balls (prize balls) awarded by game balls entering the big prize slot 55 during a jackpot game. On the other hand, if the cumulative number of balls acquired is OFF, the number of balls acquired is initialized based on the transition to normal low probability (transition condition (iii) is satisfied) except during jackpot play. As a result, if the cumulative number of balls acquired is OFF, when a new normal high probability is set after the normal high probability has ended and a normal low probability has been sandwiched between them, the number of balls acquired will be counted anew from the start of the jackpot play that triggers the setting of the new normal high probability. In this embodiment, the value of the number of acquired balls can be initialized not only when the initialization condition described above is met, but also when a reset condition that is met by an operation is met, as will be described in detail later. This also applies to the difference in the number of acquired balls, as will be described later.

[0136] When the cumulative difference in ball count item is ON, even if a new normal high probability is set after a normal high probability has ended and a normal low probability is sandwiched between them, the difference in ball count for these normal high probability periods continues to be counted. Here, the difference in ball count refers to the value obtained by subtracting the total number of game balls (out balls) detected by the out ball sensor 75 from the total number of game balls (prize balls) awarded by game balls entering the prize slots provided in the gaming machine 10. The difference in ball count may be reflected in the difference in ball count each time a prize ball or out ball is generated, or it may be reflected in the total number of prize balls each time a prize ball is generated, and reflected in the total number of out balls each time an out ball is generated, and the difference in ball count may be derived by subtracting the total number of out balls from the total number of prize balls. On the other hand, if the cumulative difference in ball count is OFF, the difference in ball count is initialized based on the transition to normal low probability, excluding during jackpot play. As a result, if the cumulative difference in ball count is OFF, when a new normal high probability is set after the normal high probability has ended and a normal low probability has been sandwiched between them, the difference in ball count will be counted anew from the start of the jackpot play that triggers the setting of the new normal high probability.

[0137] When the 3D display item is ON, the target image of the 3D display is displayed as a 3D image, and when the item is OFF, the target image is displayed as a 2D image.

[0138] In this embodiment, game customization can be performed during non-play and play in normal low probability mode. Here, "non-play" refers to a state in which no symbol variation is being performed and no jackpot game is being performed, and "play" refers to a state other than non-play. The general-purpose customization is configured to be executable both when not playing and when playing, regardless of whether the result image, described below, is a low probability or a high probability. In addition, the customization contents relating to game customization and general customization are not initialized by transitioning to normal low probability mode except during jackpot play.

[0139] <About game customization> Next, game customization will be described in detail with reference to FIG. FIG. 13 is a diagram showing the flow of game customization.

[0140] As shown in FIG. 13, game customization is realized by operating the left cursor button 38c or the right cursor button 38d. 13, when game characteristic customization is possible, an operation recommendation image ssg that indicates that game characteristic customization can be performed by operating the left cursor button 38c or the right cursor button 38d is displayed in the display area of ​​the main display unit 81. The operation recommendation image ssg is an image that also indicates that general-purpose customization can be performed by operating the up cursor button 38a or the down cursor button 38b.

[0141] As shown in the scene in the middle of the top row, when the right cursor button 38d is operated while the operation recommendation image ssg is displayed, a game customization image kg1 is displayed that can identify the game customization mode being set (in this embodiment, this is the same as the mode that was set immediately before the operation, in this example it is normal mode, and this state is the default state for game customization). Although not shown in the drawings, even if the left cursor button 38c is operated in this state, the same game customization image kg1 is displayed. Furthermore, in this embodiment, when the right cursor button 38d is operated to start displaying the game characteristic customization image kg1 (operation of the left cursor button 38c or the right cursor button 38d), a game characteristic customization image kg1 that identifies the mode that was set immediately before that operation is displayed, but it is also possible to display a game characteristic customization image kg1 that identifies the mode next to the mode that was set immediately before that operation at that time. In other words, the mode related to game characteristic customization may be switched by that operation.

[0142] If the right cursor button 38d is further operated in the state shown in the middle scene in the top row, the game customization image kg1 switches to a display mode that can identify the next mode (in this example, active mode), as shown in the scene at the right end of the top row. In this embodiment, when the game characteristic customization mode is switched to the next mode by a game operation (without a new game operation), the currently set game characteristic customization mode becomes the next mode. However, the game characteristic customization mode may be updated when a certain time has elapsed since the game operation (for example, when the game characteristic customization image kg1 is no longer displayed).

[0143] When the right cursor button 38d is operated in the state shown in the scene at the top right, the game customization image kg1 switches to a display mode that identifies the next mode (in this example, simple mode), as shown in the scene at the bottom left. When the right cursor button 38d is operated in the state shown in the scene at the left end of the bottom row, the game customization image kg1 switches to a display mode that identifies the next mode (in this example, normal mode), as shown in the scene in the middle of the bottom row. When the left cursor button 38c is operated in the state shown in the middle scene at the bottom, the game customization image kg1 switches to a display mode that identifies the previous mode (simple mode in this example), as shown in the scene at the right end at the bottom.

[0144] In this way, in this embodiment, game customization is achieved by operating the left cursor button 38c or the right cursor button 38d, and by performing this operation, a game customization image kg1 is displayed that can identify the mode related to the game customization being set. This allows the player to perform game characteristic customization and also recognize the customization status of the game characteristic customization (the mode related to the game characteristic customization currently being set). In this embodiment, the game characteristic customization image kg1 is hidden when 10 seconds have passed since the most recent operation related to game characteristic customization (operation of the left cursor button 38c or the right cursor button 38d).

[0145] <About general customization> Next, general-purpose customization will be described in detail with reference to FIG. FIG. 14 is a diagram showing the flow of general-purpose customization during non-playing.

[0146] As shown in FIG. 14, general customization is realized by operating the middle cursor button 38e and the effect button 37 in addition to operating the up cursor button 38a or the down cursor button 38b. Specifically, as shown in the scene at the top left of Fig. 14, when general customization is possible, an operation recommendation image ssg is displayed in the display area related to the main display unit 81, similar to the scene at the top right of Fig. 13. Although not shown, when general customization is possible but game customization is not possible (other than when not playing or when playing in a normal high probability game), the word "game" and the arrow pointing out from the word are not displayed in the images that make up the operation recommendation image ssg.

[0147] As shown in the scene in the middle of the top row of Figure 14, when the down cursor button 38b is operated while the operation recommendation image ssg is displayed, a general customization image kg2 is displayed that can identify the ON / OFF setting status of each item related to general customization (in this embodiment, this is the same as the setting that was made immediately before the operation; in this example, the 3D display item is ON and the other items are OFF, and these states are the default states of each item), as well as the predetermined first selection item (the item shown in a shaded area; in this example, the cumulative number of balls won). Although not shown in the drawings, even if the up cursor button 38a is operated in this state, the same general-purpose customized image kg2 is displayed. The general-purpose customization image kg2 also includes the text "Use the middle cursor button to switch" which indicates that the selected item can be switched on and off by operating the middle cursor button 38e.

[0148] When the down cursor button 38b is operated in the state shown in the middle scene in the top row, the general-purpose customized image kg2 switches to a state in which the next item (in this example, the cumulative difference in ball count) is selected, as shown in the scene at the far right of the top row. When the down cursor button 38b is operated in the state shown in the scene at the top right, the general-purpose customized image kg2 switches to a state in which the next item (in this example, 3D display) is selected, as shown in the scene at the bottom left. Although not shown in the figure, when the up cursor button 38a is operated in the state shown in the scene at the top right, the general-purpose customized image kg2 switches to a state in which the previous item (in this example, the cumulative number of balls won) is selected.

[0149] When the middle cursor button 38e is operated in the state shown in the scene on the left side of the bottom row, the selected item in the general-purpose customization image kg2 is switched ON / OFF (in this example, the 3D display item is switched from ON to OFF), as shown in the scene in the middle of the bottom row, and the text "Press middle button to switch" included in the general-purpose customization image kg2 is changed to "Press PUSH button to confirm." The words "※Confirm with PUSH button" indicate that the current ON / OFF selection status of each item will be reflected as a result of this general customization by operating the effect button 37.

[0150] When the effect button 37 is operated in the state shown in the middle scene at the bottom, the general customization image kg2 is hidden, as shown in the scene at the right end of the bottom row, and the ON / OFF selection status of each item at the time of the operation (in this example, all items are OFF, as shown in the middle scene at the bottom) is reflected (set) as the result of this general customization.

[0151] In this way, in this embodiment, when not playing, general customization is achieved by operating the middle cursor button 38e and the effect button 37 in addition to operating the up cursor button 38a or the down cursor button 38b, and by operating the up cursor button 38a or the down cursor button 38b, a general customization image kg2 is displayed that can identify the status of the general customization being set or selected. This allows the player to recognize not only that general customization can be performed, but also the customization status of general customization (the ON / OFF status of items related to general customization that are being set or selected). In this embodiment, the general-purpose customization image kg2 will be hidden 30 seconds after the most recent general-purpose customization operation (operation on the up cursor button 38a, down cursor button 38b, or middle cursor button 38e) even if the effect button 37 is not operated, and at this time, the ON / OFF setting status of each item related to general-purpose customization will not change.

[0152] Furthermore, in this embodiment, even during game property customization (while the game property customization image kg1 is being displayed), operations related to general customization are valid, and when such operations are performed, the general customization image kg2 is displayed. Similarly, even during general customization (while the general customization image kg2 is being displayed), operations related to game property customization are valid, and when such operations are performed, the game property customization image kg1 is displayed. However, in this embodiment, the general-purpose customization image kg2 is displayed with priority over the game customization image kg1, and so in areas where the display areas of the game customization image kg1 and the general-purpose customization image kg2 overlap, the general-purpose customization image kg2 is displayed in front of the game customization image kg1.

[0153] Although not described above, in this embodiment, when the middle cursor button 38e is operated, except when general customization is being performed, the contents of each customization are changed to the default state (the contents of each customization are initialized). Therefore, it can be said that operating the middle cursor button 38e in this embodiment is an operation for initializing the customization.

[0154] <Outline of the pre-reading and cover-up effects> First, an overview of the look-ahead effect and the cover effect according to this embodiment will be described with reference to FIGS. Figures 15(a) to 15(c) are diagrams showing the operation patterns of the effect shielding body 85. Figures 16(a) and 16(b) are diagrams showing specific examples of movable body pre-reading effects, and Figures 17(a) and 17(b) are diagrams showing specific examples of movable body pre-reading effects. Note that the pattern pre-reading effects will be explained in text, with illustrations omitted.

[0155] As shown in Figures 15(a) to 15(c), there are a total of three types of movement patterns for the effect shield 85 in this embodiment, and by using these movement patterns, movable body pre-reading effects and cover effects can be realized. Specifically, the operation patterns of the performance shield 85 include an operation pattern shown in Figure 15(a) in which the performance shield 85 moves from its original position to a first operation position (hereinafter referred to as the "first operation pattern"), an operation pattern shown in Figure 15(b) in which the performance shield 85 moves from its original position to a second operation position (hereinafter referred to as the "second operation pattern"), and an operation pattern shown in Figure 15(c) in which the performance shield 85 moves from its original position to a third operation position (hereinafter referred to as the "third operation pattern"). The cover effect in this embodiment is realized by the third operation pattern, which will be described in detail later. Furthermore, the cover effect can be categorized into a low-speed pattern in which the third operation pattern takes a long time (the operation speed of the cover effect 85 in the third operation pattern is slow), and a high-speed pattern in which the third operation pattern takes a short time (the operation speed of the cover effect 85 in the third operation pattern is fast).

[0156] As shown in Figures 16(a) and 16(b), the movable body pre-reading performance may use the first operation pattern or the second operation pattern. When the execution of the pre-reading performance is determined, it is executed with one or more pattern changes from the next pattern change until the pattern change of the pre-read target is executed. In particular, Figure 16(a) shows the movable body pre-reading performance using the first operation pattern, and Figure 16(b) shows the movable body pre-reading performance using the second operation pattern. Note that the specific example shown in Figures 16(a) and 16(b) is a cut-out of one pattern change in which the pre-reading performance is executed.

[0157] 16(a) shows the first scene (the scene on the far left) in which a combination of decorative symbols (variable symbols) that was fixed and displayed in the immediately preceding symbol variation is displayed in the display area of ​​the main display unit 81. At this time, the effect shielding body 85 is in its original position. The second scene from the left shown in Fig. 16(a) is the next scene after the first scene shown in Fig. 16(a), and in this scene, the operation of the effect shielding body 85 according to the first operation pattern (movable body pre-reading effect) is executed in response to the start of the pattern change. Therefore, the effect shielding body 85 is in the first operation position. The third scene from the left shown in Figure 16(a) is the scene following the second scene from the left shown in Figure 16(a), and in this scene, the performance shield 85 is in the first operating position and a suggestion image sg1 containing the words ``Chance!'' is displayed in the display area related to the main display unit 81. The fourth scene from the left shown in Fig. 16(a) is the next scene after the third scene from the left shown in Fig. 16(a), and in this scene, the effect shield 85 is returned to its original position, and the effect shield 85 is positioned at its original position, and the combination of decorative symbols (variable symbols) is displayed in a fixed and stopped state in the display area related to the main display unit 81. At this time, the suggestion image sg1 displayed in the previous scene is not displayed.

[0158] 16(b) shows the first scene (the scene on the far left) in which a combination of decorative symbols (variable symbols) that was fixed and displayed in the immediately preceding symbol variation is displayed in the display area of ​​the main display unit 81. At this time, the effect shielding body 85 is in its original position. The second scene from the left shown in Fig. 16(b) is the next scene after the first scene shown in Fig. 16(b), and in this scene, the operation of the effect shielding body 85 according to the second operation pattern (movable body pre-reading effect) is executed in response to the start of the pattern change. Therefore, the effect shielding body 85 is in the second operation position. The third scene from the left shown in Figure 16(b) is the scene following the second scene from the left shown in Figure 16(b), and in this scene, the performance shield 85 is in the second operating position and a suggestion image sg2 containing the words ``Super hot!'' is displayed in the display area related to the main display unit 81. The fourth scene from the left shown in Fig. 16(b) is the next scene after the third scene from the left shown in Fig. 16(b), and in this scene, the effect shield 85 is returned to its original position, and the effect shield 85 is positioned at its original position, and the combination of decorative symbols (variable symbols) is displayed in a fixed, stopped state in the display area related to the main display unit 81. At this time, the suggestion image sg2 displayed in the previous scene is not displayed.

[0159] In this way, in the movable object pre-reading effect in this embodiment, the effect shielding body 85 operates in response to the start of the pattern change, and then a suggestive image (suggestive image sg1 or suggestive image sg2) corresponding to that operation is displayed in the display area related to the main display unit 81. In other words, in this embodiment, it can be said that the display of the suggestive image and the movable object pre-reading effect are executed in parallel. In particular, in the present invention, the execution of effects in parallel does not necessarily mean that the execution periods of both effects are the same, but also includes a case where part of the execution periods of both effects overlap. In the movable object pre-reading performance in this embodiment, the suggestive image is hidden at the same time as the performance shield 85 moves from the operating position (first operating position or second operating position) due to the execution of the movable object pre-reading performance to the original position.

[0160] As shown in Figures 17(a) and 17(b), the third operation pattern is used in the lid covering performance, with Figure 17(a) showing a slow-speed pattern lid covering performance in which the third operation pattern takes a long time (the operation speed of the performance shield 85 in the third operation pattern is slow), and Figure 17(b) showing a fast-speed pattern lid covering performance in which the third operation pattern takes a short time (the operation speed of the performance shield 85 in the third operation pattern is fast).

[0161] 17(a) shows the first scene (the scene on the far left) in which a combination of decorative symbols (variable symbols) that was fixed and displayed in the immediately preceding symbol variation is displayed in the display area of ​​the main display unit 81. At this time, the effect shielding body 85 is in its original position. The second scene from the left shown in Figure 17(a) is the next scene after the first scene shown in Figure 17(a) (the timing when the pattern change begins), and in this scene, the decorative pattern is shown changing and displayed in the display area related to the main display unit 81, and at this time, the performance shield 85 is in its original position, as in the first scene shown in Figure 17(a). The third scene from the left shown in Figure 17(a) is the scene following the second scene from the left shown in Figure 17(a), and in this scene, a suggestion image sg1 containing the words "Chance!" is displayed in the display area related to the main display unit 81.

[0162] The fourth scene from the left shown in Figure 17(a) is the scene following the third scene from the left shown in Figure 17(a), and in this scene, the effect shield 85 is located at the third operating position. In this case, the slow speed pattern described above is adopted for the operation of the effect shield 85. Furthermore, at this time, the display of the suggestion image sg1 that was displayed in the previous scene is maintained. Therefore, the process of the effect shield 85 moving from its original position to the third operating position (the period during which the cover performance is performed) overlaps with the display period of the suggestion image sg1. Although not shown in the drawings, when the effect shield 85 is positioned in the third operating position, the effect shield lamp 85e lights up in white. After the fourth scene from the left shown in FIG. 17(a) (not shown), the effect shield 85 starts to return to its original position, and the suggestive image sg1 disappears.

[0163] 17(b) shows the first scene (the scene on the far left) in which a combination of decorative symbols (variable symbols) that was fixed and displayed in the immediately preceding symbol variation is displayed in the display area of ​​the main display unit 81. At this time, the effect shielding body 85 is in its original position. The second scene from the left shown in Figure 17(b) is the next scene after the first scene shown in Figure 17(b) (the timing when the pattern change begins), and in this scene, the decorative pattern is shown changing and displayed in the display area related to the main display unit 81, and at this time, the performance shield 85 is in its original position, as in the first scene shown in Figure 17(b). The third scene from the left shown in Figure 17(b) is the scene following the second scene from the left shown in Figure 17(b), and in this scene, a suggestion image sg2 containing the words "Super hot!" is displayed in the display area related to the main display unit 81. The fourth scene from the left shown in Figure 17(b) is the scene following the third scene from the left shown in Figure 17(b), and in this scene, the effect shield 85 is located at the third operating position. In this case, the high-speed pattern described above is adopted for the operation of the effect shield 85. Furthermore, at this time, the display of the suggestion image sg2 that was displayed in the previous scene is maintained. Therefore, the process of the effect shield 85 moving from its original position to the third operating position (the execution period of the cover effect) overlaps with the display period of the suggestion image sg2. In other words, in this embodiment, it can be said that the display of the suggestion image and the cover effect are executed in parallel. Although not shown in the drawings, when the effect shield 85 is positioned at the third operating position, the effect shield lamp 85e lights up in red. After the fourth scene from the left shown in FIG. 17(b) (not shown), the effect shield 85 starts to return to its original position, and the suggestive image sg2 disappears.

[0164] Thus, in the cover effect in this embodiment, a suggestion image (suggestion image sg1 or suggestion image sg2) is displayed in the display area related to the main display unit 81, and the effect shield 85 operates. Furthermore, when the cover effect is executed, the display mode of the suggestion image displayed in the display area related to the main display unit 81 and the lighting mode of the effect shield lamp 85e correspond to the pattern of the operating speed of the effect shield 85.

[0165] Next, although not shown in the figures, in the pattern pre-reading performance, there are cases where the pattern combination displayed as a confirmed stop is a spread consisting of only even-numbered patterns (hereinafter may be referred to as an "even-numbered spread"), where the pattern combination displayed as a confirmed stop is a spread consisting of only odd-numbered patterns excluding the 7-number (hereinafter may be referred to as an "odd-numbered spread (excluding the 7-number)"), and where the pattern combination displayed as a confirmed stop is a spread consisting of only odd-numbered patterns including the 7-number (hereinafter may be referred to as an "odd-numbered spread (including the 7-number)"). When the symbol pre-reading effect is executed, each symbol row related to the decorative symbol is stopped and displayed one by one in order. In addition, in the symbol pre-reading performance in this embodiment, the performance shield 85 does not move and is maintained in the original position.

[0166] <About the pre-reading performance control process> Next, with reference to Figs. 18 to 22, the details of the read-ahead effect control process that determines whether or not to execute a cover effect, whether or not to execute a read-ahead effect, and the mode of these effects (performance mode) will be described. FIG. 18 is a flow of the pre-reading performance control process, and this process is a process executed by the pre-reading performance control means 224 when a pre-determination command is received in the special chart variation pattern derivation state PA. Figure 19(a) is a schematic diagram showing a lottery table used to determine whether or not to execute the lid-covering effect, and Figure 19(b) is a schematic diagram showing a lottery table used to determine the mode of the lid-covering effect. Figures 20(a) to 20(c) are schematic diagrams showing lottery tables used for drawing lots to determine whether a pre-reading effect will be executed when a cover effect is not executed during a pattern change that is the subject of pre-reading, and Figures 21(a) to 21(c) are schematic diagrams showing lottery tables used for drawing lots to determine whether a pre-reading effect will be executed when a cover effect is executed during a pattern change that is the subject of pre-reading. Figure 22(a) is a schematic diagram showing a lottery table used to determine the mode of the movable body pre-reading performance, and Figure 22(b) is a schematic diagram showing a lottery table used to determine the mode of the pattern pre-reading performance. The random numbers used in these lotteries range from 0 to 99.

[0167] As shown in FIG. 18, in step S202, which is the first step in the pre-reading effect control process, a lottery is held to determine whether or not the lid-covering effect will be executed and how the effect will be executed. Specifically, as shown in Figure 19(a), in the lottery to determine whether or not the cover-lid effect will be executed, if the result of the special pattern hit / miss judgment for the pattern change (hereinafter sometimes referred to as the "target pattern change") that triggered the execution of this advance reading effect control process is a miss, and a special pattern change pattern in which no advanced effect will be executed is determined, there is a 0 / 100 probability that the lottery to execute the cover-lid effect will be won, and there is a 100 / 100 (1 / 1) probability that the lottery to execute the cover-lid effect will not be won. If the result of the special symbol hit / miss judgment for the target symbol change is a miss, and a special symbol change pattern in which a development effect is executed is determined, there is a 30 / 100 (approximately 1 / 3.33) probability that the player will win the lottery to execute the lid-covering effect, and a 70 / 100 (approximately 1 / 1.43) probability that the player will not win the lottery to execute the lid-covering effect. If the result of the special symbol hit / miss judgment for the target symbol change is a jackpot, there is a 60 / 100 (approximately 1 / 1.67) probability that the player will win the lottery to execute the cover-up effect, and a 40 / 100 (1 / 2.5) probability that the player will not win the lottery to execute the cover-up effect. In this way, in this embodiment, the cover effect is executed when a development effect is executed in the target pattern change, and when the result of the special pattern hit / miss judgment is a jackpot, it is executed with a higher probability than when the result of the special pattern hit / miss judgment is a miss.

[0168] Also, as shown in Figure 19(b), in the lottery that determines the mode of the cover effect (which is carried out when it is decided to execute the cover effect), if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which an advanced effect is executed is determined, a slow pattern is determined with a probability of 60 / 100 (approximately 1 / 1.67), and a high-speed pattern is determined with a probability of 40 / 100 (1 / 2.5). If the result of the special pattern hit / miss judgment for the target pattern change is a jackpot, a slow pattern will be determined with a probability of 20 / 100 (1 / 5), and a fast pattern will be determined with a probability of 80 / 100 (1 / 5). In this way, in this embodiment, when the cover-cover effect is executed, the high-speed pattern is determined with a higher probability when the result of the special symbol hit / miss judgment in the target symbol fluctuation is a jackpot than when the result of the special symbol hit / miss judgment in the target symbol fluctuation. In other words, when the cover-cover effect is executed, the low-speed pattern is determined with a lower probability when the result of the special symbol hit / miss judgment in the target symbol fluctuation is a jackpot than when the result of the special symbol hit / miss judgment in the target symbol fluctuation. In this embodiment, if the result of the special symbol hit / miss judgment in the target symbol change is a miss and a special symbol change pattern in which the development effect is not executed is determined, the execution of the cover effect is not determined, so the column of the lottery value of "miss (no development effect)" in Figure 19 (b) is "-". This is the same in the following explanation.

[0169] Returning to Figure 18, in step S204, it is determined whether the pre-reading performance is being executed, i.e., whether the movable body pre-reading performance or the pattern pre-reading performance is being executed, and if the condition is met, the pre-reading performance control process is terminated, and if the condition is not met, the process proceeds to step S206.

[0170] In step S206, a lottery is held to determine whether or not to execute a pre-reading effect based on whether or not to execute a cover effect. In particular, the lottery refers to the effect mode set by game customization. Specifically, in the lottery that determines whether or not to execute a pre-reading effect when a cover effect is not executed, as shown in Figure 20(a), when normal mode is set by game customization, if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which an advanced effect is not executed is determined, there is a 20 / 100 (1 / 5) probability that a symbol pre-reading effect will be determined, and there is an 80 / 100 (1 / 1.25) probability that the execution of the pre-reading effect will not be determined (the execution of the moving object pre-reading effect will also not be determined). If the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which a development effect is executed is determined, there is a 50 / 100 (1 / 2) probability that a symbol pre-reading effect will be determined, and there is a 50 / 100 (1 / 2) probability that the execution of the pre-reading effect will not be determined (the execution of the moving object pre-reading effect will also not be determined). If the result of the special symbol hit / miss judgment for the target symbol fluctuation is a jackpot, there is a 60 / 100 (approximately 1 / 1.67) probability that the symbol pre-reading effect will be determined, and there is a 40 / 100 (1 / 2.5) probability that the pre-reading effect will not be executed (the execution of the moving object pre-reading effect will also not be determined).

[0171] As shown in Figure 20(b), when the active mode is set by game customization, if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which an advanced effect is not executed is determined, there is a 30 / 100 (approximately 1 / 3.33) probability that a symbol pre-reading effect will be determined, and there is a 70 / 100 (approximately 1 / 1.43) probability that the execution of the pre-reading effect will not be determined (the execution of the movable object pre-reading effect will also not be determined). If the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which a development effect is executed is determined, there is a 70 / 100 (approximately 1 / 1.43) probability that a symbol pre-reading effect will be determined, and there is a 30 / 100 (approximately 1 / 3.33) probability that the execution of the pre-reading effect will not be determined (the execution of the moving object pre-reading effect will also not be determined). If the result of the special pattern hit / miss judgment for the target pattern change is a jackpot, there is a 90 / 100 (approximately 1 / 1.11) probability that the pattern pre-reading effect will be determined, and there is a 10 / 100 (1 / 10) probability that the pre-reading effect will not be executed (the execution of the moving object pre-reading effect will also not be determined).

[0172] As shown in Figure 20(c), when simple mode is set by game customization, if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which an advanced effect is not executed is determined, the symbol pre-reading effect will be determined with a probability of 10 / 100 (1 / 10), and the execution of the pre-reading effect will not be determined with a probability of 90 / 100 (approximately 1 / 1.11) (the execution of the moving object pre-reading effect will also not be determined). If the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which a development effect is executed is determined, the symbol pre-reading effect will be determined with a probability of 20 / 100 (1 / 5), and the execution of the pre-reading effect will not be determined with a probability of 80 / 100 (1 / 1.25) (the execution of the moving object pre-reading effect will also not be determined). If the result of the special symbol hit / miss judgment for the target symbol fluctuation is a jackpot, there is a 60 / 100 (approximately 1 / 1.67) probability that the symbol pre-reading effect will be determined, and there is a 40 / 100 (1 / 2.5) probability that the pre-reading effect will not be executed (the execution of the moving object pre-reading effect will also not be determined).

[0173] Furthermore, in the lottery that determines whether or not to execute a pre-reading effect when a cover effect is executed, as shown in Figure 21(a), when normal mode is set by game customization, if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which a development effect is executed is determined, there is a 30 / 100 (approximately 1 / 3.33) probability that a moving object pre-reading effect will be determined, a 20 / 100 (1 / 5) probability that a symbol pre-reading effect will be determined, and a 50 / 100 (1 / 2) probability that the pre-reading effect will not be executed. If the result of the special symbol hit / miss judgment for the target symbol change is a jackpot, there is a 40 / 100 (1 / 2.5) probability that the moving object pre-reading effect will be determined, a 20 / 100 (1 / 5) probability that the symbol pre-reading effect will be determined, and a 40 / 100 (1 / 2.5) probability that the pre-reading effect will not be executed.

[0174] As shown in Figure 21(b), when the active mode is set by game customization, if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which a development effect is executed is determined, there is a 40 / 100 (1 / 2.5) probability that a moving object pre-reading effect will be determined, a 30 / 100 (approximately 1 / 3.33) probability that a symbol pre-reading effect will be determined, and a 30 / 100 (approximately 1 / 3.33) probability that the execution of the pre-reading effect will not be determined. If the result of the special symbol hit / miss judgment for the target symbol fluctuation is a jackpot, there is a 60 / 100 (approximately 1 / 1.67) probability that the moving object pre-reading effect will be determined, a 30 / 100 (approximately 1 / 3.33) probability that the symbol pre-reading effect will be determined, and a 10 / 100 (1 / 10) probability that the pre-reading effect will not be executed.

[0175] As shown in Figure 21(c), when simple mode is set by game customization, if the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which an advanced effect is executed is determined, there is a 15 / 100 (approximately 1 / 6.67) probability that a moving object pre-reading effect will be determined, a 5 / 100 (1 / 20) probability that a symbol pre-reading effect will be determined, and a 80 / 100 (1 / 1.25) probability that the pre-reading effect will not be executed. If the result of the special symbol hit / miss judgment for the target symbol change is a jackpot, there is a 40 / 100 (1 / 2.5) probability that the moving object pre-reading effect will be determined, a 20 / 100 (1 / 5) probability that the symbol pre-reading effect will be determined, and a 40 / 100 (1 / 2.5) probability that the pre-reading effect will not be executed.

[0176] In this way, in this embodiment, when a look-ahead effect is executed, if a cover effect is executed in the target pattern variation, the movable body look-ahead effect is more likely to be determined as the type of look-ahead effect than the pattern look-ahead effect. Therefore, when a movable body look-ahead effect is executed as the look-ahead effect, the probability of a cover effect being executed in the target pattern variation is higher than when a pattern look-ahead effect is executed as the look-ahead effect. This creates a correlation between the execution of the cover effect using the effect shield 85 and the execution of the movable body pre-reading effect, which is a pre-reading effect using the movement of the effect shield 85, making the cover effect easier to recognize and increasing the interest in the game. In order to achieve this effect, the movable body pre-reading effect does not necessarily have to use the operation of the effect shielding body 85, but may be realized by the lighting or non-lighting and color of the lamp (effect shielding body lamp 85e) provided on the effect shielding body 85. In other words, the movable body pre-reading effect may be a pre-reading effect using the effect shielding body 85. Furthermore, the lamp may be provided on each of the effect shielding bodies 85, or as in this embodiment, the lamp may be provided on some of the movable bodies that make up the effect shielding body 85. In addition, the execution of the movable object pre-reading effect may be decided only when the execution of the lid covering effect is decided. Furthermore, in this embodiment, when a pattern pre-reading effect is executed, a lid-covering effect may be executed when the target pattern changes, but it is also possible to prevent a lid-covering effect from being executed when the target pattern changes when a pattern pre-reading effect is executed. Furthermore, in this embodiment, the effect shield 85 is made up of multiple movable bodies, but it may also be made up of a single movable body. In addition, in this embodiment, the cover effect is an effect that is executed based on the start of the symbol variation, but is not limited to this. For example, the cover effect may be executed when a reach state occurs, or may be executed during the development effect.

[0177] Therefore, the gaming machine 10 is equipped with a specific movable body (effect shield 85) consisting of one or more movable bodies, and is capable of executing, as effects using the specific movable body, a first effect (cover effect) in which the movement amount of the specific movable body is equal to or greater than a specific movement amount (from the original position to the third movement position), and a second effect (movable body pre-reading effect) in which the movement amount of the specific movable body is less than the specific movement amount; in executing the first effect, the rate at which the first effect is executed during the execution of a specific pattern change is higher when the second effect is executed at a predetermined pattern change before the specific pattern change than when the second effect is not executed at the predetermined pattern change; or, in other words, when the second effect is executed at a predetermined pattern change before the specific pattern change, the first effect can be executed at the specific pattern change, and when the second effect is not executed at the predetermined pattern change, the first effect is not executed at the specific pattern change after the predetermined pattern change. In addition, when the specific movable body is made up of a plurality of movable bodies, the movable body whose movement amount is compared with the specific movement amount may be a part of the plurality of movable bodies. In addition, when the "second effect is not executed in the predetermined pattern variation," an effect different from the second effect is allowed to be executed.

[0178] Furthermore, the gaming machine 10 is equipped with a specific movable body (performance shield 85) that has a light-emitting unit (performance shield lamp 85e) and is composed of one or more movable bodies, and is capable of executing, as performances using the specific movable body, a first performance (cover performance) in which the specific movable body operates, and a second performance (movable body pre-reading performance) in which the light-emitting unit is turned on without operating the specific movable body, and in executing the first performance, the rate at which the first performance is executed during the execution of a specific pattern change is higher when the second performance is executed at a predetermined pattern change before the specific pattern change than when the second performance is not executed at the predetermined pattern change, or in other words, when the second performance is executed at a predetermined pattern change before the specific pattern change, the first performance can be executed at the specific pattern change, and when the second performance is not executed at the predetermined pattern change, the first performance is not executed at the specific pattern change after the predetermined pattern change.

[0179] Also, although not shown in the figure, in this embodiment, if the pattern change related to the execution of this advance reading performance control process is such that the value of the special chart 1 pending counter is 1, that is, if the pattern change will be executed next, the lottery is not executed and the advance reading performance control process ends.

[0180] Returning to Figure 18, in step S208, it is determined whether or not the lottery that determines whether or not the pre-reading performance will be executed has been won, and if the condition is met, the process proceeds to step S210, and if the condition is not met, the pre-reading performance control process is terminated.

[0181] In step S210, a lottery is held to determine the type of the pre-reading effect. Specifically, as shown in Figure 22(a), in the lottery that determines the mode of the movable body pre-reading performance, if the result of the special pattern hit / miss judgment for the target pattern change is a miss and a special pattern change pattern in which a development performance is executed is determined, the first operation pattern is determined with a probability of 60 / 100 (approximately 1 / 1.67), and the second operation pattern is determined with a probability of 40 / 100 (1 / 2.5). If the result of the special pattern hit / miss judgment for the target pattern change is a jackpot, the first operation pattern is determined with a probability of 30 / 100 (approximately 1 / 3.33), and the second operation pattern is determined with a probability of 70 / 100 (approximately 1 / 1.43).

[0182] Also, as shown in Figure 22(b), in the lottery that determines the mode of the pattern pre-reading performance, if the result of the special pattern hit / miss judgment for the target pattern change is a miss and the special pattern change pattern in which the development performance is executed is not determined, an even number spread will be determined with a probability of 100 / 100 (1 / 1), and odd number spreads (excluding 7 patterns) and odd number spreads (including 7 patterns) will not be determined. If the result of the special symbol hit / miss judgment for the target symbol change is a miss and a special symbol change pattern in which a development performance is executed is determined, an even numbered variance will be determined with a probability of 60 / 100 (approximately 1 / 1.67), an odd numbered variance (excluding 7 symbols) will be determined with a probability of 40 / 100 (1 / 2.5), and an odd numbered variance (including 7 symbols) will never be determined. If the result of the special symbol hit / miss judgment for the target symbol fluctuation is a jackpot, an even number variance will be determined with a probability of 20 / 100 (1 / 5), an odd number variance (excluding 7 symbols) will be determined with a probability of 70 / 100 (approximately 1 / 1.43), and an odd number variance (including 7 symbols) will be determined with a probability of 10 / 100 (1 / 10).

[0183] 18, in step S212, effect data relating to the pre-reading effect determined by the lottery process up to this point is set, so that the pre-reading effect will be executed from the next symbol variation.

[0184] In this embodiment, as shown in step S204, if the pre-reading performance is not being executed, it can be determined to execute a new pre-reading performance, but the condition may be added that the special pattern change pattern related to the reserved pattern change is the basic special pattern described above. In this way, the flow of the pre-reading performance can be smoothed. In particular, when configured in this way, the value of the special symbol 1 reserve counter when the symbol change that executes the movable body pre-reading effect starts changes the change time for that symbol change, that is, the time from when one movable body pre-reading effect starts to when the next movable body pre-reading effect starts (the execution interval of the movable body pre-reading effect) can change, but the expectation of the cover effect being executed in the symbol change for the pre-read target of these movable body pre-reading effects does not change. This gives variation to the execution rhythm of the movable body pre-reading effect without changing the expectation of the execution of the cover effect, making the game more interesting.

[0185] In addition, in this embodiment, the pattern pre-reading performance has a mode in which the result of the special pattern hit / miss judgment in the target pattern change is determined to be a jackpot (odd number spread (including 7 patterns)). On the other hand, there is no such mode in the movable body pre-reading. This increases attention to the cover effect, which is likely to be performed after the movable body prediction effect, and makes the game more interesting.

[0186] Furthermore, in this embodiment, the probability that the mode of the movable body pre-reading performance is determined varies depending on the result of the special symbol hit / miss judgment in the target symbol fluctuation. And the probability that the execution of the lid cover performance is determined varies depending on the result of the special symbol hit / miss judgment in the target symbol fluctuation (pattern fluctuation currently in progress). More specifically, among the modes of the movable body pre-reading performance, the second operation pattern is determined with a higher probability when the result of the special symbol hit / miss judgment in the target symbol fluctuation is a jackpot than when the result is a miss. And the execution of the lid cover performance is determined with a higher probability when the result of the special symbol hit / miss judgment in the target symbol fluctuation (pattern fluctuation currently in progress) is a jackpot than when the result is a miss. This increases the anticipation for the execution of the cover effect by the manner in which the movable body is predicted, thereby increasing the enjoyment of the game.

[0187] <Regarding the behavior when using the middle cursor button during the movement pre-reading effect> As described above, in this embodiment, when the middle cursor button 38e is operated, except when general customization is being performed, the contents of each customization (game customization, general customization) are changed to the default state (the contents of each customization are initialized). Below, using Figures 23(a) to 23(d), the behavior when the middle cursor button 38e is operated while a movable object pre-reading effect is being performed will be explained. Note that Figures 23(a) to 23(d) are diagrams showing specific examples when the middle cursor button 38e is operated while a movable object pre-reading effect is being performed.

[0188] Figure 23(a) shows an example in which the middle cursor button 38e is operated in the second scene from the left in Figure 16(a).As shown in Figure 23(a), in this case, the performance shield 85 moves from the first operating position to the original position. Figure 23(b) shows an example in which the middle cursor button 38e is operated in the third scene from the left in Figure 16(a).As shown in Figure 23(b), in this case, the performance shield 85 moves from the first operating position to the original position, and the suggested image sg1 that was displayed also becomes hidden. Figure 23(c) shows an example in which the middle cursor button 38e is operated in the second scene from the left in Figure 16(b).As shown in Figure 23(c), in this case, the performance shield 85 moves from the second operating position to the original position. Figure 23(d) shows an example in which the middle cursor button 38e is operated in the third scene from the left in Figure 16(b).As shown in Figure 23(d), in this case, the performance shield 85 moves from the second operating position to the original position, and the suggested image sg2 that was displayed also becomes hidden.

[0189] In this embodiment, for the movable object pre-reading effect and the cover effect, which are effects that use the same device (effect shield 85) and are related in terms of whether they can be executed, if the middle cursor button 38e is operated during the execution of the movable object pre-reading effect, the execution of both the movable object pre-reading effect and the suggestive image that are currently being executed is stopped. This is because the operation of the middle cursor button 38e is an operation that initializes the game customization related to the execution frequency of the movable object pre-reading effect. On the other hand, with regard to the cover effect, if it has been decided that the cover effect will be executed, the cover effect will be executed when the target pattern changes in the movable body pre-reading effect that has been canceled. According to this, even if the movable body pre-reading effect is canceled due to an erroneous operation of the middle cursor button 38e, the lid covering effect is not also canceled, and it is possible to suppress a decrease in interest in the game when an erroneous operation (on the middle cursor button 38e) occurs. In the following explanation, the lid covering effect that is executed by the pattern variation of the target related to the movable body pre-reading effect after the movable body pre-reading effect has been canceled will simply be referred to as the lid covering effect after the movable body pre-reading effect has been canceled. In order to achieve this effect, it may be decided again whether or not to execute the cover effect in the pattern change of the target after the movable body pre-reading effect related to the stopped movable body pre-reading effect is stopped, such as at the start of the pattern change of the target. In particular, when deciding again whether or not to execute the cover effect in the pattern change of the target, it is preferable to use the lottery tables shown in Figures 19(a) and 19(b). Furthermore, in this embodiment, the operation to set the content of each customization (game customization, general customization) to the default state was a single operation on the middle cursor button 38e, but the operation to set the content to the default state may be multiple operations on a single operation unit such as the middle cursor button 38e, or may involve performing a single operation followed by an operation on an operation unit different from the operation unit related to that single operation.

[0190] Therefore, in other words, in the gaming machine 10, when a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second effect (movable body pre-reading effect) in the above-mentioned predetermined pattern change, the execution of the second effect is stopped, and the first effect (covering effect) can be executed in the above-mentioned specific pattern change after the predetermined pattern change. It should be noted that the predetermined operation is preferably an operation for setting each customization content to a default state, as in this embodiment, but is not limited to this, and the purpose of the operation does not matter.

[0191] In particular, in this embodiment, in parallel with the cover effect, the main display unit 81, which is a device different from the effect shielding body 85, displays suggestive images (suggestive image sg1, suggestive image sg2). This makes it easier to recognize the cover effect, thereby enhancing the effect of preventing a decline in interest in the game when the above-mentioned incorrect operation occurs. In order to achieve this effect, the device other than the effect shield 85 is not limited to a device that displays an image, but may also be a lamp or a speaker. Also, in this embodiment, a suggestive image is always displayed when the cover effect is executed, but this is not limited to this, and the suggestive image may be displayed only when the cover effect is executed. This also applies to the following inventions.

[0192] Therefore, in other words, the gaming machine 10 is equipped with a separate device (main display unit 81) that is different from the specific movable body (performance shield 85), and when the first performance (cover performance) is executed, a specific performance (suggestive image) can be executed by the separate device in parallel with the first performance.

[0193] In particular, in this embodiment, if the movable object prediction effect is canceled due to an incorrect operation of the middle cursor button 38e, a suggestive image is displayed in parallel with the cover effect that may be executed thereafter. According to this, by emphasizing the cover effect that is executed after the above-mentioned incorrect operation is made, the effect of suppressing a decrease in interest in the game when the above-mentioned incorrect operation occurs can be further enhanced.

[0194] Therefore, in other words, in the gaming machine 10, when a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second effect (movable body pre-reading effect) in the above-mentioned predetermined pattern change, and the first effect (cover effect) is executed in the above-mentioned specific pattern change after the predetermined pattern change, a specific effect (suggestive image) can be executed in parallel with the first effect.

[0195] Furthermore, in this embodiment, a suggestive image is displayed in parallel with the cover display following the movable object pre-reading performance regardless of whether the movable object pre-reading performance is canceled or not, and the display manner of the suggestive image does not differ depending on whether the movable object pre-reading performance is canceled or not (it is the same regardless of whether the movable object pre-reading performance is canceled or not), but is not limited to this. Specifically, the display mode of the suggestion image displayed in parallel with the lid covering performance that is executed after the movable object pre-reading performance is stopped may be different from the display mode of the suggestion image displayed in parallel with the lid covering performance that is executed without the movable object pre-reading performance being stopped. This makes it easier to recognize that the above-mentioned erroneous operation has been performed. In order to achieve this effect, the display mode of the suggestion image displayed in parallel with the lid covering effect executed after the movable object pre-reading effect is stopped does not necessarily have to be different from the display mode of the suggestion image displayed in parallel with the lid covering effect executed without the movable object pre-reading effect being stopped. In other words, in some cases where the movable object pre-reading effect is stopped, it is sufficient that the display mode of the suggestion image displayed in parallel with the lid covering effect after the stoppage is different from the display mode of the suggestion image displayed in parallel with the lid covering effect executed without the movable object pre-reading effect being stopped. However, for a predetermined period after the movable object pre-reading performance is stopped, the image displayed in the display area of ​​the main display unit 81 and the lighting state of the frame lamp 35 may be the same regardless of the state of the stopped movable object pre-reading performance (the operation pattern of the performance shielding body 85). Here, the predetermined period may be any period after the middle cursor button 38e is operated, and an example of this period is the period until the target pattern related to the stopped movable object pre-reading performance starts to change.

[0196] Therefore, in other words, in the gaming machine 10, when a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second performance (movable body pre-reading performance) in the above-mentioned predetermined pattern change, and when the first performance (cover performance) is executed in the above-mentioned specific pattern change after the predetermined pattern change, the performance mode of the specific performance may be different from the performance mode of the specific performance when a predetermined operation is not performed during the execution of the second performance in the predetermined pattern change, and when the first performance is executed in the specific pattern change after the predetermined pattern change.

[0197] Similarly, the lighting mode of the performance shield lamp 85e when the cover performance is executed may be different between the lighting mode of the performance shield lamp 85e in a cover performance executed after the movable object pre-reading performance is stopped and the lighting mode of the performance shield lamp 85e in a cover performance executed without the movable object pre-reading performance being stopped. This also makes it easier to recognize that the above-mentioned erroneous operation has been performed. Note that, even when this effect is achieved, the lighting mode of the effect shielding lamp 85e in the cover performance executed after the movable object pre-reading performance is canceled does not necessarily have to be different from the lighting mode of the effect shielding lamp 85e in the cover performance executed without the movable object pre-reading performance being canceled. In other words, it is sufficient that, in some cases where the movable object pre-reading performance is canceled, the lighting mode of the effect shielding lamp 85e in the cover performance after the cancellation is different from the lighting mode of the effect shielding lamp 85e in the cover performance executed without the movable object pre-reading performance being canceled.

[0198] Therefore, in other words, in the gaming machine 10, the first performance (cover performance) includes lighting up the light-emitting unit (performance shield lamp 85e), and the lighting state of the light-emitting unit when a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second performance (movable body pre-reading performance) in the above-mentioned predetermined pattern change, and the first performance is executed in the above-mentioned specific pattern change after the predetermined pattern change, may be different from the lighting state of the light-emitting unit when a predetermined operation is not performed during the execution of the second performance in the above-mentioned predetermined pattern change, and the first performance is executed in the specific pattern change after the predetermined pattern change.

[0199] Furthermore, in this embodiment, a suggestive image is displayed in the cover-cover performance after the movable object pre-reading performance regardless of whether the movable object pre-reading performance has been canceled or not, but it is not limited to this, and the configuration may be such that a suggestive image is not displayed in the cover-cover performance if the movable object pre-reading performance is not canceled, and a suggestive image is displayed in the cover-cover performance executed after the movable object pre-reading performance has been canceled. This also makes it easier to recognize that the above-mentioned erroneous operation has been performed. In order to achieve this effect, in some cases where the movable object prediction performance is canceled, a suggestive image may be displayed in the cover performance that is executed after the cancellation.

[0200] Also, as described above, in this embodiment, in parallel with the movable body advance reading, suggestive images (suggestive image sg1, suggestive image sg2) are displayed by the main display unit 81, which is a device different from the performance shield 85. This makes it easier to recognize the movable body read-ahead, thereby making it easier to recognize that the above-mentioned erroneous operation has occurred. In order to achieve this effect, a suggestive image may be displayed in some cases when the movable object prediction performance is executed.

[0201] Therefore, in other words, the gaming machine 10 is equipped with a separate device (main display unit 81) that is different from the specific movable body (performance shield 85), and when the second performance (movable body pre-reading performance) is executed, a predetermined performance (suggestive image) can be executed by the separate device in parallel with the second performance.

[0202] In particular, in this embodiment, when the middle cursor button 38e is operated, the display of the suggestive image that is executed in parallel with the movable object pre-reading performance is stopped in the same way as the movable object pre-reading performance. This can enhance the effect of making it easier to recognize that an erroneous operation has occurred. In order to achieve this effect, it is not necessary for the display of the suggestive image, which is executed in parallel with the movable body pre-reading effect, to be stopped by operating the middle cursor button 38e. In other words, the display of the suggestive image, which is executed in parallel with the movable body pre-reading effect, may be stopped in some cases when the middle cursor button 38e is operated.

[0203] Therefore, in other words, in the gaming machine 10, when a predetermined operation (operation on the middle cursor button 38e) is performed during the execution of the second effect (movable body pre-reading effect) in the above-mentioned predetermined pattern change, the predetermined effect (suggestive image) can be stopped.

[0204] <Other variations> Modifications not mentioned in the above description are listed below. First, in this embodiment, the cover effect, the movable body pre-reading effect, and the pattern pre-reading effect can be determined to be executed in the special pattern variation pattern derivation state PA, which is a normal low probability, but this is not limited to this. In other words, these effects can be determined to be executed in the special pattern variation pattern derivation state (special pattern variation pattern derivation state PB, special pattern variation pattern derivation state PC), which is a normal high probability.

[0205] In addition, in this embodiment, the effect executed in parallel with the cover effect and the effect executed in parallel with the movable body pre-reading effect are both the display of suggestive images, but these effects may also be different effects. However, even in this case, as in this embodiment, it is preferable to have a correlation (correlation in decision ratio) between the type of performance executed in parallel with the lid covering performance and the type of performance executed in parallel with the movable body pre-reading performance.

[0206] In addition, in the above-mentioned invention, the different modes (presentation modes, lighting modes) can be any mode that can be recognized as different by a player. In particular, when the lighting modes are different, one of them can be non-lighted.

[0207] In addition, the special chart hit / miss judgment in this embodiment was to determine whether or not a jackpot would be won, but in addition to this, or instead, it may also be to determine whether or not a small jackpot (a so-called two-type hit) that will cause a jackpot game will be won.

[0208] In addition, as long as the relationship between the probability, rate, and frequency in this embodiment is guaranteed, the lower the probability, the higher the frequency, the more likely the winner will be. In either case, the lottery itself may not be held. 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.

[0209] 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.

[0210] 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).

[0211] 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.

[0212] <Additional Notes> The present embodiment encompasses the following technical idea. (1) A gaming machine that is equipped with a specific movable body that has a light-emitting unit and is composed of one or more movable bodies, and that can execute a first performance in which the specific movable body moves, and a second performance in which the light-emitting unit is turned on without the movement of the specific movable body, In carrying out the first performance, Regarding the rate at which the first effect is executed during the execution of a specific pattern variation, the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation is higher than the rate at which the second effect is not executed in the predetermined pattern variation, Alternatively, when the second performance is executed in a predetermined pattern change before a specific pattern change, the first performance may be executed in the specific pattern change, and when the second performance is not executed in the predetermined pattern change, the first performance is not executed in the specific pattern change after the predetermined pattern change, When a predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped, and the first performance can be executed in the specific pattern variation after the predetermined pattern variation, Further, a separate device different from the specific movable body is provided, When the first performance is executed, a specific performance by the other device may be executed in parallel with the first performance, When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance may be executed in parallel with the first performance, The presentation mode of the specific performance when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation may be different from the presentation mode of the specific performance when the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation. A gaming machine characterized by: (2) A gaming machine that is equipped with a specific movable body that is composed of one or more movable bodies, and that can execute a first performance in which the movement amount of the specific movable body is equal to or greater than a specific movement amount, and a second performance in which the movement amount of the specific movable body is less than the specific movement amount, In carrying out the first performance, Regarding the rate at which the first effect is executed during the execution of a specific pattern variation, the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation is higher than the rate at which the second effect is not executed in the predetermined pattern variation, Alternatively, when the second performance is executed in a predetermined pattern change before a specific pattern change, the first performance may be executed in the specific pattern change, and when the second performance is not executed in the predetermined pattern change, the first performance is not executed in the specific pattern change after the predetermined pattern change, When a predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped, and the first performance can be executed in the specific pattern variation after the predetermined pattern variation, Further, a separate device different from the specific movable body is provided, When the first performance is executed, a specific performance by the other device may be executed in parallel with the first performance, When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance may be executed in parallel with the first performance, The presentation mode of the specific performance when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation may be different from the presentation mode of the specific performance when the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation. A gaming machine characterized by: [Explanation of symbols]

[0213] 10 Gaming machines 15 Outer Frame 17 Middle Frame 20 Front frame 21 Hinge mechanism 22 Movable Decorations 23 Cylinder lock 25 Transparent materials 27 Upper ball tray 29 Lower ball tray 31 Operating handle 32 Upper frame part 33(33a, 33b) Speaker 34a, 34b Left and right side frame parts 35(35a, 35b, 35c) Frame Lamp 36 Ball removal mechanism 37 Production button 38 Cursor Button 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main operation section 39a Ball loan button 39b Return button 40 Power switch 43 RAM clear switch 46 Game Ball Tank 47 Tank rail 48 Dispensing Unit 49 Dispensing aisle 50 Game Board 50a Gaming area 51 outer rail 52 Windmill 53 Inner rail 54 Protective material 55 Grand Prize Winner 57 First starting point 59 Second starting point 61 Normal electric device 62 Ordinary electric accessory solenoid Gate 63 65 Special Electric Devices 66 Special electric accessory solenoid 67 General Prize Winning Entrance 69 Outlet 70 First starting port sensor 71 Second starting port sensor 72 Large prize entrance sensor 73 General prize entry sensor 74 Gate Sensor 75 Out ball sensor 76 Middle frame door open sensor 77 Front frame door open sensor 80 Performance display device 81 Main display 82 Sub display 82a Upper sub display 82b Left sub-display 82c Right sub display 83 Volume control section 84 Brightness adjustment section 85 Stage Cover 85a Upper left effect shield 85b Upper right effect shield 85c Lower left effect shield 85d Lower right effect shield 85e Stage Shield Lamp 90 Pattern display device 91 First special pattern display device 92 Second special pattern display device 93 Ordinary pattern display device 94 1st Special Design Hold Lamp 95 2nd special pattern reserved lamp 96 Normal pattern hold lamp 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O ports 105 Random Number Circuit 109 Main control board case 110 Ball entrance determination method 115 Main random number generator 120 Main Hold Control Means 125 Preliminary Judgment Measures 130 Special drawing lottery method 131 Special drawing validity determination means 132 Special stop pattern lottery means 133 Special chart variation pattern derivation means 135 General lottery method 140 Jackpot game control means 145 Pattern display control means 150 Electrical equipment control means 155 Game status control means 160 Main information storage means 165 Main Error Control Measures 170 Main Command Management Method 175 Power restoration processing execution means 176 Return state setting means 179 Means for transitioning to playable state 180 Power cut processing execution means 200 1st sub-control board 201 CPU 202 ROM 203 RAM 204 I / O ports 209 1st sub-control board case 210 Sub-random number generator 220 Normal performance control means 221 Presentation mode control means 222 Production Route Determination Method 223 Sub-hold control means 224 Predictive performance control means 225 Means for determining production content 226 Decorative pattern control means 227 Jackpot performance control means 230 Sub-error Control Measures 240 Lamp control means 245 Movable equipment control means 250 Volume adjustment means 255 brightness adjustment 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 SSG operation recommended image kg1 game customization images kg2 general customization image sg1 suggested image sg2 suggested image

Claims

1. A gaming machine that is equipped with a specific movable body that has a light-emitting unit and is composed of one or more movable bodies, and that can execute a first performance in which the specific movable body moves, and a second performance in which the light-emitting unit is turned on without the movement of the specific movable body, In carrying out the first performance, Regarding the rate at which the first effect is executed during the execution of a specific pattern variation, the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation is higher than the rate at which the second effect is not executed in the predetermined pattern variation, Alternatively, when the second performance is executed in a predetermined pattern change before a specific pattern change, the first performance may be executed in the specific pattern change, and when the second performance is not executed in the predetermined pattern change, the first performance is not executed in the specific pattern change after the predetermined pattern change, When a predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped, and the first performance can be executed in the specific pattern variation after the predetermined pattern variation, Further, a separate device different from the specific movable body is provided, When the first performance is executed, a specific performance by the other device may be executed in parallel with the first performance, When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance may be executed in parallel with the first performance, At least part of the time when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the first performance is controlled so as to be identical to the operation of the specific movable body at a predetermined time when the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation, and the specific performance is controlled so as to be different from the performance mode at the predetermined time. A gaming machine characterized by:

2. A gaming machine that is equipped with a specific movable body that is composed of one or more movable bodies, and that can execute a first performance in which the movement amount of the specific movable body is equal to or greater than a specific movement amount, and a second performance in which the movement amount of the specific movable body is less than the specific movement amount, In carrying out the first performance, Regarding the rate at which the first effect is executed during the execution of a specific pattern variation, the rate at which the second effect is executed in a predetermined pattern variation before the specific pattern variation is higher than the rate at which the second effect is not executed in the predetermined pattern variation, Alternatively, when the second performance is executed in a predetermined pattern change before a specific pattern change, the first performance may be executed in the specific pattern change, and when the second performance is not executed in the predetermined pattern change, the first performance is not executed in the specific pattern change after the predetermined pattern change, When a predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, the execution of the second performance is stopped, and the first performance can be executed in the specific pattern variation after the predetermined pattern variation, Further, a separate device different from the specific movable body is provided, When the first performance is executed, a specific performance by the other device may be executed in parallel with the first performance, When the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation, and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the specific performance may be executed in parallel with the first performance, At least part of the time when the predetermined operation is performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation, the first performance is controlled so as to be identical to the operation of the specific movable body at a predetermined time when the predetermined operation is not performed during the execution of the second performance in the predetermined pattern variation and the first performance is executed in the specific pattern variation after the predetermined pattern variation, and the specific performance is controlled so as to be different from the performance mode at the predetermined time. A gaming machine characterized by:

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