Gaming machine
The gaming machine adjusts volume ranges and provides notifications to ensure consistent sound levels, addressing unintended volume changes due to external device use.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2023-03-20
- Publication Date
- 2026-04-22
AI Technical Summary
Gaming machines often adjust sound volume based on player preference and environment, but unintended volume changes can occur when players use external devices, leading to inconsistent game experiences.
A gaming machine with volume adjustment means that sets a reference volume and adjusts the adjustable range based on player operations, providing notifications when the volume deviates from the reference, ensuring easier recognition of volume changes.
The system helps players recognize when the volume has returned to the standard setting, enhancing the gaming experience by maintaining consistent audio levels.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Some gaming machines represented by pachinko machines and slot machines are configured to be able to adjust the volume by operation and output sounds related to game performances at the adjusted volume.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such gaming machines, since the optimal value of the volume of the sound related to the game performance changes depending on the preferences of the player and the surrounding environment (presence or absence of noise, etc.), it is required to have a function of returning the volume to the reference volume. However, when such a function is available, a situation may occur where the game volume returns to the reference volume when the player stops the game by operating a mobile phone or the like, and the game proceeds with an unintended volume.
[0005] Therefore, the present invention has been made in view of the above problems, and provides a gaming machine that can easily recognize that the volume has returned to the reference volume.
Means for Solving the Problems
[0006] According to the present invention, a gaming machine capable of outputting sounds related to game effects at a set game volume, comprising: a first volume adjustment means for controlling an adjustable range of the game volume; a second volume adjustment means for setting the game volume within the adjustable range set by the first volume adjustment means; a notification means; and a notification control means for controlling the notification means, wherein the first volume adjustment means sets one volume within a predetermined range as a reference volume based on a first operation, and when the set reference volume is greater than the lower limit volume within the predetermined range, and when the set reference volume is less than the upper limit volume within the predetermined range, sets a volume range with a lower limit of a volume less than the reference volume and an upper limit of a volume greater than the reference volume as the adjustable range, when the set reference volume is the lower limit volume, sets a volume range with a lower limit of a volume less than the reference volume and an upper limit of a volume greater than the reference volume as the adjustable range, and when the set reference volume is the upper limit volume, sets a volume with a lower limit of a volume less than the reference volume and an upper limit of a volume greater than the reference volume The volume range is set as the adjustable range, and the second volume adjustment means sets one volume included in the adjustable range set by the first volume adjustment means as the game volume based on the second operation, and when predetermined conditions are met, the reference volume is set as the game volume, and the notification control means can cause the first notification to be executed, and the first notification can be executed when the predetermined conditions are met when the set reference volume is greater than the lower limit volume and the game volume is set to a volume smaller than the reference volume, and when the predetermined conditions are met when the set reference volume is smaller than the upper limit volume and the game volume is set to a volume larger than the reference volume, and the notification control means can further cause the second notification, which is different from the first notification, to be executed when the predetermined conditions are met when the set reference volume is greater than the lower limit volume and the game volume is set to a volume smaller than the reference volume, and the second notification is not executed.The second notification may be executed when the predetermined conditions are met while the set reference volume is lower than the upper limit volume and the game volume is set to a volume higher than the reference volume. ru, A gaming machine characterized by the following is provided. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that makes it easier to recognize when the volume has returned to the standard volume. [Brief explanation of the drawing]
[0008] [Figure 1] Figure 1 is a front view of the gaming machine. [Figure 2] Figure 2 shows the pattern display device installed in area II shown in Figure 1. [Figure 3] Figure 3 is a bird's-eye view showing the group of control buttons and their surroundings located in area III shown in Figure 1. [Figure 4] Figure 4 shows a game board installed inside a gaming machine. [Figure 5] Figure 5 is a rear view of the gaming machine. [Figure 6] Figure 6 is a block diagram showing the control configuration of a gaming machine. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a gaming machine. [Figure 8] Figure 8(a) schematically shows a lottery table for determining whether a special symbol win or loss occurs; Figure 8(b) schematically shows a lottery table for determining the stopping symbols used when a big win is determined in the special symbol win or loss determination for special symbol 1; Figure 8(c) schematically shows a lottery table for determining the stopping symbols used when a small win is determined in the special symbol win or loss determination for special symbol 2; and Figure 8(d) schematically shows a lottery table for determining the stopping symbols used when a big win is determined in the special symbol win or loss determination for special symbol 2. [Figure 9]Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA, and Figure 9(b) schematically shows the special symbol variation pattern lottery table used when special symbol variation pattern HNP is determined in symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA. [Figure 10] Figure 10(a) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 10(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 11] Figure 11(a) shows the flow chart for setting the reference volume, and Figure 11(b) shows the flow chart for setting the reference light intensity. [Figure 12] Figure 12(a) is a table showing the correspondence between the standard volume and the adjustable range of the game volume, and Figure 12(b) is a table showing the correspondence between the standard light intensity and the game light intensity. [Figure 13] Figure 13 shows the flow of the game volume change process. [Figure 14] Figure 14 shows the flow of the game light intensity change process. [Figure 15] Figure 15 shows the flow of the game volume initialization process. [Figure 16] Figure 16 shows the flow of the game light intensity initialization process. [Figure 17] Figures 17(a) to 17(c) are diagrams showing specific examples of the execution mode related to reset notification. Figure 17(a) shows the case where there is no change in either the game volume or the game light intensity. Figure 17(b) shows the case where there is a change in both the game volume and the game light intensity, and the reference volume is not 0. Figure 17(c) shows the case where there is a change in both the game volume and the game light intensity, and the reference volume is 0. [Modes for carrying out the invention]
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In all the drawings, the same components are denoted by the same reference numerals, and the description thereof will be omitted as appropriate. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the state of the gaming machine 10 as viewed from the front side (player side) as shown in FIG. 1 unless otherwise specified. Note that "advantageous (degree of advantage)" in the following description means advantageous to the player, and further, unless otherwise specified, it means advantageous in terms of the acquisition amount of prize balls (gaming media) (including not only the payout of gaming balls but also the payout of medals) excluding the production aspects such as so-called premium images.
[0010] <Features of the Present Invention> Before explaining the details of the gaming machine 10 in the present embodiment, the features of the invention (the present invention) described in the present embodiment will be explained. In explaining the features, the configurations in parentheses are examples of the configurations of the present embodiment corresponding to the immediately preceding configurations, and the configurations may be described in parentheses for the same purpose in the description of the gaming machine 10 after the explanation.
[0011] The present invention is a gaming machine capable of outputting sound related to a game performance at a set game volume, a first volume adjustment means (reference volume setting process) for controlling the adjustable range of the game volume, a second volume adjustment means (game volume change process, game volume initialization process) for setting the game volume within the adjustable range set by the first volume adjustment means, notification means (main display unit 81, speaker 33), notification control means (first sub-control board 200, second sub-control board 300) for controlling the notification means, and the first volume adjustment means sets a certain volume included within a predetermined range as a reference volume based on a first operation (operation on the volume adjustment unit 84), When the set reference volume is greater than the lower limit volume within the predetermined range, and when the set reference volume is less than the upper limit volume within the predetermined range, the adjustable range is set to a volume range with a lower limit of a volume less than the reference volume and an upper limit of a volume greater than the reference volume. When the set reference volume is the lower limit volume, the adjustable volume range is set to a volume that is lower than the reference volume and upper than the reference volume. When the set reference volume is the upper limit volume, the adjustable range is set to a volume lower limit that is lower than the reference volume and with the reference volume as the upper limit. The second volume adjustment means described above is: Based on the second operation (operation on the left cursor button 38c and the right cursor button 38d), one volume level within the adjustable range set by the first volume adjustment means is set as the game volume level. When the predetermined conditions are met, the above standard volume is set as the above game volume. The above notification control means is capable of executing the first notification (game volume reset notification 1), The first notification may be executed in either case when the predetermined conditions are met while the set reference volume is greater than the lower limit volume and the game volume is set to a volume lower than the reference volume, or when the predetermined conditions are met while the set reference volume is less than the upper limit volume and the game volume is set to a volume greater than the reference volume. This is a gaming machine characterized by the following features.
[0012] According to the present invention, it is possible to make it easier for players to recognize that the game volume has been returned to the standard volume.
[0013] Furthermore, the above-mentioned first notification may also be given if the game volume is set to the standard volume and the game volume does not change as a result of that setting.
[0014] Furthermore, the first notification may be the same in both cases: when the game volume is set to the standard volume and the game volume increases as a result of that setting, and when the game volume is set to the standard volume and the game volume decreases as a result of that setting; or the first notification may be different in these cases. Furthermore, the first notification described above does not require any specific notification method, as long as its execution conditions are met. This also applies to the second notification (game volume reset notification 2), which will be described later.
[0015] Furthermore, in this embodiment described later, the target of the first operation is narrowed down to hall staff by providing the operation unit (volume adjustment unit 84) related to the first operation on the back of the gaming machine, but it is not limited to this. The operation unit related to the first operation may also be provided on the front of the gaming machine. In this case, in order to narrow down the target of the first operation to hall staff, the first operation can be enabled in an adjustment mode that is accessed based on the operation of a switch (for example, a power switch described later) provided on the back of the gaming machine.
[0016] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.
[0017] <About the structure of gaming machine 10> First, the structure of the gaming machine 10 will be explained using Figures 1 to 5. Figure 1 is a front view of the gaming machine 10, Figure 2 shows the pattern display device 90 located in area II shown in Figure 1, Figure 3 is a bird's-eye view showing the group of operation buttons and their surroundings located in area III shown in Figure 1, Figure 4 shows the game board 50 installed inside the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. The configurations shown in Figures 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and configurations and functions not shown herein may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown herein, and some configurations or functions may be omitted as long as they do not hinder the effects of the present invention.
[0018] The gaming machine 10 of this embodiment is a so-called pachinko machine, and it plays a game in which a game ball is launched into the front area (hereinafter referred to as the "game area 50a") of a game board 50 on which a large number of game pins (not shown) are erected, and when the game ball enters a prize pocket (for example, a large prize pocket 55, etc.), the player receives prize balls. In the following description, when a game ball enters a prize pocket, it may be simply referred to as "entering (a prize pocket) to win a prize."
[0019] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, an inner frame 17 that detachably holds the game board 50 on the front side of the opening of the outer frame 15, and a front frame 20 configured to cover the front side of the game board 50.
[0020] The middle frame 17 is supported by a hinge mechanism (not shown) located on the same side as the hinge mechanism 21, allowing it to rotate freely around its left end and open and close to the 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 opposite direction to the unlocking direction of the front frame 20 (to the right in this embodiment)).
[0021] The front frame 20 is supported by a hinge mechanism 21 so as to be able to rotate around its left end and open and close 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 opposite direction to the unlocking direction of the middle frame 17 (to the left in this embodiment)). Furthermore, the front frame 20 is equipped with a transparent member 25 positioned to cover the game area 50a, and the transparent member 25 provides transparent protection for the game area 50a and the game board 50. Furthermore, the front frame 20 is equipped with an upper ball receiving tray 27 and a lower ball receiving tray 29 for storing game balls, and the upper ball receiving tray 27 and the lower ball receiving tray 29 are spaced apart vertically and integrally provided with the front frame 20. In this embodiment, a full-capacity detection sensor (not shown) for detecting when the lower ball receiving tray 29 is full with discharged game balls is provided upstream of the lower discharge port for discharging game balls into the lower ball receiving tray 29. Furthermore, the front frame 20 is equipped with an operating handle 31 on the right side of the lower ball receiving tray 29, and by rotating the operating handle 31, the game balls stored in the upper ball receiving tray 27 are launched toward the game area 50a.
[0022] Although not shown in Figures 1 to 5, the middle frame 17 has a middle frame open sensor 76 that detects whether the middle frame 17 is open or closed relative to the outer frame 15, and a front frame open sensor 77 that detects whether the front frame 20 is open or closed relative to the middle frame 17. In this embodiment, both of these open sensors are ON when open and OFF when closed. However, these open sensors may be configured to be OFF when open and ON when closed. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15, and the open / closed state of the front frame 20 relative to the middle frame 17.
[0023] As shown in Figure 3, a group of operation buttons operated by the player is arranged on the upper surface of the upper ball receiving 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 dispensing button 39a and a return button 39b for accepting prepaid card return operations. It also includes an effect button 37 electrically connected to the first sub-control board 200 (described later), which can accept player operations to switch between effects that occur during gameplay 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, middle cursor button 38e) for instructing operations up, down, left, and right, respectively. Each operation unit is equipped with a sensor to detect operations, and the connected control board detects the operation of each operation unit by changes in the detection state of the sensor. These operation units are located on the front side of the gaming board 50. Furthermore, the upper cursor button 38a and the lower cursor button 38b are operated to adjust the light intensity of the frame lamp 35 and the performance display device 80 (in particular, the game light intensity, which will be described later), and the left cursor button 38c and the right cursor button 38d are operated to adjust the volume of the sound output from the speaker 33 (in particular, the game volume, which will be described later). Furthermore, a movable decorative body 22, which is operated by an actuator such as a motor (not shown), is provided on the side of the upper ball receiving tray 27.
[0024] The lower part of the lower ball receiving tray 29 is provided with a ball removal mechanism 36 that discharges the game balls stored in the lower ball receiving tray 29 downwards. By operating this ball removal mechanism 36, a bottom opening (not shown) formed on the bottom surface of the lower ball receiving tray 29 opens, and the game balls fall naturally out through this bottom opening and are discharged. Although not shown in the diagram, the upper ball tray 27 is equipped with a mechanism, similar to the ball removal mechanism 36, that, when operated, moves the stored balls to the lower ball tray 29. By operating both this mechanism and the ball removal mechanism 36, the stored balls can be discharged.
[0025] As shown in Figure 1, a pair of speakers 33 (33a, 33b) are provided on the left and right sides of the upper frame portion 32 of the front frame 20, respectively. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed by light-transmitting covers, and frame lamps 35 (35a, 35b, 35c) are provided inside them, respectively. The speakers 33 and frame lamps 35 can emit sound or light up or turn off in conjunction with effects or error notifications that occur during gameplay.
[0026] The display device 80 consists of a main display unit 81 located approximately in the center of the game board 50, and sub-display units 82 located around the main display unit 81. The sub-display units 82 further include an upper sub-display unit 82a located above the main display unit 81, a left sub-display unit 82b located to the left of the main display unit 81, and a right sub-display unit 82c located to the right of the main display unit 81. Here, the main display unit 81 is a fixed liquid crystal display device, while the upper sub-display unit 82a, left sub-display unit 82b, and right sub-display unit 82c are movable liquid crystal display devices operated by actuators such as motors (not shown).
[0027] The main display unit 81 can display the changing display of the symbol sequence, which is performed in conjunction with the changing display in the first special symbol display device 91 or the second special symbol display device 92, which will be described later, and can also display various other effects. In the display of the pattern sequence (decorative pattern) shown on the main display unit 81, the displayed decorative pattern consists of three pattern sequences. In this embodiment, the direction of the display of each pattern sequence is downward, but this direction is not particularly limited. For example, it may be upward, left or right, in the depth direction, or a combination of these (diagonal direction). Here, the depth direction refers to the virtual direction perceived by the player in a display configuration that uses a method (for example, perspective) that makes it appear as if the pattern sequence is moving from the back to the front or vice versa, even though it is actually a two-dimensional, fluctuating display on the display screen of the main display unit 81. Furthermore, the decorative patterns in this embodiment include "Pattern 1" which resembles the number "1", "Pattern 2" which resembles the number "2", "Pattern 3" which resembles the number "3", "Pattern 4" which resembles the number "4", "Pattern 5" which resembles the number "5", "Pattern 6" which resembles the number "6", "Pattern 7" which resembles the number "7", "Pattern 8" which resembles the number "8", and "Pattern 9" which resembles the number "9", and these patterns are provided in each pattern row.In the following description, "Pattern 1", "Pattern 3", "Pattern 5", "Pattern 7", and "Pattern 9" may be collectively referred to as "odd-number patterns", and "Pattern 2", "Pattern 4", "Pattern 6", and "Pattern 8" may be collectively referred to as "even-number patterns".
[0028] Each of the sub-display units 82 is not only provided for displaying performance images related to the performance, but is also configured to be movable. The initial positions of the sub-display units are as follows: the upper sub-display unit 82a is above the main display unit 81; the left sub-display unit 82b is to the left of the main display unit 81; and the right sub-display unit 82c is to the right of the main display unit 81. Each sub-display unit 82 is configured to be movable from these initial positions until the entire display area of the sub-display unit 82 overlaps with the display area of the main display unit 81. However, even in the initial positions shown in Figure 4, approximately the upper half of the display area of the sub-display units 82 (especially the left sub-display unit 82b and the right sub-display unit 82c) is visible to the player.
[0029] Multiple light-emitting diodes (LEDs) are arranged on the lower right side of the main display unit 81. These LEDs constitute the display area of the pattern display device 90, which displays special patterns and regular patterns. Furthermore, the symbol display device 90 is positioned in a location that is less visible to the player than the main display unit 81, and the display area of the symbol display device 90 is smaller than the display area of the main display unit 81. In this embodiment, the arrangement and number of LEDs in the pattern display device 90 are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs in the pattern display device 90 are not limited to this example.
[0030] Special symbols are symbols that are displayed when stopped as a result of a symbol change that determines whether or not to activate a special electric mechanism (for example, a special electric mechanism 65). In this embodiment, special symbols include a first special symbol displayed on the first special symbol display device 91 and a second special symbol displayed on the second special symbol display device 92. Special symbols are sometimes abbreviated as "Special Symbol," the first special symbol as "Special Symbol 1," and the second special symbol as "Special Symbol 2."
[0031] A normal symbol is a symbol that is displayed when stopped as a result of a symbol variation that determines whether or not to activate a normal electric mechanism (for example, a normal electric mechanism 61). In this embodiment, the normal symbols are displayed on the normal symbol display device 93. In addition, regular symbols are sometimes abbreviated as "regular symbols," and regular electric mechanisms are sometimes referred to as "electric chute."
[0032] In addition to the display device described above, the symbol display device 90 is also equipped with a first special symbol hold lamp 94, a second special symbol hold lamp 95, and a regular symbol hold lamp 96. The first special symbol hold lamp 94 can identify the number of symbol changes related to the held special symbol 1, the second special symbol hold lamp 95 can identify the number of symbol changes related to the held special symbol 2, and the normal symbol hold lamp 96 can identify the number of symbol changes of the held normal symbol. In each case, the number of corresponding symbol changes can be identified by the lighting patterns of the two LEDs (in this embodiment, right LED always lit = 1, left and right LEDs always lit = 2, right LED flashing + left LED always lit = 3, left and right LEDs flashing = 4).
[0033] In the following explanation, a symbol variation in which a special symbol is displayed in a variable state on the first special symbol display device 91 or the second special symbol display device 92 and then stopped will be referred to as a "special symbol variation," and in the following explanation, a symbol variation in which a normal symbol is displayed in a variable state on the normal symbol display device 93 and then stopped will be referred to as a "normal symbol variation." Furthermore, in the following explanation, the display of the changing patterns (decorative patterns) shown in the main display unit 81 mentioned above may be referred to as "decorative pattern changes" to distinguish them from "special pattern changes" and "regular pattern changes." In the following explanation, when the term "symbol variation" is used, it refers to the variation of the special symbols unless otherwise specified.
[0034] As shown in Figure 4, the front of the game board 50 is defined as a game area 50a where the launched game balls roll, by arranging numerous obstacles such as game pins (not shown), windmills 52, and decorative members. Furthermore, curved outer rails 51 and inner rails 53 are positioned on the left and upper sides of the game area 50a to guide the game balls, launched by the rotation of the operating handle 31, to the upper part of the game area 50a. The outer rail 51 is located outside the inner rail 53 with respect to the center of the game area 50a. Here, the windmill 52 is a mechanism for changing the direction of the game ball's fall, and is nail-shaped.
[0035] The gaming machine 10 allows the player to adjust the strength of the ball launch by changing the amount of rotation (for example, the rotation angle) of the operating handle 31. Various obstacles are arranged in the gaming area 50a so that the balls roll along either a first channel X (so-called left-handed play) where the balls are launched weaker, or a second channel Y (so-called right-handed play) where the balls are launched stronger.
[0036] Figure 4 illustrates the main prize-winning openings, including the Grand Prize Opening 55, the First Starting Opening 57, the Second Starting Opening 59, Gate 63, and the General Prize-Winning Opening 67. However, the prize-winning openings shown are just an example, and their number and arrangement may be changed as appropriate.
[0037] The large prize slot 55 is located in the lower right of the game area 50a. The large prize slot 55 is equipped with a large prize slot sensor 72, and a prize is determined by the detection result of the large prize slot sensor 72, and a number of prize balls (15 in this embodiment) associated with the large prize slot 55 are awarded. In this embodiment, the obstacles are arranged such that more game balls roll towards the large prize opening 55 when rolling from the second channel Y compared to when rolling from the first channel X.
[0038] A special electric mechanism 65 is installed above the large prize opening 55. The special electric mechanism 65 is a component that can switch between an open state, which makes it easy for balls to enter the large prize opening 55, and a closed state, which makes it difficult for balls to enter. The special electric mechanism solenoid 66 switches between the open state and the closed state. More specifically, the special electric mechanism 65 opens during a portion of a jackpot game initiated when a jackpot is determined by the special symbol win / failure determination described later, or during a portion of a minor win game initiated when a minor win is determined by the special symbol win / failure determination, thereby allowing balls to enter the large prize pocket 55. Thus, when the special electric mechanism 65 is open, it becomes easier for balls to enter the large prize pocket 55, and jackpot games and minor win games in which the opportunity to win prize balls is greatly increased can be said to be advantageous game states. Furthermore, as will be described in detail later, minor win games in this embodiment can generate jackpot games. In a jackpot game, the special electric mechanism 65 is alternately set to an open state and a closed state. One open state (sometimes referred to as a "round game," and the total number of round games that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number of game balls (10 in this embodiment) enter the large prize pocket 55, and the special electric mechanism 65 closes. Furthermore, one open state in a jackpot game also ends when a sufficient amount of time (30 seconds in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize pocket 55. On the other hand, in a minor win game, the special electric mechanism 65 is set to alternate between open and closed states, and the game ends when the cumulative time spent in the open state of the special electric mechanism 65 during a single minor win game reaches 1.8 seconds, or when 10 game balls enter the large prize pocket 55. Therefore, in a minor win game, it is less likely for game balls to enter the large prize pocket 55 compared to a major win game. In this embodiment, when a jackpot game or a minor jackpot game begins, a start demo is set that ends after a set amount of time. Upon completion of the start demo, a round game (or a minor jackpot game in the case of a minor jackpot) begins, and when all round games have finished, an end demo is set that ends after a set amount of time. In other words, in this embodiment, a jackpot game (including those that occur during a minor jackpot game) consists of a start demo, a round game, and an end demo, and the jackpot game progresses in this order.
[0039] The first start opening 57 is located in the lower center of the game area 50a. The first start opening 57 is equipped with a first start opening sensor 70, and a prize is awarded based on the detection result of the first start opening sensor 70, with a number of prize balls (4 in this embodiment) associated with the first start opening 57 being awarded. In at least some cases when a prize is determined to have been awarded to the first start opening 57, a symbol change related to special figure 1 will occur. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the second channel Y, more game balls roll towards the first starting opening 57 when they roll from the first channel X. Obstacles such as game pins are arranged accordingly.
[0040] The second starting port 59 is located in the lower right of the game area 50a. The second starting port 59 is equipped with a second starting port sensor 71, and based on the detection result of the second starting port sensor 71, it is determined that a ball has entered the second starting port 59, and a number of prize balls (1 in this embodiment) associated with the second starting port 59 are awarded. In at least some cases where a win is determined in the second starting gate 59, a symbol change related to special figure 2 will occur. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the first channel X, more game balls roll towards the second starting opening 59 when they roll from the second channel Y, with obstacles such as game pins arranged accordingly.
[0041] A standard electric mechanism 61 is installed in the flow path connected to the second starting port 59. The standard electric mechanism 61 is a component that can switch between an open state, which facilitates the entry of game balls into the second starting port 59, and a closed state, which makes it difficult for game balls to enter. The standard electric mechanism solenoid 62 switches between the open state and the closed state. More specifically, the standard electric mechanism 61 opens when the result of the standard symbol win / loss determination described later is a standard symbol win (hereinafter sometimes simply referred to as "standard symbol win"), and as a result, entry into the second start opening 59 is permitted. In this way, when the standard electric mechanism 61 is open, entry into the second start opening 59 is possible, so the number of game balls can be reduced by prize balls, while the opportunities for the symbol changes related to special symbol 2 to be executed can be greatly increased.
[0042] Gate 63 is located in the right-center of the game area 50a. Gate 63 is equipped with a gate sensor 74, and a win in gate 63 is determined by the detection result of the gate sensor 74. In at least some cases when a win in gate 63 is determined, the symbols on the regular display will change.
[0043] The general prize slot 67 is located in the lower left of the game area 50a. The general prize slot 67 is equipped with a general prize slot sensor 73, and a prize is awarded to the general prize slot 67 based on the detection result of the general prize slot sensor 73, according to the number of prize balls associated with the general prize slot 67 (4 in this embodiment). In this embodiment, the obstacles are arranged so that more game balls roll towards the general prize opening 67 when rolling from the first channel X compared to when rolling from the second channel Y. However, the obstacles may also be arranged so that more game balls roll towards the general prize opening 67 when rolling from the second channel Y. Furthermore, multiple general prize openings 67 may be provided.
[0044] The out-out opening 69 is located at the bottom of the game area 50a. Any game balls that are hit into the game area 50a and do not enter any of the aforementioned prize-winning openings fall into the out-out opening 69 and are treated as out balls. In this embodiment, an out ball sensor 75 is provided for detecting out balls, which are game balls that have entered the prize entry slot and the out exit slot 69.
[0045] In addition to the sensors mentioned above, the game board 50 is also equipped with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (neither of which are shown in the diagram) to prevent fraudulent activities such as illegally receiving prize balls.
[0046] As shown in Figure 5, the back of the game board 50 is fitted 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. In addition to the backs of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 is detachably attached to cover a portion of the back of the main control board case 109. Furthermore, the main control board 100 is provided with a RAM clear switch 43. Furthermore, the circuit board cases and covers that enclose each circuit board are made of transparent materials, allowing the corresponding circuit board to be visible through each case and cover.
[0047] Furthermore, as shown in Figure 5, the first sub-control board 200 is provided with a volume adjustment unit 84, which is operated to adjust the volume (particularly the reference volume described later), and a light intensity adjustment unit 85, which is operated to adjust the light intensity (particularly the reference light intensity described later). The first sub-control board case 209 houses the first sub-control board 200 so that the volume adjustment unit 84 and the light intensity adjustment unit 85 are exposed to the outside, and the opening / closing cover 45 is attached to avoid the volume adjustment unit 84 and the light intensity adjustment unit 85. Therefore, in the state shown in Figure 5, that is, with the first sub-control board 200 housed in the first sub-control board case 209 and the opening / closing cover 45 attached, the volume adjustment unit 84 and the light intensity adjustment unit 85 can be operated. The volume control unit 84 and the light intensity control unit 85 are so-called rotary switches. In this embodiment, the volume control unit 84 can be adjusted to any of the 11 levels from volume 0 to volume 10 (when set as the game volume, the higher the value, the louder the sound output from the speaker 33; in particular, when volume 0 is set as the game volume, no sound related to game effects is output). The light intensity control unit 85 can be adjusted to any of the 5 levels from light intensity 1 to light intensity 5. Note that the volume control unit 84 and the light intensity control unit 85 are not limited to rotary switches; slide switches may also be used. Furthermore, the volume control unit 84 and the light intensity control unit 85 may be switches provided on a different board from the first sub-control board 200, as long as they are electrically connected to the first sub-control board 200. Moreover, their installation position is not restricted, as long as they are provided on the back side of the game board 50.
[0048] Furthermore, on the back of the game board 50, above the opening / closing cover 45, is a game ball tank 46 where game balls supplied from the game island's ball supply equipment are stored. The game ball tank 46 is further connected to a payout passage 49 that leads to an upper ball tray 27 via a tank rail 47 and a payout unit 48. Balls dispensed by the payout unit 48 are dispensed to the upper ball tray 27 through the payout passage 49.
[0049] Up to this point, the structure of the gaming machine 10 in this embodiment has been described, but these are just specific examples, and the present invention can also be implemented with other configurations.
[0050] <Regarding the control configuration of the gaming machine 10> Next, the control configuration of the gaming machine 10 according to this embodiment will be explained using Figure 6. Figure 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Figure 6 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have control configurations not shown in Figure 6.
[0051] The main control board 100 includes 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 for temporary storage and buffer memory, an I / O port 104 that inputs and outputs signals to and from peripheral boards and various devices, and a random number circuit 105 that generates random numbers (hardware random numbers) operating on a separate system from the program processing by the CPU 101, and these are all interconnected via an internal bus.
[0052] The CPU 101 reads various control programs stored in the ROM 102 and performs calculations to execute various processes related to the main control of the game. RAM103 is backed up by a backup power supply generated by the backup power supply circuit described later. Specifically, among the information stored in RAM103, various information is backed up so that when power is restored after a power outage (when power is turned on), the gaming machine 10 can be restored to the state it was in immediately before the power outage. For example, in addition to data such as the stack pointer and each register that was held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (game stopped state or playable state) and the current normal symbol lottery state, is backed up. This information is cleared (initialized) by the RAM clear process described later. Therefore, after the RAM is cleared, the special symbol variation pattern derivation state PA (normal symbol low probability described later) will be newly set. Furthermore, when the RAM clear process is executed, the symbol sequence related to decorative symbols will be displayed in a stopped state with the initial symbol combination, and the initial symbol combination will also be displayed in a stopped state if the RAM clear process is not executed when power is turned on and the symbol variation was not being executed at the time of the previous power outage. Furthermore, this initial symbol combination is only displayed when the power is turned on, and is not displayed when the symbols change.
[0053] In this embodiment, at least the area where information related to such games is stored (sometimes referred to as the game-related area of RAM 103) is backed up, as well as the area where the checksum complement and backup flag related to the game-related area of RAM 103 are stored (sometimes referred to as the backup information area related to games of RAM 103). When power is restored, the gaming machine 10 recovers using the various information stored in the backed-up game-related area of RAM 103 and the backup information area related to games of RAM 103. Furthermore, there are no limitations on the specific backup method in this embodiment. For example, the area of RAM 103 to be backed up may be implemented in a configuration that can retain data non-volatilely even when the power is off. As another example, different hardware may be provided for the first memory, which is configured to retain data non-volatilely even when the power is off, and the second memory, which is referenced when the gaming machine 10 is operating. In that case, the gaming machine 10 can save the information to be backed up from the second memory to the first memory when the power is off, and recover the saved information from the first memory to the second memory when the power is restored.
[0054] Furthermore, the main control board 100 is electrically connected to the first start port sensor 70, the second start port sensor 71, the big prize port sensor 72, the general prize port sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame door open sensor 76, the front frame door open sensor 77, etc., and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104. Although not shown in the diagram, in addition to these sensors, the main control board 100 is also electrically connected to the full tank detection sensor, the magnetic detection sensor, and the radio wave detection sensor, and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104.
[0055] Furthermore, the main control board 100 is electrically connected to the first special symbol display device 91, the second special symbol display device 92, the normal symbol display device 93, the first special symbol hold lamp 94, the second special symbol hold lamp 95, the normal symbol hold lamp 96, the normal electric mechanism solenoid 62, and the special electric mechanism solenoid 66, and is configured to be controllable 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 detect operations performed by the main operation unit 39.
[0056] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected in a single direction only, from the main control board 100 to the first sub-control board 200, allowing various performance control commands to be transmitted from the main control board 100 to the first sub-control board 200. Furthermore, the first sub-control board 200 cannot transmit data to the main control board 100, and the first sub-control board 200 is configured not to be able to request data transmission from the main control board 100. Furthermore, in this embodiment, a parallel transmission method is used for data transmission from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.
[0057] The first sub-control board 200 includes a CPU 201 that performs various calculations related to game effects based on effect control commands from the main control board 100, a ROM 202 that stores data such as effect control programs and various lottery tables, a RAM 203 that functions as a work area and buffer memory for temporary storage, and I / O ports 204 that input and output signals to and from peripheral boards and various devices. These are interconnected via an internal bus, and the CPU 201 is configured to execute major controls related to game effects according to the control program stored in the ROM 202. The first sub-control board 200 is electrically connected to the performance button 37, cursor button 38, volume adjustment unit 84, and light intensity adjustment unit 85, and is configured to detect the operation of these control units. Furthermore, "game effects" refers to all effects excluding error notifications, and more specifically, to effects performed during symbol changes and effects performed during each winning game (jackpot game, minor win game).
[0058] Furthermore, the first sub-control board 200 generates image control commands that instruct the second sub-control board 300 to display images, audio control commands that instruct the audio control board 310 to output audio, lamp control data for controlling the lighting of various lamps such as the frame lamp 35, and movement control data for controlling the movement of the movable decorative body 22 and the sub-display unit 82, etc., in the performance control processing based on performance control commands from the main control board 100. Here, the first sub-control board 200 is connected to the second sub-control board 300 and the voice control board 310 so as to be able to communicate bidirectionally. Each control command (image control command, voice control command) is transmitted from the first sub-control board 200 to the second sub-control board 300 or the voice control board 310, while in response, an acknowledgment command (ACK command) indicating that the control command has been successfully received is transmitted from each control board (second sub-control board 300, voice control board 310) to the first sub-control board 200.
[0059] Furthermore, the first sub-control board 200 is electrically connected to the frame lamp 35 and transmits lamp control data via the I / O port 204. The frame lamp 35 is configured to be controlled to light up according to the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0060] The second sub-control board 300, although not shown in the figures, includes a CPU that performs various calculations related to image rendering 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 for temporary storage, and I / O ports that input and output signals to and from peripheral boards and various devices. The CPU is configured to execute the main controls related to image rendering according to the control program stored in the ROM. Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data in accordance with the content of the performance determined by the performance content determination means 225 (described later) based on control signals received from the CPU, and a sound source IC that generates sound data in accordance with the content of the performance based on control signals received from the CPU. The VDP is a so-called image processor that reads image data stored in the image ROM in response to instructions from the CPU, processes it, and transmits the generated image data to the main display unit 81 and the sub-display unit 82. In addition, a high-speed VRAM used for expanding and processing the image data read from the image ROM is connected to this VDP.
[0061] The voice control board 310 includes a CPU 311 that performs various calculations related to voice effects based on voice control commands from the first sub-control board 200, a ROM 312 that stores voice control programs and voice data, a RAM 313 that functions as a work area and buffer memory for temporary storage, and I / O ports 314 that input and output signals to and from peripheral boards and various devices. The CPU 311 is configured to execute the main controls related to voice effects according to the control program stored in the ROM 312. Therefore, the voice control board 310 can read the voice data stored in the ROM 312 in response to voice control commands received from the first sub-control board 200, synthesize the read voice data, transmit the final synthesized voice data to the speaker 33 via an amplifier, and output sound to the speaker 33.
[0062] The dispensing control board 400 is mainly composed of a CPU, ROM, and RAM (none of which are shown in the illustration). Furthermore, the payout control board 400 is connected to the main control board 100 in a bidirectional manner, and performs control to dispense game balls by driving the payout unit 48 based on payout control commands from the main control board 100, and controls the launch of game balls by synchronously driving the ball feeding mechanism and the launching mechanism based on the amount of operation of the operating handle 31.
[0063] The power control board 500 consists of a normal power supply circuit 501 that generates a normal power supply to the control board and other electronic and electrical components based on the primary power supply from the power supply equipment of the gaming island, a backup power supply circuit 502 that generates a backup power supply, and a power interruption detection circuit 503 that detects a power interruption (when the voltage supplied by the normal power supply drops to a predetermined voltage). Furthermore, a power switch 40 is connected to the power control board 500. Assuming that primary power is supplied from the power supply equipment of the gaming island, when the power switch 40 is turned ON, normal power is generated by the normal power circuit 501 of the power control board 500, and power is supplied to the electronic and electrical components, including the control boards mentioned above (main control board 100, first sub-control board 200, second sub-control board 300, and payout control board 400). Furthermore, when a power outage is detected by the power outage detection circuit 503, the power control board 500 transmits a power outage signal (NMI signal) to the main control board 100, the first sub-control board 200, and the payout control board 400, respectively. Furthermore, the backup power supply circuit 502 is designed to be charged when power is supplied to the gaming machine 10 from the power supply equipment of the gaming island. The backup power supply circuit 502 may be provided on the dispensing control board 400, and the power outage detection circuit 503 may not be provided on the power supply control board 500, but rather on the main control board 100, the first sub-control board 200, and the dispensing control board 400.
[0064] <Regarding the functional configuration of the gaming machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be explained using Figure 7. Figure 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Figure 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations not shown in Figure 7. Furthermore, when explaining the functional configuration, Figures 8 and 9 will be referred to as needed.
[0065] As shown in Figure 7, the main control board 100 includes 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 regular symbol lottery means 135, a jackpot game control means 140, a symbol display control means 145, an electric mechanism control means 150, a game state 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 interruption processing execution means 180. These means functionally represent what is realized by each control configuration on the main control board 100 as explained with reference to Figure 6.
[0066] First, the main information storage means 160 is a means for temporarily storing data read by means of the main control board 100, and data derived by calculations performed by said means, in corresponding storage areas. In particular, 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 subcommand management means 270 of the first sub-control board 200, which will be described later.
[0067] The ball entry determination means 110 determines whether a ball has entered each prize slot based on the detection results of sensors installed at each prize slot. Furthermore, when the ball entry determination means 110 determines that a game ball has entered a prize slot, such as the large prize slot sensor 72, it generates a performance control command (prize entry command) that includes information that can identify the type of sensor involved in the prize entry, and stores the command in the transmission command storage area of the main information storage means 160.
[0068] The main random number generation means 115 is capable of generating multiple types of random numbers with different update ranges using the random number circuit 105, and when it is determined that a prize has been won in a prize slot, it retrieves (latches) one or more random numbers corresponding to that prize slot from the random number circuit 105. More specifically, if the main random number generation means 115 determines that a prize has been won in the first starting gate 57 or the second starting gate 59, it acquires random numbers for determining whether a special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol variation patterns, as described later. If a prize has been won in the gate 63, it stores the random numbers for determining whether a regular symbol is successful, random numbers for drawing regular symbol stop symbols, and random numbers for drawing regular symbol variation patterns, as described later, in the corresponding storage area of the main information storage means 160. Furthermore, the random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated correctly. If an update error occurs where the random numbers are not updated correctly, information indicating that the error has occurred is written to a specific memory area of the random number circuit 105. Therefore, the CPU 101 is able to detect that an update error has occurred in the random number circuit 105.
[0069] The main hold control means 120 controls the hold of symbol changes for special symbols and symbol changes for regular symbols. For special symbol 1, random numbers for determining whether the special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol change patterns, which are acquired when a ball enters the first start opening 57, are held (stored) as operation hold information for special symbol 1. More specifically, the main hold control means 120 includes a hold counter (hereinafter referred to as the "Figure 1 hold counter") which is incremented by 1 each time the operation hold information of Figure 1 is held, and decremented by 1 each time the operation hold information of Figure 1 is used (used in the lottery of the Figure 1 lottery means 130). The main information storage means 160 stores the operation hold information in the storage area corresponding to the current Figure 1 hold counter until the value of the Figure 1 hold counter reaches its upper limit (4 in this embodiment). Each time the operation hold information is used, the main information storage means 160 clears the used operation hold information and controls the remaining operation hold information to be moved (shifted) from the current storage area to the storage area corresponding to a Figure 1 hold counter that is 1 less than the current Figure 1 hold counter, in order from the smallest Figure 1 hold counter. Furthermore, the main hold control means 120 also performs the same control as described above for Figure 2 and the general figure, separately from Figure 1. The hold counter in Figure 2 is referred to as the Figure 2 hold counter, and the upper limit of the value of the Figure 2 hold counter in this embodiment is 4. Furthermore, in the following explanation, "holding of operation hold information" may be expressed as "holding of symbol change," or simply as "hold." Furthermore, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of Figure 1 or Figure 2, it generates a performance control command (hold command) that includes the Figure 1 hold counter and the Figure 2 hold counter, and stores the command in the transmission command storage area of the main information storage means 160. In this embodiment, if both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held, a priority variation is performed in which the operation hold information corresponding to Figure 2 is used preferentially. However, instead of this priority variation, a prize-winning order variation may be adopted in which the operation hold information is used in the order in which it was held, regardless of whether it corresponds to Figure 1 or Figure 2, or a simultaneous variation may be adopted in which the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are used simultaneously when both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held.
[0070] The pre-determination means 125 performs a pre-determination for a pre-reading effect targeting the reserved operation information of the special feature when the reserved operation information of the special feature is reserved at a predetermined pre-determination timing, at least in some cases. More specifically, the pre-determination means 125 reads out each random number of the currently held operation hold information and performs pre-determinations for the special symbol win / failure determination, special symbol stop symbol lottery, and special symbol variation pattern lottery, which will be described later. In each pre-determination, the same or equivalent lottery table (not shown) as the lottery table used for the lottery corresponding to each pre-determination is used. Therefore, the results of these pre-determinations will be the same as the results of the lottery executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) that includes the derived pre-determination result, and stores the command in the transmission command storage area of the main information storage means 160. The pre-determination command is transmitted (generated and stored in the transmission command storage area of the main information storage means 160) at least part of the predetermined pre-determination timing, and is therefore transmitted following the hold command described above. Here, the predetermined pre-determination timing is, for example, the timing when the operation hold information for the special figure is held. In this embodiment, if the operation hold information for special figure 1 is held during the normal figure high probability period described later, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the operation hold information for special figure 2 is held during the normal figure low probability period described later, the pre-determination may or may not be restricted.
[0071] The special symbol lottery means 130 comprises a special symbol win / failure determination means 131, a special symbol stop symbol lottery means 132, and a special symbol variation pattern derivation means 133, and executes processing by each means in the order of special symbol win / failure determination means 131, special symbol stop symbol lottery means 132, and special symbol variation pattern derivation means 133. When the conditions for starting the variation of the special symbol are met, the special symbol lottery means 130 reads the earliest operation hold information from the operation hold information held in the main information storage means 160. Furthermore, "the conditions for the start of the special symbol variation are met" means, as an example, that the player is not in a jackpot game, neither Special Symbol 1 nor Special Symbol 2 is currently performing a symbol variation (including the period during which the symbol variation related to Special Symbol 1 or Special Symbol 2 is stopped), and that there is operation hold information for at least one of Special Symbol 1 or Special Symbol 2.
[0072] Figures 8 and 9 schematically show the lottery table used in the main control board 100, and will be referred to as needed in the following explanation. In addition to these lottery tables, in lotteries using 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 resulted in a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of lottery tables, names are given to the lottery tables for the sake of explanation, but it is sufficient that the data such as lottery values included in the lottery table corresponding to the name is stored in an identifiable manner in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery tables, if there are items listed for the sake of explanation, or if "-" or "0" are listed as lottery values, these do not necessarily represent data stored in each ROM. Furthermore, it is not possible to win a result where "-" or "0" is listed as the lottery value. Moreover, if the same lottery value as the random number range used for the lottery (the number of random numbers that can be obtained within that range) is listed in the lottery table, that result will be derived 100% of the time, so it is not necessarily necessary to perform a lottery. Furthermore, if the sum of the random values used in a single draw matches the range of random numbers used in the draw, a carry will always occur in the final addition of the random values, so that addition does not need to be performed, and in that case, the random values used in that addition themselves become unnecessary.
[0073] The special symbol win / loss determination means 131 reads out a random number for special symbol win / loss determination for each symbol change, and performs special symbol win / loss determination by drawing lots using the read random number and a lottery table for special symbol win / loss determination to determine whether it will be a big win, a small win, or a loss. Figure 8(a) schematically shows the lottery table for determining whether a special symbol wins or losses. This lottery table differs between Special Symbol 1 and Special Symbol 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in the special symbol win / loss determination for Special Symbol 1, a big win is determined with a probability of 205 / 65536 (approximately 1 / 320), and any other result is a loss, with no small wins. On the other hand, in the special symbol win / loss determination for Special Symbol 2, a big win is determined with a probability of 205 / 65536 (approximately 1 / 320), a small win is determined with a probability of 1820 / 65536 (approximately 1 / 36.0), and any other result is a loss. In this embodiment, as will be described later, a big win can occur via a minor win, so the probability of a big win being determined in the special symbol win / failure determination is set to the above-mentioned probability 1.
[0074] The special symbol stop symbol lottery means 132, when the result of the special symbol win / loss determination is a big win or a small win, determines the special symbol stop symbol by lottery using a random number for special symbol stop symbol lottery (in this embodiment, in the range of 0 to 999) and a lottery table for special symbol stop symbol lottery. Specifically, as shown in Figure 8(b), a schematic diagram illustrating the lottery table for determining the stopping symbols used when a jackpot is determined in the special symbol win / loss determination for special symbol 1, when a jackpot is determined in the special symbol win / loss determination for special symbol 1, symbol A is determined as the stopping symbol with a probability of 100 / 1000 (1 / 10), and symbol B is determined as the stopping symbol with a probability of 900 / 1000 (approximately 1 / 1.11). In this case, regardless of whether symbol A or symbol B is determined, after the jackpot game corresponding to these stopped symbols ends, the game enters the normal symbol high probability state described later. However, the number of symbol changes during which the normal symbol high probability state continues (hereinafter referred to as the "prescribed number of normal symbol high probability states") is 80 times if the jackpot game ends when symbol A is determined, and 40 times if the jackpot game ends when symbol B is determined. Furthermore, the number of rounds for the jackpot game corresponding to symbol A is 10, while the number of rounds for the jackpot game corresponding to symbol B is 4. Therefore, symbol A is more advantageous than symbol B in terms of both the number of rounds and the prescribed number of normal symbol high probability states.
[0075] As shown in Figure 8(c), a schematic diagram of the lottery table used for determining the stopping symbols when a minor win is determined in the special symbol win / loss determination related to special symbol 2, when a minor win is determined in the special symbol win / loss determination related to special symbol 2, symbol a is determined as the stopping symbol with a probability of 700 / 1000 (approximately 1 / 1.43) and symbol b is determined with a probability of 300 / 1000 (approximately 1 / 3.33). Here, symbol a is a stopping symbol in which the number of rounds of the big win game that occurs in the small win game related to that symbol is 10, and after the big win game ends, it becomes a normal symbol high probability state, and the prescribed number of times for this normal symbol high probability state is 80. Symbol b is a stopping symbol in which the number of rounds of the big win game that occurs in the small win game related to that stopping symbol is 4, and after the big win game ends, it becomes a normal symbol high probability state, and the prescribed number of times for this normal symbol high probability state is 80. Therefore, it can be said that symbol a is more advantageous than symbol b in terms of the number of rounds. Furthermore, when a jackpot occurs during a minor win, the number of rounds in that jackpot is calculated by treating the minor win as one round. In addition, in the following explanation, a jackpot that occurs during a minor win related to symbol a may be referred to as a "jackpot related to symbol a," and a jackpot that occurs during a minor win related to symbol b may be referred to as a "jackpot related to symbol b."
[0076] As shown in Figure 8(d), which schematically illustrates the lottery table for determining the stopping symbols used when a jackpot is determined in the special symbol win / loss determination for special symbol 2, when a jackpot is determined in the special symbol win / loss determination for special symbol 2, symbol c is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, symbol c is a stopping symbol for which the number of rounds of the jackpot game corresponding to the stopping symbol is 10, and which becomes a normal symbol high probability after the end of the jackpot game, and the prescribed number of times for the normal symbol high probability is 80, which is the same as for the jackpot game related to symbol a.
[0077] Furthermore, the special symbol stop symbol lottery means 132 determines symbol C as the stop symbol if the result of the special symbol win / loss determination for special symbol 1 is a loss, and determines symbol d as the stop symbol if the result of the special symbol win / loss determination for special symbol 2 is a loss.
[0078] Thus, in the embodiment described above, jackpot games that occur during the symbol variation related to Special Feature 2 tend to be more advantageous than jackpot games that occur during the symbol variation related to Special Feature 1. Therefore, the enjoyment of the game can be further enhanced by transitioning from the Special Feature Variation Pattern Derivation State PA (described later) to another Special Feature Variation Pattern Derivation State (Special Feature Variation Pattern Derivation State PB or Special Feature Variation Pattern Derivation State PC, described later).
[0079] The special symbol variation pattern derivation means 133 includes multiple types of special symbol variation pattern lottery tables that are referenced when determining the special symbol variation pattern. Based on the current special symbol variation pattern derivation state and the result of the special symbol win / failure determination, it selects one special symbol variation pattern lottery table to determine the special symbol variation pattern for the current time. Using the selected special symbol variation pattern lottery table and random numbers for special symbol variation pattern lottery, it determines one special symbol variation pattern, and determines the variation time based on the determined special symbol variation pattern. Here, variation time refers to the time from when the variation of the symbols related to the special symbol (special symbol 1 or special symbol 2) begins until the variation of the symbols ends. Details of the transition conditions will be described later, but in this embodiment, there are three special figure variation pattern derivation states: special figure variation pattern derivation state PA, special figure variation pattern derivation state PB, and special figure variation pattern derivation state PC. The method for determining the special figure variation pattern described above is used for the pattern variation related to special figure 1 in special figure variation pattern derivation state PA, and for the pattern variation related to special figure 2 in special figure variation pattern derivation state PB and special figure variation pattern derivation state PC. On the other hand, in the symbol variation of the other special symbol (the special symbol to which the above-described method for determining the special symbol variation pattern is adopted) in each special symbol variation pattern derivation state, one predetermined special symbol variation pattern is determined according to the result of the special symbol win / failure judgment. In particular, in this embodiment, in the symbol variation of special symbol 2 in special symbol variation pattern derivation state PA, if the result of the special symbol win / failure judgment related to the symbol variation is a miss, and if the result of the special symbol win / failure judgment related to the symbol variation is a jackpot, a variation pattern with a variation time of 1000ms is determined. In the symbol variation of special symbol 1 in special symbol variation pattern derivation state PB or special symbol variation pattern derivation state PC, if the result of the special symbol win / failure judgment related to the symbol variation is a miss, and if the result of the special symbol win / failure judgment related to the symbol variation is a jackpot, a variation pattern with a variation time of 2000ms is determined. If the result of the special symbol win / failure judgment for the symbol variation is a miss, a variation pattern with a variation time of 2000ms is determined (the same applies in the case of a minor win).
[0080] Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA is activated, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 9(a), in the symbol variation related to Special Feature 1 when the Special Feature variation pattern derivation state PA is reached, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-C can be determined. Specifically, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA, there is a 900 / 1000 (approximately 1 / 1.11) probability of special symbol variation pattern HNP, a 52 / 1000 (approximately 1 / 19.2) probability of special symbol variation pattern HRP, a 13 / 1000 (approximately 1 / 76.9) probability of special symbol variation pattern HSP1-A, and an 11 / 1000 (approximately 1 / 90.9) probability of special symbol variation pattern HS For P1-B, there is a 9 / 1000 (approximately 1 / 111) probability that special symbol variation pattern HSP2-A will be determined, a 7 / 1000 (approximately 1 / 143) probability that special symbol variation pattern HSP2-B will be determined, a 5 / 1000 (1 / 200) probability that special symbol variation pattern HSP3-A will be determined, and a 3 / 1000 (approximately 1 / 333) probability that special symbol variation pattern HSP3-B will be determined. In these cases, special symbol variation patterns ASP1-A to ASP-C will not be determined. Further details will be described later using Figure 9(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 1 reserve counter at the start of the current symbol variation. On the other hand, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a jackpot, then there is a probability of 90 / 1000 (approximately 1 / 11.1) that it will be special symbol variation pattern ASP1-A, a probability of 110 / 1000 (approximately 1 / approximately 9.09) that it will be special symbol variation pattern ASP1-B, a probability of 135 / 1000 (approximately 1 / 7.41) that it will be special symbol variation pattern ASP2-A, and a probability of 165 / 1000 (approximately 1 / approximately 6 There is a probability of 0.06) that special pattern variation ASP2-B will be determined, a probability of 180 / 1000 (approximately 1 / 5.56) that special pattern variation ASP3-A will be determined, a probability of 220 / 1000 (approximately 1 / 4.56) that special pattern variation ASP3-B will be determined, and a probability of 100 / 1000 (1 / 10) that special pattern variation pattern ASP-C will be determined. In these cases, special pattern variation patterns HNP to HSP3-B will not be determined. Thus, in this embodiment, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a loss, one of the special symbol variation patterns HRP to HSP3-B is determined at a rate of 100 / 1000 (1 / 10), and special symbol variation pattern HNP is determined at a rate of 900 / 1000 (approximately 1 / 1.11). Furthermore, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a jackpot, one of the special symbol variation patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). In the description of the special symbol variation patterns of this embodiment, when two special symbol variation patterns are described separated by a "~", the description of the special symbol variation pattern that lies between the special symbol variation pattern described earlier and the special symbol variation pattern described later is omitted, in accordance with the order described in the drawing relating to the special symbol variation pattern lottery table for each special symbol variation pattern derivation state. Furthermore, in the description of the special symbol variation patterns of this embodiment, if the names of the special symbol variation patterns are different, regardless of whether the corresponding variation time is described or not, it means that different special symbol variation patterns are different.
[0081] Figure 9(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9(b), the special symbol variation patterns HNP that can be determined in the symbol variation related to special symbol 1 when the special symbol variation pattern derivation state PA include special symbol variation pattern HNP-A with a variation time of 3200 ms (milliseconds), special symbol variation pattern HNP-B with a variation time of 5600 ms, special symbol variation pattern HNP-C with a variation time of 8000 ms, and special symbol variation pattern HNP-D with a variation time of 11200 ms, with the variation time increasing in this order. Specifically, if the Special Symbol 1 Reserve Counter = 3 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the Special Symbol 1 Reserve Counter = 2 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and Special Symbol Change Pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the Special Symbol 1 Reserve Counter = 1 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), and Special Symbol Change Pattern HNP-B is determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special symbol variation pattern HNP-B is determined by probability, and the special symbol variation pattern HNP-C is determined by probability of 800 / 1000 (1 / 1.25). If the special symbol 1 reserve counter = 0 at the start of the current symbol variation, the special symbol variation pattern HNP-B is determined by probability of 50 / 1000 (1 / 20), the special symbol variation pattern HNP-C is determined by probability of 100 / 1000 (1 / 10), and the special symbol variation pattern HNP-D is determined by probability of 850 / 1000 (approximately 1 / 1.18). In the following explanation, if the value of the special symbol reserve counter being referenced is 3, it will be referred to as "Reserve 3", if the value of the special symbol reserve counter is 2, it will be referred to as "Reserve 2", if the value of the special symbol reserve counter is 1, it will be referred to as "Reserve 1", and if the value of the special symbol reserve counter is 0, it will be referred to as "Reserve 0". Thus, when the special symbol variation pattern HNP is determined in the special symbol variation pattern derivation state PA, the special symbol variation pattern (variation time) that is likely to be determined differs depending on the value of the special symbol 1 reserve counter at the start of the current symbol variation. More specifically, the smaller the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a special symbol variation pattern with a longer variation time is to be determined (the larger the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a shorter variation time is to be determined). Furthermore, such special feature variation patterns HNP (hereinafter sometimes referred to as "basic special feature variation patterns") also exist in special feature variation pattern derivation states PB and PC. In these special feature variation pattern derivation states, the referenced hold counter differs from that in special feature variation pattern derivation state PA, and in both cases, the value of the special feature 2 hold counter is referenced.
[0082] Furthermore, the special symbol variation pattern derivation means 133 generates a performance control command (variation start command) that includes the determined stopping symbol of the special symbol and the determined special symbol variation pattern, based on the result of the special symbol win / loss determination, at the start of the symbol variation, and stores the command in the transmission command storage area of the main information storage means 160.
[0083] The regular symbol lottery means 135, similar to the special symbol lottery means 130, reads the earliest operational pending information from the operational pending information held in the main information storage means 160 when the regular symbol is not changing, and uses the read random number to perform a regular symbol win / failure determination to determine whether the regular symbol is a winner or loser. Based on the result of the regular symbol win / failure determination and information such as the current special symbol variation pattern derivation state, it determines various parameters related to the regular symbol (regular symbol variation time, regular symbol stop display time, etc.). In the determination of whether the regular drawing wins or losses occurs, there are two states: one where the regular drawing state is high probability (sometimes abbreviated as "high regular drawing probability") and one where the regular drawing state is low probability (sometimes abbreviated as "low regular drawing probability"). The lottery table is not shown in this embodiment, but in the high regular drawing probability state, there is a 65535 / 65536 chance of winning the regular drawing and a 1 / 65536 chance of losing. In the low regular drawing probability state, there is a 1 / 65536 chance of winning the regular drawing and a 65535 / 65536 chance of losing. It is also possible to make it so that there is no regular drawing win in the low regular drawing probability state (a 65536 / 65536 chance of losing).
[0084] The jackpot game control means 140 generates a performance control command (start demo command) containing information related to the jackpot game (the duration of the start demo, the number of rounds, and the subsequent special symbol variation pattern derivation state) at the start of the jackpot game and stores it in the transmission command storage area of the main information storage means 160. At the end of the start demo, it generates a performance control command (round start command) and stores it in the transmission command storage area of the main information storage means 160. Furthermore, at the end of the round game, it generates a performance control command (end demo command) containing the duration of the end demo of the jackpot game and stores it in the transmission command storage area of the main information storage means 160. Furthermore, these commands are also applicable to jackpot games triggered by minor win games. Specifically, the jackpot game control means 140 generates a start demo command at the start of a minor win game and stores it in the transmission command storage area of the main information storage means 160, generates a round start command at the end of the start demo and stores it in the transmission command storage area of the main information storage means 160, and generates an end demo command at the end of the minor win game and stores it in the transmission command storage area of the main information storage means 160.
[0085] Furthermore, the jackpot game control means 140 starts a minor win game if the result of the special symbol win / loss determination is a minor win, and if the game ball passes through the V-entry area (which can also be called the area into which the game ball that has entered the large prize opening 55 can be awarded, and is not shown in the illustration) provided in the large prize opening 55 during the minor win game, it enables the start of the jackpot game corresponding to the minor win after the end of the minor win game. Therefore, in this embodiment, the minor win game functions to generate a jackpot game. Note that if the game ball does not pass through the V-entry area during the minor win game, the jackpot game will not start after the end of the minor win game. Also, in the following description, the passing of the game ball through the V-entry area during the minor win game may be referred to as "V-entry".
[0086] The symbol display control means 145 causes special symbol 1 to be displayed on the first special symbol display device 91 in accordance with the variation time corresponding to the determined special symbol variation pattern of special symbol 1, and after the variation time has elapsed, special symbol 1 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Similarly, special symbol 2 is displayed on the second special symbol display device 92 in accordance with the variation time corresponding to the determined special symbol variation pattern of special symbol 2, and after the variation time has elapsed, special symbol 2 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Here, the stop display time (interval) for symbol changes related to special symbols refers to the time from when a special symbol is stopped until the symbol changes of the next special symbol can begin (if the result of the special symbol win / fail judgment is a loss), or the time from when the symbol changes of a special symbol end until a big win game or a small win game begins (if the result of the regular symbol win / fail judgment is a regular symbol win). In this embodiment, the stop display time for symbol changes related to special symbols is uniformly 300ms, regardless of the type of special symbol or the result of the special symbol win / fail judgment. Furthermore, the symbol display control means 145 has a special symbol game timer for managing the time (variation time, stop display time) related to the display of special symbol 1 and special symbol 2, and when the special symbol is stopped (at the timing when the value of the special symbol game timer becomes "0"), it generates a performance control command (variation stop command) to request a confirmed stop display of the decorative symbol, and stores the command in the transmission command storage area of the main information storage means 160. Here, the confirmed stop display of a decorative symbol refers to the final stop display of a decorative symbol during a symbol variation, and is different from the temporary stop display of a decorative symbol that may occur during the execution of a symbol variation. Furthermore, in the case of a temporary stop display of a decorative symbol, for example, the stopped decorative symbol may shake up and down in small increments (so-called shaking variation), whereas in the case of a confirmed stop display of a decorative symbol, the stopped decorative symbol may not shake. In other words, even if the same decorative symbol is displayed as stopped, the manner of the stop display of a confirmed stop display and the manner of the stop display of a temporary stop display are different. Therefore, players can recognize whether the stop display of a decorative symbol is a confirmed stop display or a temporary stop display.
[0087] Furthermore, the pattern display control means 145 causes the regular pattern to be displayed on the regular pattern display device 93 in a variable state according to the variable state variation time corresponding to the determined regular pattern variation pattern, and after the variable state time has elapsed, the regular pattern is stopped and displayed with the determined stop pattern. The symbol display control means 145 has a symbol game timer for managing the time related to the symbol (symbol variation time, symbol stop display time, etc.).
[0088] The electric mechanism control means 150 outputs a control signal to the special electric mechanism solenoid 66 during the aforementioned big win game and small win game, causing the special electric mechanism 65 to open according to the opening pattern corresponding to the stopping symbol of the special feature.
[0089] The game state control means 155 controls the normal symbol lottery state. Specifically, at the start of a jackpot game, the game state control means 155 sets the normal symbol to low probability regardless of the stopping symbols of the special symbols related to the jackpot game. When prescribed conditions such as the end of a jackpot game are met, the normal symbol is set to high probability until a prescribed number of symbol changes related to the normal symbol high probability are performed, and then sets the normal symbol to low probability when the prescribed number of symbol changes related to the normal symbol high probability have finished. Here, as will be described later, in this embodiment, the number of symbol changes performed that is used to determine whether or not the prescribed number of times related to the normal symbol high probability has been reached is the number of symbol changes performed related to special symbol 2. However, the number of symbol changes performed that is used to determine this may be the number of symbol changes performed related to special symbol 2 plus the number of symbol changes performed related to special symbol 1. Furthermore, in this embodiment, during a minor win game, the normal symbol lottery state for the symbol variation that caused the minor win game is maintained.
[0090] This general drawing state changes in conjunction with the special symbol variation pattern derivation state described above, and the transition of the special symbol variation pattern derivation state is managed by the game state control means 155. The transition of the special symbol variation pattern derivation state will be explained below with reference to Figures 10(a) and 10(b). Figure 10(a) is a state transition diagram showing the transition of the special symbol variation pattern derivation state, and Figure 10(b) is a diagram showing the relationship of average variation time for each special symbol variation pattern derivation state. As shown in Figure 10(a), the special symbol variation pattern derivation states include special symbol variation pattern derivation state PA, which corresponds to the normal symbol low probability state, and special symbol variation pattern derivation states PB and special symbol variation pattern derivation state PC, which correspond to the normal symbol high probability state. Except during jackpot gameplay, one of these special symbol variation pattern derivation states is set. Furthermore, the transition conditions between special symbol variation pattern derivation state PA and special symbol variation pattern derivation state PC are transition conditions (i) to transition conditions (v).
[0091] Specifically, transition condition (i) is the end of a jackpot game related to symbol B, transition condition (ii) is the end of a jackpot game related to symbol A, transition condition (iii) is the end of a jackpot game related to symbol a, symbol b, or symbol c, transition condition (iv) is the end of a symbol variation where the number of symbol variations related to special symbol 2 performed without a jackpot game in normal symbol high probability mode is 40 (the prescribed number for normal symbol high probability mode in special symbol variation pattern derivation state PB), and transition condition (v) is the end of a symbol variation where the number of symbol variations related to special symbol 2 performed without a jackpot game in normal symbol high probability mode is 80 (the prescribed number for normal symbol high probability mode in special symbol variation pattern derivation state PC). Furthermore, if a jackpot game involving symbol a, symbol b, or symbol c occurs in the special symbol variation pattern derivation state PC, the system will return to the special symbol variation pattern derivation state PC after the jackpot game ends, and the number of symbol variations related to special symbol 2 that can be performed up to the specified number of times related to the normal symbol high probability state in the special symbol variation pattern derivation state PC will be reset. Although not shown in the diagram, if a minor win occurs in the special symbol variation pattern derivation state PB or special symbol variation pattern derivation state PC, and the game ball does not pass through the V-winning area, resulting in no major win, the current special symbol variation pattern derivation state ends upon the completion of the minor win, and the game transitions to the special symbol variation pattern derivation state PA.
[0092] As shown in Figure 10(b), the average variation times for each of the special symbol variation pattern derivation states PA, PB, and PC decrease in the order of PA, PB, and PC. This is due to the length of the variation time related to the basic special symbol variation pattern that is most easily determined in each special symbol variation pattern derivation state. Here, the average variation time refers to the sum of the variation times derived by multiplying each variation time related to a special symbol variation pattern that can be selected in a given special symbol variation pattern derivation state by the occurrence rate (the probability that can occur in any symbol variation, derived by multiplying the probability of the special symbol variation pattern winning by the probability of the special symbol win / fail judgment result being derived). However, in this embodiment, if there is only one special symbol variation pattern that can be selected in a given special symbol variation pattern derivation state, the variation time related to that special symbol variation pattern is treated as the average variation time.
[0093] Furthermore, when a transition occurs between the normal drawing state and the special symbol variation pattern derivation state, the game state control means 155 generates a performance control command (game state specification command) that includes the state after the transition, and stores the command in the transmission command storage area of the main information storage means 160. Furthermore, the game state control means 155 counts the number of times the symbol variation is executed in each special symbol variation pattern derivation state, and each time a symbol variation starts, it generates a performance control command that includes the counted number of symbol variations, and stores the command in the transmission command area of the main information storage means 160. The information included in the performance control command may also be included in the variation start command described above.
[0094] As described above, the main information storage means 160 is a means for temporarily storing data read by each means, data derived by calculations etc. performed by each means, etc., 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 the gaming machine 10 is in an error state. If it is determined that the machine is in an error state, it stores a performance control command (error command) containing information that can identify the error state in the transmission command storage area of the main information storage means 160.
[0096] The main command management means 170 transmits a performance control command to the first sub-control board 200 when a performance control command is stored in the transmission command storage area of the main information storage means 160. 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 processing execution means 175 includes a recovery state setting means 176 and a game-ready 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 the power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the middle 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 the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, the 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), the RAM clear process is executed and the game-ready state is set, provided that the middle frame door open sensor 76 is ON when power is restored (if the middle frame door open sensor 76 is OFF when power is restored, the RAM clear process is not executed and the game-ready state is set). If there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed), the RAM clear process is not executed and the game-ready state is set. Here, the game stop state is a recovery state in which the game cannot proceed because processing according to the detection results of the sensors installed at each prize entry point is not performed (it is not necessary to even look at the detection results of the sensors themselves). In this embodiment, in order to return from these game stop states (game stop states set as recovery states) to a playable state, it is necessary to perform a RAM clear process, and as described above, when the RAM clear process is performed, the special symbol variation pattern derivation state PA is set. On the other hand, the "playable state" is a restored state in which gameplay can be resumed by executing processing according to the detection results of sensors installed at each prize entry point. In particular, if the RAM clear process is not executed when power is restored, the game returns to the playable state it was in at the time of the previous power outage. For example, if a big win game or a small win game was in progress at the time of the previous power outage, the game will return to the big win game or small win game that was in progress. If a symbol change was in progress at the time of the previous power outage, the game will return to the symbol change that was in progress.
[0099] Furthermore, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check at the beginning of the recovery state setting process (specifically, determining whether or not a backup flag is stored in the backup information area related to the target area (whether or not the backup flag is ON), and if the backup flag is stored (if the backup flag is ON), deriving a checksum of the complement stored in the target area and the backup information area related to that area, and if the result of this calculation is 0, determining that the target area is normal, and otherwise determining that the target area is abnormal) on the area of RAM103 related to gameplay.
[0100] The playable state transition means 179 executes a playable state transition process to transition to the playable state when the playable state is set. To explain in more detail, during the transition to a playable state, if the security signal output is ON, the process of turning the security signal output OFF and the initial device setup are performed. Furthermore, during the initial setup 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 can enter each prize pocket, and setting data to activate the random number circuit 105 are performed.
[0101] The power cut-off processing execution means 180 performs power cut-off processing based on the receipt of a power cut-off signal from the power control board 500. Specifically, for the area of RAM 103 related to gameplay, the following processes are executed: deriving the checksum of the area, storing the complement of the checksum in the backup information area of RAM 103 related to gameplay, and turning on a backup flag to indicate that power-off processing has been performed on the area (storing the backup flag in the backup information area of RAM 103 related to gameplay).
[0102] As shown in Figure 7, the first sub-control board 200 includes a sub-random number generation 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 light intensity adjustment means 255, a sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by the control configurations on the first sub-control board 200 described with reference to Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by means provided in the first sub-control board 200, and data derived by calculations performed by said means, in corresponding storage areas. Furthermore, performance control commands transmitted from the main command management means 170 are stored in the received command storage area of the sub-information storage means 260 by the sub-command management means 270. In the following description, the process by which performance control commands transmitted from the main command management means 170 are stored in the received command storage area of the sub-information storage means 260 by the sub-command management means 270 may simply be referred to as the reception of performance control commands.
[0103] The sub-random number generation means 210 is capable of generating random numbers (software random numbers) that are updated by program processing by the CPU 201, and acquires random numbers at the timing when each lottery (details described later) is executed by the normal performance control means 220.
[0104] The normal performance control means 220 includes a performance mode control means 221, a performance route determination means 222, a sub-hold control means 223, a pre-read performance control means 224, a performance content determination means 225, a decorative pattern control means 226, and a jackpot performance control means 227.
[0105] The performance mode control means 221, upon receiving a game state specification command, controls the transition of the performance mode in a manner consistent with the special symbol variation pattern derivation state managed on the main control board 100. In this embodiment, the performance modes are broadly classified into Normal Mode, Challenge Mode, and RUSH Mode. Normal Mode corresponds to the Special Symbol Variation Pattern Derivation State PA, Challenge Mode to the Special Symbol Variation Pattern Derivation State PB, and RUSH Mode to the Special Symbol Variation Pattern Derivation State PC. In this embodiment, the display area of the main display unit 81 displays a background image corresponding to the performance mode. Therefore, the player can understand the current performance mode (Special Symbol Variation Pattern Derivation State) by the type of background image. In particular, the background image is drawn on the display layer with the lowest priority, so it is displayed behind other images.
[0106] When the performance route determination means 222 receives a pre-determination command, it determines (sets) the performance route corresponding to the currently held symbol variation based on the result of the pre-determination included in the command (in this embodiment, the special symbol variation pattern). However, if the special symbol variation pattern corresponding to the symbol variation is the special symbol variation pattern HNP described above, the performance route determination means 222 does not determine the performance route when the pre-determination command is transmitted, but instead determines the performance route at the start of the symbol variation based on the special symbol variation pattern included in the variation start command (for example, if the special symbol variation pattern derivation state is PA, then special symbol variation patterns HNP-A to special symbol variation patterns HNP-D). Here, the performance route refers to the performance from the start to the end of the symbol variation, which defines the process of performance that notifies the result of the special symbol win / loss determination in that symbol variation. The content of the performance performed in that symbol variation is determined by the performance content determination means 225, which will be described later, according to the performance route corresponding to that symbol variation.
[0107] In this embodiment, the performance routes are broadly divided into a "miss" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a miss (the result of the special symbol win / loss judgment in the current symbol variation is neither a big win nor a small win), and a "big win" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a big win or a small win. Furthermore, the miss performance route is divided into a "non-development miss" performance route, in which no development performance is performed, and a "development miss" performance route, in which a development performance is performed. As will be described later, if a big win performance route is determined, a development performance will be performed unless otherwise specified. Here, a development sequence refers to a sequence that is executed after the decorative symbols enter a reach state (a state where all but one row of symbols are stopped and displayed, and the remaining row of symbols is displayed in motion), and which, at the end of the sequence, announces whether the result of the special symbol hit / miss judgment in the current symbol change is a big win or a small win. Therefore, in a development sequence corresponding to a development miss sequence route, a series of sequences corresponding to that development sequence are executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a big win nor a small win. On the other hand, in a development sequence corresponding to a big win sequence route, a series of sequences corresponding to that development sequence are executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is either a big win or a small win. Furthermore, as will be described later, in this embodiment, in one performance mode, each of the determined special symbol variation patterns is associated with a different performance route. Therefore, in the following explanation, the performance route for a special symbol variation pattern may simply be represented by the special symbol variation pattern. However, multiple performance routes may be associated with a single special symbol variation pattern, in which case one performance route can be determined from the multiple performance routes corresponding to the determined special symbol variation pattern.
[0108] When the sub-hold control means 223 receives a hold command (hereinafter sometimes simply referred to as the occurrence of a hold win), it sets performance data to display a number of hold images corresponding to the special figure 1 hold counter and a number of hold images corresponding to the special figure 2 hold counter in the hold display area (not shown) of the main display unit 81, based on the information of the special figure 1 hold counter and the special figure 2 hold counter included in the command. The hold images are images that are the subject of a hold pre-read performance (an example of a pre-read performance described later) that changes in various ways to suggest the degree of advantage, such as the expected probability of a big win occurring.
[0109] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the so-called pre-reading effect based on the result of the pre-determination included in the command.
[0110] When the performance content determination means 225 receives a variation start command, it determines the content of the performance to be executed in the current symbol variation according to the performance route already determined by the performance route determination means 222. More specifically, the performance content determination means 225 determines a reference performance pattern lottery table for each performance execution timing in the symbol variation, based on the performance route determined by the performance route determination means 222, and then determines the content of the performance by lottery using the determined performance pattern lottery table. In particular, this makes it possible to change the content of the performance related to (executed according to) the determined performance route, and also to create a connection between the performances in a single symbol variation.
[0111] When the decorative pattern control means 226 receives a variation start command, it determines the final combination of decorative patterns (left pattern, middle pattern, right pattern) that will be displayed as a confirmed stop, based on the determined stop pattern of the special pattern. Specifically, in the symbol variation related to Special Feature 1, a symbol combination related to decorative symbols, including a symbol combination related to the number 7, is determined for symbol A, and a symbol combination related to decorative symbols excluding the number 7 is determined for symbol B. Therefore, in this embodiment, the number of rounds in the jackpot game that occurs, and the subsequent performance mode (special feature variation pattern derivation state) after the jackpot game ends, can be inferred from the type of symbol combination related to decorative symbols that corresponds to the jackpot game. In the symbol variation related to Special Feature 2, for symbols a, c, and d, one of the symbol combinations related to decorative symbols including the 7 symbol is determined, and for symbol b, one of the symbol combinations related to decorative symbols excluding the 7 symbol is determined. Therefore, in this embodiment, if a symbol combination related to the 7 symbol is displayed as a stop, it is confirmed that it is a jackpot game related to the stopped symbols (symbol a, c, or d) excluding symbol b. This makes it easier to estimate the number of rounds related to the jackpot game that occurs depending on the type of symbol combination related to the decorative symbols corresponding to the jackpot game, similar to the symbol variation related to Special Feature 1. On the other hand, unlike the symbol variation related to Special Feature 1, in the symbol variation related to Special Feature 2, it is difficult to estimate the subsequent performance mode depending on the type of symbol combination related to the decorative symbols corresponding to the jackpot game.
[0112] When the jackpot performance control means 227 receives a performance control command (start demo command, round start command, end demo command) related to a jackpot game or a minor jackpot game, it determines the content of the performance during the jackpot game or minor jackpot game based on the type of performance control command and the information contained in the performance control command.
[0113] The normal performance control means 220 reads performance data for each device corresponding to each performance at the execution timing of each performance, according to the content of the performance determined by the means described above provided in the first sub-control board 200. If the read performance data includes performance data related to images, it generates an image control command based on that performance data and stores the command in the 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 an audio control command related to sound based on that performance data and stores the command in the transmission command storage area of the sub-information storage means 260. Furthermore, the normal performance control means 220 reads performance data to notify that the system has become playable after the RAM clear process is executed if the system has returned to a playable state after power is restored, and reads performance data to notify that the system has become playable without the RAM clear process if the system has returned to a playable state without the RAM clear process is executed. In addition, if the system enters a play-stopped state, the normal performance control means 220 reads performance data to notify that the system has entered a play-stopped state and that the RAM clear process is required. The details of these notifications are omitted here, but it is preferable that they continue to be executed for a certain period of time (for example, 30 seconds) after execution begins, and the performance device that executes the notification is not limited.
[0114] The sub-error control means 230 determines an error notification pattern when an error command is transmitted and reads out performance data for executing the error notification according to the error notification pattern. Furthermore, error notifications are executed in priority over the variation effects related to symbol changes. Here, "error notifications are executed in priority" means that, when the device that executes the error notification and the device that executes the variation effects are the same device, it is not limited to cases where only the error notification is executed on that device (where the execution of the variation effects is restricted by the execution of the error notification), but also includes cases where the error notification is executed on that device in a manner that is more easily recognized than the variation effects. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not the gaming machine 10 is in an error state, and if it determines that it is in an error state, it may read out performance data to execute an error notification.
[0115] Furthermore, in this embodiment, the error notification accompanied by sound output is output at a single volume (for example, volume 10) regardless of the set game volume value. Furthermore, the error notifications that are emitted at a volume independent of the set game volume may not represent all of the error notifications issued by the gaming machine 10, but may represent only a portion of them.
[0116] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads the lamp control data based on that performance data and transmits the read lamp control data to the lamp to be executed.
[0117] The movable mechanism control means 245, if the performance data read by the normal performance control means 220 contains performance data corresponding to a movable mechanism, reads from the ROM 202 based on the performance data to control the movement of the movable decorative body 22 and the sub-display unit 82, transmits the read movable mechanism control data to the movable decorative body 22 and the sub-display unit 82, and controls the movement of the movable decorative body 22 and the sub-display unit 82.
[0118] The volume adjustment means 250 performs processing related to volume adjustment. Details of this processing will be described later.
[0119] The light intensity adjustment means 255 performs processing related to adjusting the light intensity. Details of this processing will be described later.
[0120] As described above, the sub-information storage means 260 is a means for temporarily storing data read by means provided in the first sub-control board 200, data derived by calculations performed by said means, etc., in corresponding storage areas.
[0121] The subcommand management means 270 receives performance control commands transmitted from the main control board 100 and stores the received performance commands in the received command storage area of the subinformation storage means 260. Furthermore, if an image control command is stored in the transmission command storage area of the subinformation storage means 260, the subcommand management means 270 transmits the image control command to the second sub-control board 300. Additionally, if an audio control command or volume adjustment command is stored in the same storage area, the subcommand management means 270 transmits these commands to the audio control board 310. These commands are, in principle, transmitted in the order they are stored in the transmission command storage area of the subinformation storage means 260.
[0122] As described above, the gaming machine 10 according to this embodiment is configured to allow adjustment of the volume of sounds related to game effects (game volume) by operating the volume adjustment unit 84 and the cursor buttons 38 (especially the left cursor button 38c and the right cursor button 38d). Here, the optimal volume of the sound related to the game's presentation changes depending on the player's preferences and the surrounding environment (presence or absence of noise, etc.). Therefore, as will be described later, the gaming machine 10 has a function to return the game volume to the standard volume as time passes when the player is not playing. However, if such a function is present, when a player stops playing, for example by operating their mobile phone, the game volume may revert to the standard volume, potentially causing the game to continue at an unintended volume. In contrast, the gaming machine 10 according to this embodiment has a function that makes it easier to recognize when the game volume has returned to the standard volume, and the details of this function will be explained below. In addition, the function related to light intensity adjustment will also be explained in this explanation.
[0123] <Regarding the process for setting the reference sound volume and reference light intensity> First, we will explain in detail the process for setting the reference sound volume and reference light intensity using Figures 11 and 12. Figure 11(a) shows the flow of the reference volume setting process, which is executed by the volume adjustment means 250 when the game transition to the playable state is performed by the game-playable state transition means 179. Figure 11(b) shows the flow of the reference light intensity setting process, which is executed by the light intensity adjustment means 255 when the game-ready state transition means 179 transitions to the game-ready state. Figure 12(a) is a table showing the correspondence between the standard volume and the adjustable range of the game volume, and Figure 12(b) is a table showing the correspondence between the standard light intensity and the game light intensity.
[0124] As shown in Figure 11(a), in step S102, which is the first step of the reference volume setting process, the volume corresponding to the stage of the volume adjustment unit 84 (any of volume levels 0 to 10) is set as the reference volume.
[0125] In step S104, the adjustable range of the game volume is set based on the set reference volume. Specifically, as shown in Figure 12(a), when the standard volume is set to volume 0, the adjustable range for the game volume is set to volume 0 to volume 2 (volume 0, volume 1, volume 2). Similarly, if the standard volume is volume 1, the adjustable range for game volume is set to volume 0 to volume 3; if the standard volume is volume 2, it is set to volume 0 to volume 4; if the standard volume is volume 3, it is set to volume 1 to volume 5; if the standard volume is volume 4, it is set to volume 2 to volume 6; if the standard volume is volume 5, it is set to volume 3 to volume 7; if the standard volume is volume 6, it is set to volume 4 to volume 8; if the standard volume is volume 7, it is set to volume 5 to volume 9; if the standard volume is volume 8, it is set to volume 6 to volume 10; if the standard volume is volume 9, it is set to volume 7 to volume 10; and if the standard volume is volume 10, it is set to volume 8 to volume 10.
[0126] In step S106, the set reference volume is set to the game volume, and then the reference volume setting process is terminated.
[0127] Next, as shown in Figure 11(b), in step S202, which is the first step of the reference light intensity setting process, the light intensity corresponding to the stage of the light intensity adjustment unit 85 (one of light intensity levels 1 to 5) is set as the reference light intensity.
[0128] In step S204, a predetermined adjustable range for the game light intensity is set. Specifically, as shown in Figure 12(b), regardless of the set standard volume, the adjustable range for the game light intensity is set to light intensity 1 to light intensity 5 (light intensity 1, light intensity 2, light intensity 3, light intensity 4, light intensity 5).
[0129] In step S206, the set reference light level is set to the game light level, and then the reference light level setting process is terminated.
[0130] Thus, in this embodiment, with respect to the game volume, one of the volume levels from 0 to 10 is set as the reference volume based on the stage of the volume adjustment unit 84 (the result of operation on the volume adjustment unit 84). If the set reference volume is greater than volume 0 (lower limit volume) and less than volume 10 (upper limit volume), a volume range with a lower limit of a volume less than the reference volume and a higher limit of a volume greater than the reference volume is set as the adjustable range for the game volume. Furthermore, if the set reference volume is 0, the adjustable volume range for game volume will be set to a volume range with 0 as the lower limit and a volume higher than the reference volume as the upper limit. Furthermore, if the set reference volume is volume 10, a volume range with a lower limit of a volume lower than the reference volume and a upper limit of volume 10 is set as the adjustable range for the game volume. According to this, it is possible to set the volume to match the intentions of the hall while giving players some freedom in adjusting the volume of the games. In order to achieve this effect, the width of the adjustable range for game volume centered on the reference volume (the difference between the reference volume and the lower limit of the adjustable range, and the difference between the reference volume and the upper limit of the adjustable range) is not a concern, but it is preferable that the width of the adjustable range for game volume be half or less of the settable range of the reference volume (volume 0 to volume 10).
[0131] Therefore, in the gaming machine 10, the first volume adjustment means (reference volume setting process) sets a volume within a predetermined range (volume 0 to volume 10) as the reference volume based on the first operation (operation on the volume adjustment unit 84), and when the set reference volume is greater than the lower limit volume (volume 0) within the predetermined range, and when the set reference volume is less than the upper limit volume (volume 10) within the predetermined range, it sets a volume range with a lower limit less than the reference volume and an upper limit greater than the reference volume as the adjustable range, when the set reference volume is the lower limit volume, it sets a volume range with a lower limit less than the reference volume and an upper limit greater than the reference volume as the adjustable range, and when the set reference volume is the upper limit volume, it sets a volume range with a lower limit less than the reference volume and an upper limit greater than the reference volume as the adjustable range.
[0132] On the other hand, in this embodiment, the game light intensity is set as a reference light intensity based on the stage of the light intensity adjustment unit 85 (the result of operation on the light intensity adjustment unit 85), and a uniform range (light intensity 1 to light intensity 5) is set for the adjustable range related to the game light intensity. This is because the effects related to the amount of light used during gameplay (effects from the frame lamps 35 and the main display unit 81) are caused by light, and are more directional than effects related to the volume of sound used during gameplay (effects from the speaker 33), thus having minimal impact on the surrounding environment. <Regarding the processing of changes to game volume and game light intensity> Next, using Figures 13 and 14, we will explain in detail the process related to changing the game volume and game light intensity. Figure 13 shows the flow of the game volume change process, which is performed by the volume adjustment means 250. Figure 14 shows the flow of the game light intensity change process, which is performed by the light intensity adjustment means 255.
[0133] As shown in Figure 13, in step S302, which is the first step of the game volume change process, it is determined whether or not an operation has been performed on the right cursor button 38d. If this condition is met, the process proceeds to step S304; otherwise, the process proceeds to step S308. In step S304, it is determined whether the current game volume is at the upper limit of the adjustable range for game volume. If this condition is met, the process proceeds to step S314; otherwise, the process proceeds to step S306. In step S306, the game volume is increased by 1 (the volume is raised by one level).
[0134] In step S308, it is determined whether or not an operation has been performed on the left cursor button 38c. If the condition is met, the process proceeds to step S310; otherwise, the process proceeds to step S314. In step S310, it is determined whether the current game volume is at the lower limit of the adjustable range for game volume. If this condition is met, the process proceeds to step S314; otherwise, the process proceeds to step S312. In step S312, the game volume is reduced by 1 (the volume is lowered by one level).
[0135] In step S314, it is determined whether or not the game volume has been updated (added or subtracted). If the condition is met, the process proceeds to step S316. If the condition is not met, the game volume change process is terminated. In step S316, the performance data related to the confirmation notification is set, and then the game volume change process is terminated. As a result, if there is an update to the game volume (if the game volume is changed), the confirmation notification will be executed. Here, the confirmation notification is a notification consisting solely of sound effects emitted from speaker 33, which ends after a certain amount of time has elapsed, and the notification is emitted at the updated game volume.
[0136] Next, as shown in Figure 14, in step S402, which is the first step of the game light intensity change process, it is determined whether or not an operation has been performed on the upper cursor button 38a. If this condition is met, the process proceeds to step S404; otherwise, the process proceeds to step S408. In step S404, it is determined whether the current game light intensity is at the upper limit of the adjustable range for game light intensity (light intensity 5). If this condition is met, the game light intensity change process is terminated; otherwise, the process proceeds to step S406. In step S406, the game light intensity is increased by 1 (raising the light intensity by one level), and then the game light intensity change process is terminated.
[0137] In step S408, it is determined whether or not an operation has been performed on the down cursor button 38b. If the condition is met, the process proceeds to step S410. If the condition is not met, the game light intensity change process is terminated. In step S410, it is determined whether the current game light intensity is at the lower limit of the adjustable range for game light intensity (light intensity 1). If this condition is met, the game light intensity change process is terminated; otherwise, the process proceeds to step S412. In step S412, the game light intensity is reduced by 1 (the light intensity is lowered by one level), and then the game light intensity change process is terminated.
[0138] <Regarding the process for initializing game volume and game light intensity> Next, using Figures 15 and 16, we will explain in detail the process related to the initialization of game volume and game light intensity. Figure 15 shows the flow of the game volume initialization process, which is performed by the volume adjustment means 250. Figure 16 shows the flow of the game light intensity initialization process, which is performed by the light intensity adjustment means 255 following the game volume initialization process.
[0139] As shown in Figure 15, in step S502, which is the first step of the game volume initialization process, it is determined whether or not the game is not in progress. If this condition is met, the process proceeds to step S504; otherwise, the game volume initialization process ends. Here, "not playing" refers to a state in which, among the playable states, neither symbol changes, jackpot play, nor minor jackpot play is being performed. This state can also be described as a state in which, upon the entry of a game ball into the first start port 57 or the second start port 59, the symbol changes corresponding to that entry begin immediately.
[0140] In step S504, it is determined whether a specified time (30,000 ms in this embodiment) has elapsed since the end of the most recent symbol variation. If this condition is met, the process proceeds to step S506. If the condition is not met, the game volume initialization process is terminated. Here, "the most recent end of symbol variation" can be replaced with "the end of a winning game" if it refers to a situation immediately after the end of a big win or small win game, but before any symbol variation has been performed. Furthermore, the time measurement for determining when the prescribed time has elapsed may be restarted when an operation unit such as the cursor button 38 is operated.
[0141] In step S506, the set reference volume is set to the game volume. In step S508, it is determined whether or not there has been a change in the game volume (whether or not the game volume has increased or decreased). If the condition is met, the process proceeds to step S510. If the condition is not met, the game volume initialization process is terminated. In step S510, the performance data related to the game volume reset notification 1 is set. As a result, if the game volume changes due to a reset of the game volume after a specified time has elapsed, the game volume reset notification 1 will be executed. Details of this notification will be described later. Furthermore, in the following explanation, the game volume reset notification 1, the game volume reset notification 2 (described later), and the game light intensity reset notification may be collectively referred to as reset notifications.
[0142] In step S512, it is determined whether the set reference volume is 0. If this condition is met, the process proceeds to step S514. If this condition is not met, the game volume initialization process ends. In step S514, the performance data related to the game volume reset notification 2 is set. As a result, if the game volume changes due to a reset after a specified time has elapsed, and the game volume after the change is 0, the game volume reset notification 2 will be executed. Details of this notification will be described later.
[0143] Thus, in this embodiment, when the conditions related to the elapsed time are met during non-gameplay, the game volume is set to the standard volume, and if the game volume changes as a result of this setting, the game volume reset notification 1 is executed regardless of the nature of the change (increase or decrease in game volume). This makes it easier for players to recognize when the game volume has been returned to the standard volume.
[0144] Furthermore, in order to achieve the said effect, the game volume reset notification 1 may be executed even when the game volume is set to the standard volume and the game volume does not change as a result of that setting. However, it is preferable to configure the system so that the game volume reset notification 1 is executed only when the game volume is set to the standard volume and the game volume changes as a result of that setting, as in this embodiment.
[0145] Furthermore, the game volume reset notification 1 may be the same in both cases: when the game volume is set to the standard volume and increases as a result of that setting, and when the game volume is set to the standard volume and decreases as a result of that setting. Alternatively, the notification manner of the game volume reset notification 1 may be different in these cases. In particular, the former case is highly effective in making it easier for the player to recognize that the volume has been returned to the standard volume. Furthermore, the conditions under which the reference volume is set as the game volume are not limited to those of this embodiment; any conditions may be adopted, however, it is preferable that the conditions include at least the elapsed time during non-game periods.
[0146] Therefore, in the gaming machine 10, the second volume adjustment means (game volume change processing, game volume initialization processing) sets a volume within the adjustable range set by the first volume adjustment means as the game volume based on the second operation (operation on the left cursor button 38c, right cursor button 38d), sets the reference volume as the game volume when predetermined conditions are met, and the notification control means (first sub-control board 200, second sub-control board 300) can execute a first notification (game volume reset notification 1). In other words, the first notification can be executed when the predetermined conditions are met when the set reference volume is greater than the lower limit volume and less than the reference volume is set as the game volume, and when the predetermined conditions are met when the set reference volume is less than the upper limit volume and greater than the reference volume is set as the game volume.
[0147] Furthermore, in this embodiment, if the game volume is set to the standard volume when the condition related to the elapsed time is met during non-gameplay, and the game volume increases as a result of this setting, the game volume reset notification 2 is not executed. On the other hand, if the game volume is set to the standard volume when the condition related to the elapsed time is met during non-gameplay, and the game volume decreases as a result of this setting, the game volume reset notification 2 may be executed. This makes it easier for players to recognize that the game volume has been lowered and returned to the standard volume. Furthermore, in order to achieve this effect, the game volume reset notification 2 may be executed when the reference volume is not 0. In addition, in that case, the notification mode of the game volume reset notification 2 is preferably one predetermined notification mode, but different notification modes may be provided depending on the value of the reference volume.
[0148] Therefore, in the gaming machine 10, the notification control means (first sub-control board 200, second sub-control board 300) is capable of executing a second notification (game volume reset notification 2) that is different from the first notification (game volume reset notification 1). In other words, when predetermined conditions are met in which the set reference volume is greater than the lower limit volume and the game volume is set to a volume lower than the reference volume, the second notification is not executed. When predetermined conditions are met in which the set reference volume is lower than the upper limit volume and the game volume is set to a volume higher than the reference volume, the second notification may be executed.
[0149] In particular, in this embodiment, if the conditions related to the elapsed prescribed time are met during non-gameplay, and the game volume is set to a reference volume other than volume 0, and the game volume decreases as a result of this setting, the game volume reset notification 2 is not executed. On the other hand, if the conditions related to the elapsed prescribed time are met during non-gameplay, and the game volume is set to a reference volume of volume 0, and the game volume decreases as a result of this setting, the game volume reset notification 2 is executed. This makes it easier for players to recognize that the game volume has been reset to 0. Furthermore, this helps players recognize that the gaming machine (especially the speaker) is not malfunctioning when the game volume is at 0. Furthermore, in order for this effect to be achieved, it is not necessary for the game volume reset notification 2 to be executed in the latter case; it is sufficient if the game volume reset notification 2 is executed in some of the cases.
[0150] Therefore, in the gaming machine 10, when the lower limit volume (volume 0) is set as the gaming volume, no sound related to the game effects is output when it is set as the gaming volume. When the set reference volume is greater than the lower limit volume and less than the upper limit volume, and the predetermined conditions are met while the volume greater than the reference volume is set as the gaming volume, the second notification (gaming volume reset notification 2) is not executed. When the set reference volume is the lower limit volume, and the predetermined conditions are met while the volume greater than the reference volume is set as the gaming volume, the second notification may be executed.
[0151] Next, as shown in Figure 16, in step S602, which is the first step of the game light intensity initialization process, it is determined whether or not the game is not in progress. If this condition is met, the process proceeds to step S604; otherwise, the game light intensity initialization process is terminated.
[0152] In step S604, it is determined whether a specified time (30,000 ms in this embodiment, the same as the game volume initialization process) has elapsed since the end of the most recent symbol variation. If this condition is met, the process proceeds to step S606; otherwise, the game light intensity initialization process is terminated.
[0153] In step S606, the set reference light level is set to the game light level. In step S608, it is determined whether or not there has been a change in the game light intensity (whether or not there has been an increase or decrease in the game light intensity). If the condition is met, the process proceeds to step S610. If the condition is not met, the game light intensity initialization process is terminated. In step S610, the performance data related to the game light intensity reset notification is set, and then the game light intensity initialization process is terminated. As a result, if the game light intensity changes due to a reset caused by the elapsed time, the game light intensity reset notification will be executed. Details of this notification will be described later.
[0154] Thus, in this embodiment, when the conditions related to the elapsed time are met during non-gameplay, the game light intensity is set to the standard light intensity, and if the game light intensity changes as a result of this setting, a game light intensity reset notification is executed regardless of the nature of the change (increase or decrease in game light intensity). This makes it easier for players to recognize when the light intensity has been returned to the standard level.
[0155] Furthermore, in order to achieve this effect, the game light level reset notification may be executed even when the game light level is set to the standard light level and does not change as a result of that setting. However, it is preferable to configure the system so that the game light level reset notification is executed only when the game light level is set to the standard light level and changes as a result of that setting, as in this embodiment.
[0156] Furthermore, the notification of the game light level reset may be the same in both cases: when the game light level is set to the standard level and increases as a result of that setting, and when the game light level is set to the standard level and decreases as a result of that setting. Alternatively, the notification of the game light level reset may be different in these cases. In particular, the former case is highly effective in making it easier for the player to recognize that the light level has been returned to the standard level. Furthermore, the conditions under which the reference light intensity is set as the game light intensity are not limited to those of this embodiment; any conditions may be adopted, however, it is preferable that the conditions include at least the elapsed time during non-game periods.
[0157] <Regarding Reset Notifications> Next, Figure 17 will be used to explain the details of the reset notification according to this embodiment. Figures 17(a) to 17(c) are diagrams showing specific examples of the execution mode related to reset notification. Figure 17(a) shows the case where there is no change in either the game volume or the game light intensity. Figure 17(b) shows the case where there is a change in both the game volume and the game light intensity, and the reference volume is not 0. Figure 17(c) shows the case where there is a change in both the game volume and the game light intensity, and the reference volume is 0.
[0158] As shown in Figure 17(a), in this embodiment, if the conditions related to the passage of a specified time are met during non-gameplay, and there is no change in either the game volume or the game light intensity, neither the reset notification is performed.
[0159] On the other hand, as shown in Figure 17(b), in this embodiment, when the conditions related to the passage of a specified time are met during non-gameplay, if there is a change in both the game volume and game light intensity (regardless of the nature of the change), and the reference volume is not 0, then a game volume reset notification image rg1 (corresponding to game volume reset notification 1) consisting of the text "※Volume has been reset", and a game light intensity reset notification image rg2 (corresponding to game light intensity reset notification) consisting of the text "※Light intensity has been reset", are displayed in the display area of the main display unit 81. These notifications may end after a certain amount of time has passed, or they may continue until the next symbol change begins.
[0160] Furthermore, as shown in Figure 17(c), in this embodiment, if the conditions related to the elapsed of a specified time are met during non-gameplay, and both the game volume and game light intensity change (regardless of the nature of the change), and the reference volume is 0, then the game volume reset notification image rg1 and the game light intensity reset notification image rg2 are displayed in the display area of the main display unit 81, and a game volume reset notification 2 consisting of the voice message "The sound has been muted" is executed. Furthermore, the game volume reset notification 2, like the game volume reset notification 1 and the game light intensity reset notification, may end after a certain amount of time has passed, or it may continue until the next symbol change begins. Furthermore, the volume at which the audio related to the game volume reset notification 2 is output may be any volume other than volume 0, but it is preferable that it be the game volume immediately before the game volume initialization process starts, i.e., the game volume before the change.
[0161] Furthermore, it is preferable that the execution times of the game volume reset notification 1, the game light intensity reset notification, and the game volume reset notification 2 are all longer than the execution times of the confirmation notifications described above. Furthermore, it is preferable that the execution time of the game volume reset notification 2 be shorter than the execution time of the game volume reset notification 1 and the game light intensity reset notification (which are the same in this embodiment).
[0162] Thus, in this embodiment, the game volume reset notification 1 and the game volume reset notification 2 are configured to be executed by different devices. This method makes it easier for players to recognize that the game volume has been reset to 0.
[0163] Therefore, in the gaming machine 10, the notification means includes a first notification means (main display unit 81) and a second notification means (speaker 33) that is different from the first notification means, and the first notification (game volume reset notification 1) is performed by the first notification means, and the second notification (game volume reset notification 2) is performed by the second notification means.
[0164] In particular, in this embodiment, the game volume reset notification 1 is performed by a main display unit 81 capable of displaying an image, and the game volume reset notification 2 is performed by a speaker 33 capable of outputting sound. According to this, it is possible to enhance the effect of making it easier for players to recognize that the game volume has been returned to 0, and also to enhance the effect of making it easier for players to recognize that the gaming machine (especially the speaker) is not malfunctioning.
[0165] Therefore, in the gaming machine 10, the first notification means is an image display means (main display unit 81) capable of displaying an image, and the second notification means is an audio output means (speaker 33) capable of outputting sound. In other words, the first notification is realized by image display, and the second notification is realized by audio output.
[0166] <Regarding other variations> The following are variations not described above.
[0167] First, although omitted in the above explanation, the current game volume and game light intensity may be made identifiable using meter displays or numerical displays. Furthermore, these displays may be displayed at all times, or they may be displayed for a predetermined time (for example, 2000ms) after being changed by the operation of the cursor button 38 (regardless of whether a change has occurred).
[0168] Furthermore, in the embodiment described above, the volume adjustment unit 84 and the light intensity adjustment unit 85 are separated as different operating units, but it is also possible to make it possible to adjust some of the stages specified by these operating units using only one of the operating units. Specifically, for example, if the volume adjustment unit 84 is set to volume 0 and the reference volume is set to volume 0, the reference light intensity may be forcibly set to light intensity 1 (regardless of the adjustment stage of the light intensity adjustment unit 85). According to this, the reference volume and reference light intensity can be set to the desired levels by operating either the volume adjustment unit 84 or the light intensity adjustment unit 85, without having to operate them individually.
[0169] Furthermore, the gaming machine 10 according to this embodiment employs a so-called Type 1 and Type 2 mixed machine that can derive both a big win and a small win that can generate a big win game in the special symbol win / loss determination, but it is not limited to this, and a machine that can derive only a so-called Type 2 win may also be employed.
[0170] Furthermore, in this embodiment, the probabilities, ratios, frequencies, and the number of occurrences may be such that the smaller value is 0, or the larger value is the maximum value, as long as the respective relationships are guaranteed. In particular, regarding the high and low levels of each ratio mentioned above, the control used to achieve these levels is not limited, as long as the phenomenal aspects are guaranteed. Furthermore, in this embodiment, each lottery value in the illustrated lottery table is merely an example, and any value within that range may be adopted for each lottery value, as long as the relative order of the lottery tables is maintained.
[0171] Furthermore, while the above explanation refers to the state of the RAM clear switch 43 at the time of power restoration to determine the recovery state, it may also be possible to refer to whether the time the RAM clear switch 43 has been in the ON state since power restoration exceeds a specified time (for example, 3 seconds). Doing so would further reduce the occurrence of incorrect RAM clear processing.
[0172] Furthermore, in the above explanation, the state of the middle frame door open sensor 76 (the open / closed state of the middle frame 17) was referred to when determining the recovery state upon power restoration. However, the recovery state may be set without referring to this state. In this case, the recovery state upon power restoration should be set uniformly according to the case where the middle frame door open sensor 76 is ON (the middle frame 17 is in the open state).
[0173] The present invention as described above is not limited to the above description, but also includes various modifications, improvements, and other forms as long as the objectives of the present invention are achieved.
[0174] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine capable of outputting sounds related to game effects at a set game volume, A first volume adjustment means for controlling the adjustable range of the game volume, A second volume adjustment means for setting the game volume within the adjustable range set by the first volume adjustment means, Notification methods, A notification control means for controlling the notification means, Equipped with, The first volume adjustment means is, Based on the first operation, one volume level within a predetermined range is set as the reference volume level. When the set reference volume is greater than the lower limit volume within the predetermined range, and when the set reference volume is less than the upper limit volume within the predetermined range, the adjustable range is set to a volume range with a lower limit of a volume less than the reference volume and an upper limit of a volume greater than the reference volume. When the set reference volume is the lower limit volume, the adjustable volume range is set to a volume range where the lower limit is the reference volume and the upper limit is a volume greater than the reference volume. When the set reference volume is the upper limit volume, the adjustable range is set to a volume lower limit that is lower than the reference volume and with the reference volume as the upper limit. The second volume adjustment means is Based on the second operation, one volume level within the adjustable range set by the first volume adjustment means is set as the game volume level. When the predetermined conditions are met, the standard volume is set as the game volume. The aforementioned notification control means is capable of executing the first notification, The first notification may be executed in either case when the predetermined conditions are met while the set reference volume is greater than the lower limit volume and the game volume is set to a volume less than the reference volume, or when the predetermined conditions are met while the set reference volume is less than the upper limit volume and the game volume is set to a volume greater than the reference volume. A gaming machine characterized by the following features. (2) The gaming machine described in (1) above, The notification control means is capable of executing a second notification that is different from the first notification. When the predetermined conditions are met while the set reference volume is greater than the lower limit volume and the game volume is set to be less than the reference volume, the second notification is not executed. When the predetermined conditions are met while the set reference volume is lower than the upper limit volume and the game volume is set to a volume higher than the reference volume, the second notification may be executed. A gaming machine characterized by the following features. (3) The gaming machine described in (2) above, When the aforementioned lower volume is set as the game volume, the sound related to the game effects is not output when the game volume is set. When the set reference volume is greater than the lower limit volume and less than the upper limit volume, and the predetermined condition is met while a volume greater than the reference volume is set as the game volume, the second notification is not executed. When the set reference volume is the lower limit volume, and the predetermined condition is met while a volume higher than the reference volume is set as the game volume, the second notification may be executed. A gaming machine characterized by the following features. [Explanation of Symbols]
[0175] 10 Gaming Machines 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable ornaments 23 Cylinder lock 25 Transparent component 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 sections 35 (35a, 35b, 35c) Frame Lamp 36 Ball Removal Mechanism 37 Performance Button 38 Cursor buttons 38a Up cursor button 38b Down arrow button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 39 Main control unit 39a Ball dispensing button 39b Return button 40 Power switch 43 RAM Clear Switch 45 Opening and closing cover 46 Game ball tank 47 Tank Rail 48 Dispensing Unit 49. Dispensing passage 50 game boards 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 55 Grand Prize Winners 57 First Starter Port 59 Second Starter Port 61 Standard Electric Mechanism 62 Standard Electric Solenoid Gate 63 65 Special Electric Mechanism 66 Special Electric Solenoid 67 General Prize Winners 69 Outlet 70. First start port sensor 71 Second start port sensor 72 Large Prize Entrance Sensor 73 General Prize Entrance Sensor 74 Gate Sensors 75 Out ball sensor 76. Inner frame door opening sensor 77 Front frame door open sensor 80 Performance display device 81 Main display unit 82 Sub-display section 82a Upper sub-display section 82b Left sub-display section 82c Right sub-display 84 Volume control section 85 Light intensity adjustment section 90 Pattern Display Device 91. First Special Pattern Display Device 92 Second Special Pattern Display Device 93 Standard Pattern Display Device 94. First Special Symbol Hold Lamp 95. Second Special Symbol Hold Lamp 96 Normal Symbol Hold Lamp 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O port 105 Random number circuit 109 Main control board case 110 Ball entry determination means 115 Main random number generation means 120 Main hold control means 125 Preliminary determination means 130 Special figure lottery means 131 Special figure validity determination means 132 Special figure stop symbol lottery means 133 Special figure variation pattern derivation means 135 General figure lottery means[[ID= 230 Sub-error control means 240 Lamp control means 245 Movable Parts Control Means 250 Volume adjustment means 255 Light amount adjustment means 260 Sub-information storage means 270 Subcommand management means 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 supply circuit 503 Power outage detection circuit 509 Power Control Board Case X First channel Y Second channel rg1 Game volume reset notification image rg2 Game Light Level Reset Notification Image
Claims
[Claim 1] A gaming machine capable of outputting sounds related to game effects at a set game volume, A first volume adjustment means for controlling the adjustable range of the game volume, A second volume adjustment means for setting the game volume within the adjustable range set by the first volume adjustment means, Notification methods, A notification control means for controlling the notification means, Equipped with, The first volume adjustment means is, Based on the first operation, one volume level within a predetermined range is set as the reference volume level. When the set reference volume is greater than the lower limit volume within the predetermined range, and when the set reference volume is less than the upper limit volume within the predetermined range, the adjustable range is set to a volume range with a lower limit of a volume less than the reference volume and an upper limit of a volume greater than the reference volume. When the set reference volume is the lower limit volume, the adjustable volume range is set to a volume range where the lower limit is the reference volume and the upper limit is a volume greater than the reference volume. When the set reference volume is the upper limit volume, the adjustable volume range is set to a volume lower than the reference volume as the lower limit and the reference volume as the upper limit. The second volume adjustment means is Based on the second operation, one volume level within the adjustable range set by the first volume adjustment means is set as the game volume level. When the predetermined conditions are met, the standard volume is set as the game volume. The aforementioned notification control means is capable of executing the first notification, The first notification may be executed when the predetermined conditions are met while the set reference volume is greater than the lower limit volume and the game volume is set to a volume less than the reference volume, and when the predetermined conditions are met while the set reference volume is less than the upper limit volume and the game volume is set to a volume greater than the reference volume. The notification control means is further capable of executing a second notification different from the first notification. When the predetermined conditions are met while the set reference volume is greater than the lower limit volume and the game volume is set to be less than the reference volume, the second notification is not executed. The second notification may be executed when the predetermined conditions are met while the set reference volume is lower than the upper limit volume and the game volume is set to a volume higher than the reference volume. A gaming machine characterized by the following features.
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