Gaming machine
The gaming machine enhances player engagement by implementing a multi-stage effect system with optional player-triggered and non-player-triggered effects, improving game progression and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-03-26
- Publication Date
- 2026-07-08
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and interest through varied and engaging effects.
The gaming machine incorporates an effect execution and control system with multiple stages of effects, allowing predetermined effects to unfold sequentially and optionally without player input, featuring different performance modes and display options, enhancing game progression and enjoyment.
This design improves player engagement by providing smoother game progression and clearer recognition of additional effects, contributing to enhanced enjoyment and player interaction.
Smart Images

Figure 0007886620000001 
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Abstract
Description
Technical Field
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[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.
Background Art
[0002] Among gaming machines typified by pachinko machines and slot machines, there are some that have operation means operable by a player and execute effects based on the operation of the operation means. In the gaming machine described in Patent Document 1, by operating the operation means, various effects such as a crane lifting an item are performed, attracting attention to what kind of item is lifted, and aiming to improve the gaming interest.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Today, it is desired to improve the gaming interest in gaming machines equipped with operation means.
[0005] Therefore, the present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the gaming interest.
Means for Solving the Problems
[0006] According to the present invention, the present invention comprises an effect execution means for executing an effect, an effect control means for controlling the effect execution means, and an operation means that can be operated by a player, wherein the effect includes a predetermined effect, the predetermined effect may unfold in a first content that is executed up to the first predetermined effect of the first stage, and may unfold in a second content that is executed up to the second predetermined effect of the second stage after the first predetermined effect has been executed, the first predetermined effect may be executed when the operation means is operated, the second predetermined effect may be executed when the operation means is operated, and when the predetermined effect unfolds in the second content, and the operation means When the first predetermined performance is executed as a result of the operation of the operation means, the second predetermined performance is executed without being triggered by the operation of the operation means, and the performance modes of the first predetermined performance that are executed as a result of the operation of the operation means include a first performance mode and a second performance mode, and when the predetermined performance is unfolded with the second content and the first predetermined performance is executed as a result of the operation of the operation means, the proportion of the second predetermined performance that is executed without being triggered by the operation of the operation means is such that the proportion when the first predetermined performance is in the second performance mode is higher than the proportion when the first predetermined performance is in the first performance mode. The system is configured to generate a specific game, and the specific game includes a first specific game and a second specific game which is more advantageous than the first specific game, and the first predetermined performance of the second performance mode has a higher expectation of generating the second specific game than the first predetermined performance of the first performance mode. A gaming machine characterized by the following is provided. Furthermore, according to the present invention, the present invention comprises an effect execution means for executing an effect, an effect control means for controlling the effect execution means, and an operation means that can be operated by a player, wherein the effect includes a predetermined effect, the predetermined effect may unfold in a first content that is executed up to the first predetermined effect of the first stage, and may unfold in a second content that is executed up to the second predetermined effect of the second stage after the first predetermined effect has been executed, the first predetermined effect may be executed when the operation means is operated, the second predetermined effect may be executed when the operation means is operated, when the predetermined effect unfolds in the second content and the first predetermined effect is executed when the operation means is operated, the second predetermined effect is executed without being triggered by the operation means, and the effect modes of the first predetermined effect that is executed when the operation means is operated include a first effect mode and a second effect mode, and the predetermined effect unfolds in the second content and The provided gaming machine is characterized in that, when the first predetermined performance is executed as a result of the operation means being operated, the proportion of the second predetermined performance being executed without being triggered by the operation means is higher when the first predetermined performance is in the second performance mode than when the first predetermined performance is in the first performance mode; the predetermined performance is composed of images and can display a first specific image or a second specific image in parallel with the first predetermined performance; when the predetermined performance is unfolded with the second content and the first predetermined performance is executed as a result of the operation means being operated, the proportion of the second predetermined performance being executed without being triggered by the operation means is higher when the second specific image is displayed in parallel with the first predetermined performance than when the first specific image is displayed in parallel with the first predetermined performance; and both the first specific image and the second specific image are displayed before the first predetermined performance is started. [Effects of the Invention]
[0007] According to the present invention, a gaming machine is provided that can improve the enjoyment of gaming. [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 specific examples of dialogue direction for direction patterns EP1 and EP2, and Figure 11(b) shows specific examples of dialogue direction for direction patterns EP3 and EP4. [Figure 12] Figure 12 shows a specific example of dialogue direction in direction pattern EP5. [Figure 13] Figure 13 shows a specific example of dialogue direction in direction pattern EP6. [Figure 14] Figure 14 shows the flow of the dialogue performance control process. [Figure 15] FIG. 15(a) schematically shows a lottery table used for the execution lottery of the dialogue performance, FIG. 15(b) shows a lottery table used for the lottery of the performance pattern related to the dialogue performance, and FIG. 15(c) shows a lottery table used for the lottery of the dialogue pattern. [Figure 16] FIG. 16 is a flow of the additional performance control process. [Figure 17] FIG. 17(a) schematically shows a lottery table used for the lottery of the performance button image, and FIG. 17(b) shows a lottery table used for the lottery of the background image. [Figure 18] FIG. 18 is a timing chart showing the display period of the background image in the dialogue performance. MODE 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 will be omitted as appropriate. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the state seen from the front side (player side) of the gaming machine 10 as shown in FIG. 1 unless otherwise specified. Note that "advantageous (degree of advantage)" in the following description means being advantageous to the player, and further, unless otherwise specified, it means being advantageous with respect to the acquisition amount of prize balls (game media) (including not only the payout of game balls but also the payout of medals) excluding the performance aspect 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 configuration in parentheses is an example of the configuration of the present embodiment corresponding to the immediately preceding configuration, and the configuration may be described in parentheses for the same purpose in the description of the gaming machine 10 after the explanation.
[0011] The present invention relates to production execution means (main display unit 81) for executing production, production control means (first sub-control board 200, second sub-control board 300) for controlling the above production execution means, operation means (production button 37) operable by a player, and the above production includes a predetermined production (script production), the above predetermined production is developed with a first content that is executed up to a first predetermined production (front half script image sg1) in the first stage, and a second content that is executed up to a second predetermined production (rear half script image sg2) in the second stage after the above first predetermined production is executed, the above first predetermined production may be executed when the above operation means is operated, the above second predetermined production may be executed when the above operation means is operated, when the above predetermined production is developed with the above second content, and when the above first predetermined production is executed when the above operation means is operated, the above second predetermined production is executed without being triggered by the operation of the above operation means, the production modes of the above first predetermined production executed when the above operation means is operated include a first production mode (content corresponding to the script pattern SP1) and a second production mode (content corresponding to the script pattern SP2), Regarding the ratio at which the above second predetermined production is executed without being triggered by the operation of the above operation means when the above predetermined production is developed with the above second content and when the above first predetermined production is executed when the above operation means is operated, the ratio when the above first predetermined production is the above second production mode is higher than the ratio when the above first predetermined production is the above first production mode, A gaming machine characterized by the above.
[0012] According to the present invention, the progress of the predetermined performance described in the second section above can be made smoother. This makes it less likely to confuse the player even if other performances are performed in parallel with the predetermined performance, and also makes it easier for the player to recognize the other performances themselves. Furthermore, the addition of these other performances contributes to improving the enjoyment of the game. Furthermore, according to the present invention, the display content of the first predetermined performance can be used to infer whether or not a game operation related to the second predetermined performance is necessary. This contributes to enhancing the effect of making the progress of the predetermined performance unfolding in the second content described above smoother.
[0013] In the embodiment described later, the above-mentioned predetermined performance is performed during the execution of the symbol change (especially before the decorative symbols enter a reach state), but the duration of its execution is not limited as long as it occurs during gameplay (during the execution of the symbol change, during a big win, during a small win, etc.).
[0014] Furthermore, the above-mentioned predetermined effects are not limited to those implemented by a liquid crystal display device, as in this embodiment, but may also be implemented by devices other than a liquid crystal display device, such as speakers or lamps, in addition to or instead of the liquid crystal display device. Furthermore, as will be explained later, the method used to achieve the above-mentioned high or low ratios is irrelevant; it is sufficient that the above-mentioned high or low ratios are guaranteed in terms of the phenomena themselves.
[0015] Furthermore, while the gaming machine according to this embodiment, which will be described later, is a pachinko machine that dispenses actual game balls as prize balls, the gaming machine according to the present invention may also be a pachinko machine that assigns prize balls as electronic data (a so-called smart pachinko machine). Furthermore, the gaming machine according to the present invention may be a conventional slot machine that performs symbol changes by rotating multiple reels using a predetermined number of tokens and pays out tokens based on the result of the symbol changes (the way the multiple reels stop), or it may be a slot machine that pays out all tokens as electronic data (a so-called smart slot).
[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 30 that discharges 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] Furthermore, 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.
[0024] Furthermore, a movable decorative body 22, which is operated (vibrates) by an actuator such as a motor (not shown), is provided on the side of the upper ball receiving tray 27. In addition, a lamp made of full-color LEDs is provided inside the movable decorative body 22, and when this lamp lights up in accordance with the operation of the actuator, the movable decorative body 22 lights up, making it easy to recognize that the movable decorative body 22 is in operation.
[0025] 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.
[0026] 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.
[0027] 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).
[0028] 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".
[0029] 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 (the left display area 821 and the right display area 822, described later) 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.
[0030] 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.
[0031] 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."
[0032] 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."
[0033] 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).
[0034] 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.
[0035] As shown in Figure 4, numerous obstacles such as game pins (not shown), windmills 52, and decorative members are arranged on the front of the game board 50, thereby defining the game area 50a so that the launched game balls roll along it. 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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 game ends when the special electric mechanism 65 remains open for 1.8 seconds, or when 10 game balls enter the large prize slot 55. Therefore, in a minor win game, it is less likely for game balls to enter the large prize slot 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.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] The out-out opening 69 is located at the bottom of the game area 50a. 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 (not shown) is provided for detecting out balls, which are game balls that have entered the prize entry and out exit 69.
[0046] 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 receiving prize balls illegally.
[0047] 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.
[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 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 and the cursor button 38, and is configured to detect the operation of the said control unit.
[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 sub-display unit 82, etc., through 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 the movable decorative body 22, and transmits lamp control data via the I / O port 204. The frame lamp 35 and the movable decorative body 22 are configured to be controlled by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and the sub-display unit 82, and transmits movement control data via the I / O port 204. The movable decorative body 22 and the sub-display unit 82 are configured so that their movement is controlled by the movement control data transmitted from the first sub-control board 200.
[0060] The second sub-control board 300, although not shown in the 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 controls the payout unit 48 to dispense game balls based on payout control commands from the main control board 100, and also controls the launch of game balls by synchronously driving the ball feeding mechanism and the launching mechanism based on the amount of operation of the operating handle 31.
[0063] The power 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 related to special symbols and symbol changes related to regular symbols. With respect to 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 prize is awarded in 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. In particular, the pre-determination command includes a random number used for determining whether the special feature is successful or not, and this random number is referenced in the special feature variation pattern derivation state PB decoration pre-read performance control process described later. 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 itself 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. As described above, in a lottery using a lottery table, the random numbers read are sequentially added to the lottery values stored in the lottery table in a predetermined order, and the result corresponding to the lottery value that resulted in a carry is derived as the result of the lottery. Therefore, in the special figure 2 win / loss determination, a big win or a small win is derived when a random number within the random number range of 63511 to 65535 is obtained. In particular, a big win is derived when a random number within the random number range of 65331 to 65535 is obtained, and a small win is derived when a random number within the random number range of 63511 to 65330 is obtained. 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 both the number of rounds and the prescribed number of times for normal symbol high probability state. 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 occurring during a minor win related to symbol a may be referred to as a "jackpot related to symbol a," and a jackpot occurring 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 (neither of which are shown in the illustration).
[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. At the end of the start demo, it generates a round start command and stores it in the transmission command storage area of the main information storage means 160, and generates an end demo command and stores it in the transmission command storage area of the main information storage means 160.
[0085] 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 (not shown) provided in the major prize opening 55 during the minor win game, it enables the start of the jackpot game corresponding to the minor win after the minor win game ends. Therefore, in this embodiment, the minor win game functions to generate a jackpot game. However, 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 minor win game ends.
[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 decorative symbols refers to the final stop display of decorative symbols during symbol variation, and is different from the temporary stop display of decorative symbols that may occur during the execution of symbol variation. In the temporary stop display of decorative symbols, the stopped decorative symbols are accompanied by a small up-and-down shaking motion (so-called shaking motion), whereas in the confirmed stop display of decorative symbols, the stopped decorative symbols are not accompanied by shaking motion. Therefore, players can recognize whether the stop display of decorative symbols 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 reaches 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 reaches 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] Thus, in this embodiment, in terms of the number of prescribed rounds related to the normal high probability, the special symbol variation pattern derivation state PC can be said to be a more advantageous game state than the special symbol variation pattern derivation state PB. Furthermore, in terms of the time efficiency of prize ball acquisition due to the average variation time, the special symbol variation pattern derivation state PC can be said to be a more advantageous game state than the special symbol variation pattern derivation state PB.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] The power restoration processing execution means 175 includes a recovery state setting means 176 and a game-ready state transition means 179.
[0099] 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" refers to a recovery state in which gameplay cannot proceed because the processing corresponding 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). 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.
[0100] 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.
[0101] 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.
[0102] 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).
[0103] 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 sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 as 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.
[0104] 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.
[0105] 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.
[0106] 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 Special Symbol Variation Pattern Derivation State PA, Challenge Mode to Special Symbol Variation Pattern Derivation State PB, and RUSH Mode to Special Symbol Variation Pattern Derivation State PC.
[0107] 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.
[0108] 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.
[0109] For example, the performance routes corresponding to the special feature variation patterns HNP-A to HNP-D and special feature variation pattern HRP, which are determined in the normal state (special feature variation pattern derivation state PA), correspond to the non-developmental miss performance route mentioned above. Specifically, in special symbol variation patterns HNP-A to HNP-D, there is a corresponding performance route that notifies the player that the special symbol win / loss judgment for this symbol variation is a miss, by having the decorative symbols stop in a scattered pattern (a state where all rows of symbols are displayed, and no identical decorative symbols are displayed in any row) without the decorative symbols entering a reach state. Here, identical decorative symbols refer to decorative symbols that imitate the same numbers, even if the parts other than the numbers that make up the decorative symbols are different. Similarly, different decorative symbols refer to decorative symbols that imitate different numbers. The special symbol variation pattern HRP corresponds to a performance route in which the decorative symbols enter a reach state without going through a pseudo-variation, and then the decorative symbols stop and are displayed in a scattered pattern without the development performance described later being executed, thereby notifying the player that the special symbol win / loss judgment for this symbol variation is a loss. Here, a pseudo-variation refers to a period before the development performance begins that is divided by the stopping of decorative symbols according to certain rules (for example, the stopping of decorative symbols in a manner in which the same decorative symbol stops in the middle and right symbol rows, such as "5 symbol-6 symbol-6 symbol"). Therefore, it can be said that a pseudo-variation only occurs when the number of pseudo-variations reaches two. In other words, if the decorative symbols only vary once to form a reach state, it can be said that no pseudo-variation occurs, or in that case, it can be said that one pseudo-variation is executed. In this embodiment, the maximum number of pseudo-variations is three, but the maximum number of pseudo-variations is not limited to this, and any number of two or more may be adopted.
[0110] The special feature variation patterns HSP1-A to HSP3-B correspond to the aforementioned development failure sequence routes. Specifically, the special symbol variation patterns HSP1-A and HSP1-B correspond to a sequence in which the decorative symbols enter a reach state without going through a pseudo-variation, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Note that the types of development sequences corresponding to each special symbol variation pattern are different; special symbol variation pattern HSP1-A corresponds to development sequence HEA, and special symbol variation pattern HSP1-B corresponds to development sequence HEB. Special symbol variation patterns HSP2-A and HSP2-B correspond to a sequence in which the decorative symbols enter a reach state through two pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Similar to special symbol variation patterns HSP1-A and HSP1-B, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence HEA corresponding to special symbol variation pattern HSP2-A and development sequence HEB corresponding to special symbol variation pattern HSP2-B. Special symbol variation patterns HSP3-A and HSP3-B correspond to a sequence in which the decorative symbols enter a reach state through three pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a loss, and after the development sequence ends, the decorative symbols stop and are displayed in a scattered pattern. Similar to special symbol variation patterns HSP1-A and HSP1-B, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence HEA corresponding to special symbol variation pattern HSP3-A and development sequence HEB corresponding to special symbol variation pattern HSP3-B.
[0111] The special feature variation patterns ASP1-A and ASP1-B correspond to the jackpot animation routes described above. Specifically, the special symbol variation patterns ASP1-A and ASP1-B correspond to a performance route in which the decorative symbols enter a reach state without going through a pseudo-variation, and then a development performance is executed that announces that the result of the special symbol hit / fail judgment in this symbol variation is a jackpot, and after the completion of the development performance the decorative symbols stop to display in a symbol alignment state (all symbol rows are stopped and displayed, and the same decorative symbol is stopped and displayed in each symbol row). Note that the types of development performances corresponding to each special symbol variation pattern are different, with development performance HEA corresponding to special symbol variation pattern ASP1-A and development performance HEB corresponding to special symbol variation pattern ASP1-B. Special symbol variation patterns ASP2-A and ASP2-B correspond to a sequence in which the decorative symbols enter a reach state through two pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state. Similar to special symbol variation patterns ASP1-A and ASP1-B, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence HEA corresponding to special symbol variation pattern ASP2-A and development sequence HEB corresponding to special symbol variation pattern ASP2-B. Special symbol variation patterns ASP3-A and ASP3-B correspond to a sequence in which the decorative symbols enter a reach state through three pseudo-variations, followed by a development sequence that announces that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends, the decorative symbols stop and are displayed in a matching state. Similar to special symbol variation patterns ASP1-A and ASP1-B, the types of development sequences corresponding to each special symbol variation pattern are different, with development sequence HEA corresponding to special symbol variation pattern ASP3-A and development sequence HEB corresponding to special symbol variation pattern ASP3-B. The special symbol variation pattern ASP-C corresponds to a sequence in which the decorative symbols enter a reach state without going through a pseudo-variation, and then the development sequence HEC is executed to announce that the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and after the development sequence ends the decorative symbols stop and are displayed in a matching state.
[0112] Thus, in this embodiment, by associating identical development sequences, the sequence route corresponding to special symbol variation pattern ASP1-A is associated with the sequence route corresponding to special symbol variation pattern HSP1-A, the sequence route corresponding to special symbol variation pattern ASP1-B is associated with the sequence route corresponding to special symbol variation pattern HSP1-B, the sequence route corresponding to special symbol variation pattern ASP2-A is associated with the sequence route corresponding to special symbol variation pattern HSP2-A, the sequence route corresponding to special symbol variation pattern ASP2-B is associated with the sequence route corresponding to special symbol variation pattern ASP2-B, the sequence route corresponding to special symbol variation pattern HSP3-A is associated with the sequence route corresponding to special symbol variation pattern ASP3-A, and the sequence route corresponding to special symbol variation pattern ASP3-B is associated with the sequence route corresponding to special symbol variation pattern ASP3-B. As a result, the content of the sequences in the associated sequence routes will match from the beginning to just before the end (the timing at which the result of the special symbol win / loss judgment is shown by the development sequence related to the sequence route). Therefore, during the symbol variation in which the development sequences HEA and HEB are executed, the player can be made to feel a sense of anticipation for winning a jackpot. Furthermore, the aforementioned special symbol variation patterns that determine the performance route for the development performance HEA and development performance HEB can also be described as special symbol variation patterns that suggest a jackpot. The same applies to the other performance modes described later. Furthermore, there is no corresponding developmental failure sequence for the special symbol variation pattern ASP-C. Therefore, when the developmental sequence HEC is executed during the symbol variation, the player can definitively recognize that they have won a jackpot. Thus, it can be said that the sequence corresponding to this special symbol variation pattern is a sequence that guarantees a jackpot, and that this special symbol variation pattern is a special symbol variation pattern that guarantees a jackpot.
[0113] Furthermore, as shown in Figure 9(a), if the result of the special symbol win / loss judgment is a loss, within the range where the number of pseudo-variations is the same, the special symbol variation pattern corresponding to the performance route in which the development performance HEA is executed (for example, special symbol variation pattern HSP1-A) and the special symbol variation pattern corresponding to the performance route in which the development performance HEB is executed (for example, special symbol variation pattern HSP1-B) become less likely to be determined. If the result of the special symbol win / loss judgment is a jackpot, within the range where the number of pseudo-variations is the same, the special symbol variation pattern corresponding to the performance route in which the development performance HEA is executed (for example, special symbol variation pattern ASP1-A) and the special symbol variation pattern corresponding to the performance route in which the development performance HEB is executed (for example, special symbol variation pattern ASP1-B) become more likely to be determined. And, as mentioned above, the development performance HEC is executed only when a jackpot is won. Therefore, the expectation of winning a jackpot increases in the order of development sequence HEA, HEB, and HEC. The same applies to the relationship between development sequence HED, HEE, and HEF, and between development sequence HEG, HEH, and HEI, which will be discussed later.
[0114] Furthermore, as shown in Figure 9(a), if the result of the special symbol win / loss judgment is a loss, within the range of similar development sequences, the special symbol variation pattern corresponding to the sequence route in which no pseudo-variation occurs (e.g., special symbol variation pattern HSP1-A), the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 2 (e.g., special symbol variation pattern HSP2-A), and the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 3 (e.g., special symbol variation pattern HSP3-A) become less likely to be determined in that order. And if the result of the special symbol win / loss judgment is a big win, within the range of similar development sequences, the special symbol variation pattern corresponding to the sequence route in which no pseudo-variation occurs (e.g., special symbol variation pattern ASP1-A), the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 2 (e.g., special symbol variation pattern ASP2-A), and the special symbol variation pattern corresponding to the sequence route in which the number of pseudo-variations is 3 (e.g., special symbol variation pattern ASP3-A) become more likely to be determined in that order. Therefore, the more times the pseudo-variation is executed, the higher the expectation of winning a jackpot can be.
[0115] As mentioned above, in the special feature variation patterns HSP1-A, HSP1-B, ASP1-A, ASP1-B, and ASP-C, the machine enters a reach state without going through pseudo-variations; in the special feature variation patterns HSP2-A, HSP2-B, ASP2-A, and ASP2-B, the machine enters a reach state after two pseudo-variations; and in the special feature variation patterns HSP3-A, HSP3-B, ASP3-A, and ASP3-B, the machine enters a reach state after three pseudo-variations. Therefore, the time it takes to reach a winning state increases in the following order: special symbol variation patterns that reach a winning state without going through pseudo-variations, special symbol variation patterns that reach a winning state after two pseudo-variations, and special symbol variation patterns that reach a winning state after three pseudo-variations. However, in the symbol variation that determines special symbol variation pattern ASP-C, the time it takes to reach a winning state is longer than in the special symbol variation patterns that reach a winning state without going through other pseudo-variations (special symbol variation patterns HSP1-A, HSP1-B, ASP1-A, and ASP1-B).
[0116] 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 that changes in various ways to suggest the degree of advantage, such as the expected probability of a big win occurring.
[0117] 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. A pre-announcement effect is a type of effect that aims to enhance the enjoyment of the game by hinting at the expected outcome of the special symbol win / loss judgment during the pre-announcement effect, or the content of the effect that will be performed during the pre-announcement effect, before the reel spinning of the target symbol begins. The symbol changes targeted for the above-mentioned pre-reading refer to symbol changes related to the main special symbol (special symbol 1 in special symbol change pattern derivation state PA, and special symbol 2 in special symbol change pattern derivation state PB and special symbol change pattern derivation state PC), and which are held in the state of hold 1 to hold 3.
[0118] 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.
[0119] 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, one of the symbol combinations related to decorative symbols including the 7 symbol is determined for symbols a and c, and one of the symbol combinations related to decorative symbols excluding the 7 symbol is determined for symbol b. 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 symbol (symbol a or symbol c) 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 decorative symbols that corresponds to the jackpot game, similar to the symbol variation related to Special Feature 1.
[0120] When the jackpot performance control means 227 receives a performance control command related to the jackpot game (start demo command, round start command, end demo command), it determines the content of the performance during the jackpot game based on the type of performance control command and the information contained in the performance control command. Furthermore, the game includes three types of effects during a jackpot: a start demo effect that is executed upon receiving a start demo command to announce the start of the jackpot game; a round effect that is executed upon receiving a round start command to announce that a round is in progress; and an end demo effect that is executed upon receiving an end demo command to announce the end of the jackpot game. In particular, the round effect includes music playback, and the player can select the music to be played through gameplay; details of this will be described later.
[0121] 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 on the first sub-control board 200. Specifically, 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 presentation in this embodiment includes dialogue sequences that can progress in stages and may require gameplay operations; the details of these presentations will be described later.
[0122] 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.
[0123] 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 with priority over reel spinning effects. Here, reel spinning effects refer to effects that occur during the execution of reel spinning, including at the start of reel spinning, and that suggest the likelihood of a big win occurring in that reel spinning or the reel spinning that is currently in reserve. Moreover, the execution of error notifications with priority includes not only cases where only error notifications are executed on the device that executes error notifications and the device that executes reel spinning effects, when the device is the same device (where the execution of reel spinning effects is restricted by the execution of error notifications), but also cases where error notifications are executed on the device in a manner that is more easily recognized than reel spinning effects. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether the gaming machine 10 is in an error state, and if it determines that it is in an error state, it may read out performance data to execute an error notification.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] As described above, the gaming machine 10 according to this embodiment is configured to execute dialogue sequences that can progress in stages and require game operation, and these dialogue sequences have functions not found in conventional machines. The details of these functions will be described below.
[0129] <Specific examples of dialogue direction> First, Figures 11 to 13 will be used to explain specific examples of dialogue direction. Figure 11(a) shows specific examples of dialogue direction for direction patterns EP1 and EP2, and Figure 11(b) shows specific examples of dialogue direction for direction patterns EP3 and EP4. Figure 12 shows a specific example of dialogue direction in direction pattern EP5. Figure 13 shows a specific example of dialogue direction in direction pattern EP6.
[0130] As shown in Figures 11(a), 11(b), 12, and 13, the dialogue performance in this embodiment consists of dialogue images (images containing characters corresponding to dialogue) displayed on the main display unit 81, and is performed after the symbol variation starts but before the decorative symbols enter a reach state. Furthermore, the dialogue performance differs in the number of dialogue images displayed in the dialogue performance and whether or not game operations related to the execution of the dialogue are required, and in this embodiment there are a total of six performance patterns, from performance pattern EP1 to performance pattern EP6. Specifically, as shown in Figure 11(a), in the dialogue presentation related to presentation pattern EP1, the first half of the dialogue image sg1 is displayed and the dialogue presentation ends (the second half of the dialogue image sg2, which will be described later, is not displayed). In the dialogue presentation related to presentation pattern EP2, the first half of the dialogue image sg1 is displayed first, followed by the second half of the dialogue image sg2, after which the dialogue presentation ends. Furthermore, no gameplay (operation on the performance button 37) is required for the dialogue sequences related to performance patterns EP1 and EP2.
[0131] As shown in Figure 11(b), in the dialogue performance related to performance pattern EP3, an image bg of the performance button requesting operation on the performance button 37 is displayed first. If the performance button 37 is operated while the performance button image bg is displayed, the first half of the dialogue image sg1 is displayed and the dialogue performance ends. In the dialogue performance related to performance pattern EP4, similar to the dialogue performance related to performance pattern EP3, the performance button image bg is displayed first, and if the performance button 37 is operated while the performance button image bg is displayed, the first half of the dialogue image sg1 is displayed, followed by the second half of the dialogue image sg2, and the dialogue performance ends. In this embodiment, if no operation is performed on the performance button 37 while the performance button image bg is displayed during a dialogue performance, the dialogue performance will end without displaying the dialogue image that would normally be shown if the operation were performed. This also applies to each of the dialogue performances described later.
[0132] As shown in Figure 12, in the dialogue performance related to performance pattern EP5, the first half of the dialogue image sg1 is displayed first, followed by the performance button image bg. If the performance button 37 is operated while the performance button image bg is displayed, the second half of the dialogue image sg2 is displayed and the dialogue performance ends. As shown in Figure 13, in the dialogue performance related to performance pattern EP6, the performance button image bg is displayed first, and if the performance button 37 is operated while the performance button image bg is displayed, the first dialogue image sg1 is displayed, followed by the second performance button image bg, and if the performance button 37 is operated while the performance button 37 is displayed while the second performance button image bg is displayed, the second dialogue image sg2 is displayed and the dialogue performance ends.
[0133] Thus, the dialogue performance in this embodiment can unfold in two ways: firstly, it can unfold in a first content that is executed up to the first stage of dialogue (first half of dialogue image sg1); or secondly, it can unfold in a second content that is executed up to the second stage of dialogue (second half of dialogue image sg2) after the first stage of dialogue has been executed. Furthermore, both the first stage of dialogue and the second stage of dialogue may be executed in response to the operation of the performance button 37. In the case where the dialogue performance unfolds in the second content and the first stage of dialogue is executed in response to the operation of the performance button 37, the second stage of dialogue is executed without being triggered by an operation of the performance button 37. This allows for a smoother progression of the dialogue sequences described in the second section above. This reduces the likelihood of confusion for players even when other sequences are performed in parallel with the dialogue sequences, and also makes the other sequences themselves easier to recognize. Furthermore, the addition of these other sequences contributes to an improvement in the enjoyment of the game.
[0134] Therefore, the gaming machine 10 includes an effect execution means (main display unit 81) for executing effects, an effect control means (first sub-control board 200, second sub-control board 300) for controlling the effect execution means, and an operating means (effect button 37) that can be operated by the player. The effects include predetermined effects (dialogue effects), and the predetermined effects may unfold in a first content that is executed up to the first predetermined effect (first half dialogue image sg1) of the first stage, or in a second content that is executed up to the second predetermined effect (second half dialogue image sg2) of the second stage after the first predetermined effect has been executed. The first predetermined effect may be executed when the operating means is operated, and the second predetermined effect may be executed when the operating means is operated. When the predetermined effect unfolds in the second content and the first predetermined effect is executed when the operating means is operated, the second predetermined effect is executed without being triggered by the operation of the operating means.
[0135] As will be explained in more detail later, there are multiple display modes (dialogue patterns) for the first half dialogue image sg1 and the second half dialogue image sg2, as well as multiple display modes for the performance button image bg, according to this embodiment. Furthermore, in the dialogue presentation of this embodiment, a background image hg (details will be described later) is displayed behind the first dialogue image sg1 and the presentation button image bg.
[0136] <Regarding dialogue and presentation control processing> Next, using Figures 14 to 17, we will explain in detail the dialogue performance control process that controls the dialogue performance according to this embodiment. Figure 14 shows the flow of the dialogue performance control process, which is executed when the variation starts in the special feature variation pattern derivation state PA (when the variation start command is received). Figure 15(a) schematically shows the lottery table used for the execution of dialogue sequences, Figure 15(b) schematically shows the lottery table used for the execution patterns related to dialogue sequences, and Figure 15(c) schematically shows the lottery table used for the dialogue patterns. The range of random numbers used in these lotteries is 0 to 999. Figure 16 shows the flow of the additional effects control process, which is executed within the dialogue effects control process. Figure 17(a) schematically shows the lottery table used for selecting the image of the performance button, and Figure 17(b) schematically shows the lottery table used for selecting the background image. The range of random numbers used in these lotteries is 0 to 999.
[0137] As shown in Figure 14, in step S102, which is the first step of the dialogue performance control process that controls the dialogue performance, it is determined whether the special symbol variation pattern determined in the current symbol variation is special symbol variation pattern HRP or higher. If this condition is met, the process proceeds to step S104; otherwise, the dialogue performance control process ends. Here, the symbol change in this instance refers to the symbol change that corresponds to the change start command that triggered the execution of the dialogue performance control process in this instance (the symbol change that triggered the transmission of the said change start command). Furthermore, the phrase "special symbol variation pattern is equal to or greater than special symbol variation pattern HRP" refers to special symbol variation pattern HRP, and special symbol variation patterns that are lower than special symbol variation pattern HRP in the lottery table for deriving special symbol variation patterns shown in Figure 9(a).
[0138] In step S104, a lottery is held to determine whether to execute the dialogue sequence. As shown in Figure 15(a), the results of the special symbol win / loss determination and special symbol variation pattern lottery for the current symbol variation are referenced in the dialogue performance execution lottery. Specifically, if the result of the special symbol win / loss judgment in this symbol variation is a jackpot, there is a 600 / 1000 (approximately 1 / 1.67) chance of winning the lottery to execute the dialogue effect, and a 400 / 1000 (1 / 2.5) chance of losing that lottery. If the result of the special symbol win / loss judgment in this symbol variation is a loss, and a development sequence is executed during that symbol variation, there is a 400 / 1000 (1 / 2.5) chance of winning the lottery to execute the dialogue sequence, and a 600 / 1000 (approximately 1 / 1.67) chance of losing that lottery. If the result of the special symbol win / loss judgment in this symbol change is a loss, and no development animation is performed during that symbol change, there is a 100 / 1000 (1 / 10) chance of winning the lottery to perform the dialogue animation, and a 900 / 1000 (approximately 1 / 1.11) chance of losing that lottery.
[0139] In step S106, it is determined whether or not the lottery for executing the dialogue performance has been won. If the condition is met, the process proceeds to step S108. If the condition is not met, the dialogue performance control process ends.
[0140] Step S108 involves a lottery to determine the presentation pattern related to the dialogue. As shown in Figure 15(b), the lottery for the dialogue-based performance patterns takes into account the results of the special symbol win / loss determination and the special symbol stop symbol lottery during the current symbol variation. Specifically, if the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and symbol A is determined by the special symbol stop symbol lottery, then the following will be determined: performance pattern EP1 with a probability of 50 / 1000 (1 / 20), performance pattern EP2 with a probability of 200 / 1000 (1 / 5), performance pattern EP3 with a probability of 50 / 1000 (1 / 20), performance pattern EP4 with a probability of 300 / 1000 (approximately 1 / 3.33), performance pattern EP5 with a probability of 200 / 1000 (1 / 5), and performance pattern EP6 with a probability of 200 / 1000 (1 / 5). If the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and symbol B is determined by the special symbol stop symbol lottery, then the following effects patterns will be determined: EP1 with a probability of 50 / 1000 (1 / 20), EP2 with a probability of 225 / 1000 (approximately 1 / 4.44), EP3 with a probability of 50 / 1000 (1 / 20), EP4 with a probability of 225 / 1000 (approximately 1 / 4.44), EP5 with a probability of 225 / 1000 (approximately 1 / 4.44), and EP6 with a probability of 225 / 1000 (approximately 1 / 4.44). If the result of the special symbol win / loss judgment in this symbol variation is a loss (symbol C is determined), then the following will be determined: performance pattern EP1 with a probability of 300 / 1000 (approximately 1 / 3.33), performance pattern EP2 with a probability of 100 / 1000 (1 / 10), performance pattern EP3 with a probability of 300 / 1000 (approximately 1 / 3.33), performance pattern EP4 with a probability of 100 / 1000 (1 / 10), performance pattern EP5 with a probability of 100 / 1000 (1 / 10), and performance pattern EP6 with a probability of 100 / 1000 (1 / 10). According to this, in the lottery for the presentation patterns related to dialogue presentation, if presentation pattern EP4 is determined, the probability of a big win is higher than if any other presentation pattern is determined, and if a big win is determined, the probability that the big win corresponds to symbol A is higher.
[0141] In step S110, a lottery is held to determine the dialogue patterns related to the dialogue performance. As shown in Figure 15(c), the lottery for dialogue patterns related to dialogue effects refers to the results of the special symbol win / loss determination and the special symbol stop symbol lottery in the current symbol variation. Specifically, if the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and symbol A is determined by the special symbol stop symbol lottery, then dialogue pattern SP1 is determined with a probability of 300 / 1000 (approximately 1 / 3.33), and dialogue pattern SP2 is determined with a probability of 700 / 1000 (approximately 1 / 1.43). If the result of the special symbol win / loss judgment in this symbol variation is a jackpot, and symbol B is determined by the special symbol stop symbol lottery, then dialogue pattern SP1 will be determined with a probability of 500 / 1000 (1 / 2), and dialogue pattern SP2 will be determined with a probability of 500 / 1000 (1 / 2). If the result of the special symbol win / loss judgment in this symbol variation is a loss (symbol C is determined), then there is an 800 / 1000 (1 / 1.25) probability that dialogue pattern SP1 will be determined, and a 200 / 1000 (1 / 5) probability that dialogue pattern SP2 will be determined. According to this, in the lottery for dialogue patterns related to dialogue performance, if dialogue pattern SP2 is determined, the probability of a jackpot being awarded is higher than if dialogue pattern SP1 is determined, and if a jackpot is awarded, the probability that the jackpot corresponds to symbol A is higher.
[0142] Here, the illustration of the dialogue images for each dialogue pattern is omitted, but when dialogue pattern SP1 is determined, the first dialogue image sg1 includes the words (dialogue) "Is this change a chance?", and when dialogue pattern SP1 is determined, the second dialogue image sg2 includes the words "Of course, it's a chance!". When dialogue pattern SP2 is selected, the first dialogue image sg1 includes the text (dialogue) "Is this fluctuation super exciting?", and when dialogue pattern SP2 is selected, the second dialogue image sg2 includes the text "Of course it's super exciting!".
[0143] In particular, in this embodiment, in each dialogue pattern, the first dialogue image sg1 and the second dialogue image sg2 have a common part (the words "Chance" for dialogue pattern SP1, and the words "Super Hot" for dialogue pattern SP2), and the content of this common part depends on the dialogue pattern. According to this, the dialogue presentation described in the second section above can be made to progress smoothly while minimizing the potential for awkwardness caused by the difference (which arises from the switch from the first dialogue image sg1 to the second dialogue image sg2 without any operation on the presentation button 37). Furthermore, in order for this effect to be achieved, it is not necessary for the first half dialogue image sg1 and the second half dialogue image sg2 to have common parts in all cases when the dialogue performance of performance pattern EP4 is executed; it is sufficient if there are common parts in only a part of the case. Furthermore, from the perspective of minimizing the sense of incongruity mentioned above, it is preferable that even in dialogue presentation patterns different from presentation pattern EP4, the first half of the dialogue image sg1 and the second half of the dialogue image sg2 have common elements. Furthermore, the common elements described above are not limited to being composed of characters as in this embodiment; they may also be composed of numbers, symbols, or images other than these. This also applies to subsequent inventions.
[0144] Therefore, in the gaming machine 10, when a predetermined performance (dialogue performance) unfolds according to the second content described above, the first predetermined performance (first half dialogue image sg1) is executed when the operating means (performance button 37) is operated, and the second predetermined performance (second half dialogue image sg2) is executed without being triggered by the operation of the operating means, in at least a part of the time, the first predetermined performance and the second predetermined performance have a common performance portion (a text portion whose content depends on the dialogue pattern).
[0145] In particular, in this embodiment, the common parts described above will have content (appearances) that depend on the dialogue pattern. Therefore, in terms of the expected probability of a jackpot being generated and the expected probability that the jackpot corresponds to symbol A when a jackpot is generated, it can be said that there is a correlation between the high or low percentage of times the effect pattern EP4 is determined in the lottery for effect patterns related to dialogue effects, and the high or low percentage of times the dialogue pattern SP2 is determined in the lottery for dialogue patterns related to dialogue effects (the percentage of times the common part mentioned above corresponds to the content of dialogue pattern SP2). According to this, the manner in which the aforementioned effect of making it less likely to cause discomfort (common part) is achieved allows for inference of whether or not game operations (operations on the performance button 37) related to the latter half of the dialogue image sg2 are necessary. Furthermore, in achieving the above effect, the means for achieving the above correlation are not limited to indirect methods (linking it to the expected probability of a jackpot being generated or the expected probability that the jackpot corresponds to symbol A) as in this embodiment, but also include direct methods such as determining the above-mentioned performance pattern EP4 and dialogue pattern SP2 as a set. The same applies to each invention described later.
[0146] Therefore, in the gaming machine 10, the above-mentioned common performance portion may be a first performance mode (content corresponding to dialogue pattern SP1) or a second performance mode (content corresponding to dialogue pattern SP2). When a predetermined performance (dialogue performance) is performed with the second content and the first predetermined performance (first half dialogue image sg1) is executed as a result of the operation means (performance button 37) being operated, the proportion of the second predetermined performance (second half dialogue image sg2) being executed without being triggered by the operation means is higher when the common performance portion related to the first predetermined performance is in the second performance mode than when the common performance portion is in the first performance mode.
[0147] Furthermore, although different from this embodiment, in order to make the aforementioned sense of incongruity less likely and to make the common parts easier to recognize, multiple common parts (parts whose display manner differs depending on the dialogue pattern) may be provided for each of the first half dialogue image sg1 and the second half dialogue image sg2. In particular, in this case, it is preferable to provide non-common parts that are different from the common parts between the multiple common parts (on the straight line connecting the centers of these common parts).
[0148] Returning to Figure 14, step S112 executes the additional effect control process. The details of the additional effect control process will be described later, but this process determines the display mode of the effect button image bg and background image hg mentioned above. In step S114, the performance data related to the dialogue performance, which was determined in the previous processing, is set, and then the dialogue performance control processing is terminated. As a result, the dialogue performance is executed.
[0149] Thus, in this embodiment, it can be said that there is a correlation between the rate at which performance pattern EP4 is determined in the lottery for performance patterns related to dialogue performances and the rate at which dialogue pattern SP2 is determined in the lottery for dialogue patterns related to dialogue performances, in terms of the expected probability of a jackpot being derived and the expected probability that the jackpot corresponds to symbol A when a jackpot is derived. In other words, in this embodiment, when the dialogue performance unfolds with the second content and the first stage of dialogue is executed as a result of the performance button 37 being operated, the proportion of the second stage of dialogue being executed without being triggered by the operation of the performance button 37 is higher when the first-half dialogue image sg1 is the display content (display mode) related to the dialogue pattern SP2 than when the first-half dialogue image sg1 is the display content related to the dialogue pattern SP1. According to this, the content displayed in the first dialogue image sg1 allows the player to infer whether or not game operations (operations on the performance button 37) related to the second dialogue image sg2 are necessary. This contributes to enhancing the effect of making the dialogue performance that unfolds in the second content described above proceed smoothly.
[0150] Therefore, in the gaming machine 10, the first predetermined performance (first half dialogue image sg1) that is executed when the operating means (performance button 37) is operated has two performance modes: a first performance mode (dialogue pattern SP1) and a second performance mode (dialogue pattern SP2). When the predetermined performance (dialogue performance) unfolds in the second content described above, and the first predetermined performance is executed when the operating means is operated, the proportion of times the second predetermined performance is executed without being triggered by the operation means is higher when the first predetermined performance is in the second performance mode than when the first predetermined performance is in the first performance mode.
[0151] In particular, in this embodiment, as described above, when dialogue pattern SP2 is determined, the probability that the resulting jackpot will correspond to symbol A (which is more advantageous than corresponding to symbol B) is higher than when dialogue pattern SP1 is determined. According to this, it is possible to increase attention to the content displayed in the first dialogue image sg1, and enhance the effect of allowing players to infer whether or not game operations related to the second dialogue image sg2 are necessary based on the content displayed in the first dialogue image sg1.
[0152] Therefore, the gaming machine 10 is configured to generate specific games (jackpot games), and the specific games include a first specific game (jackpot game related to symbol B) and a second specific game (jackpot game related to symbol A) which is more advantageous than the first specific game, and the first predetermined performance (first half dialogue image sg1) of the second performance mode (dialogue pattern SP2) has a higher expectation of generating the second specific game than the first predetermined performance of the first performance mode (dialogue pattern SP1). Furthermore, the specified game described above may be a bonus other than a big win, such as a minor win. The same applies to the invention described later.
[0153] Similarly, in this embodiment, as described above, when dialogue pattern SP2 is determined, the probability of a jackpot being achieved is higher than when dialogue pattern SP1 is determined. This also increases attention to the content displayed in the first dialogue image sg1, and enhances the effect of allowing players to infer whether or not game operations related to the second dialogue image sg2 are necessary based on the content displayed in the first dialogue image sg1.
[0154] Therefore, in the gaming machine 10, it can be said that the first predetermined performance (first half dialogue image sg1) of the second performance mode (dialogue pattern SP2) is configured to generate a specific game (jackpot game), and that the probability of generating a specific game is higher than that of the first predetermined performance of the first performance mode (dialogue pattern SP1).
[0155] Next, Figures 16 and 17 will be used to explain the details of the additional effects control process described above. As shown in Figure 16, in step S1142, which is the first step of the additional effect control process, it is determined whether or not the effect button image bg is displayed in the dialogue effect related to the determined effect pattern. If this condition is met, the process proceeds to step S1144; otherwise, the process proceeds to step S1146.
[0156] In step S1144, a lottery is held to determine the display mode of the performance button image background (lottery for the performance button image). As shown in Figure 17(a), the result of the special symbol win / loss determination in the current symbol variation is referenced when drawing the image for the performance button. Specifically, if the result of the special symbol win / loss judgment in this symbol variation is a jackpot, the white button will be determined with a probability of 400 / 1000 (1 / 2.5), and the red button will be determined with a probability of 600 / 1000 (approximately 1 / 1.67). If the result of the special symbol win / loss judgment in this symbol variation is a loss, there is an 800 / 1000 (1 / 1.25) chance of the white button being selected, and a 200 / 1000 (1 / 5) chance of the red button being selected. According to this, in the lottery for the image of the performance button, if a red button is selected, the probability of winning a jackpot is higher than if a normal background is selected. A "white button" refers to a button whose background image is displayed in white, while a "red button" refers to a button whose background image is displayed in red.
[0157] In step S1146, a lottery is held to determine the display mode of the background image hg (a lottery for the background image), and then the additional effect control process is terminated. Specifically, as shown in Figure 17(b), if the result of the special symbol win / loss judgment in this symbol variation is a jackpot, the normal background is determined with a probability of 300 / 1000 (approximately 1 / 3.33), and the special background is determined with a probability of 700 / 1000 (approximately 1 / 1.43). If the result of the special symbol win / loss judgment in this symbol variation is a loss, there is a 700 / 1000 (approximately 1 / 1.43) chance of the normal background being determined, and a 300 / 1000 (approximately 1 / 3.33) chance of the special background being determined. According to this, when a special background is determined, the probability of winning a jackpot is higher than when a normal background is determined. Furthermore, although not shown in the illustrations, the background image hg for the normal background in this embodiment is an image of a specific character walking in a grassland during the daytime, and the background image hg for the special background is an image of the same specific character walking in a grassland at dusk. These background images share a common feature: the part in which the specific character is walking.
[0158] Thus, in this embodiment, from the perspective of the expected probability of winning a jackpot, it can be said that there is a correlation between the high or low percentage of times the performance pattern EP4 is determined in the lottery for performance patterns related to dialogue performances and the high or low percentage of times the red button is determined in the lottery for the performance button image. In other words, in this embodiment, when a dialogue performance unfolds with the second content and the first stage of dialogue is executed as a result of the performance button 37 being operated, the proportion of the second stage of dialogue being executed without being triggered by an operation on the performance button 37 is higher when the performance button image bg that prompts the operation on the performance button 37 that triggers the execution of the first stage of dialogue is a red button than when the performance button image bg is a white button. According to this, the display pattern of the performance button image BG allows the player to infer whether or not game operations (operations on the performance button 37) related to the latter half of the dialogue image SG2 are necessary. This contributes to enhancing the effect of making the dialogue performance, which unfolds in the second content described above, proceed smoothly. Furthermore, in order to achieve this effect, the performance prompting the user to operate the performance button 37 is not limited to displaying an image as in this embodiment; it may also be a performance that lights up the performance button 37 itself.
[0159] Therefore, in the gaming machine 10, it is possible to execute an operation recommendation performance (performance button image bg) that prompts the user to operate the operation means (performance button 37) before the execution of the first predetermined performance (first half dialogue image sg1), and the operation recommendation performance has a normal performance mode (white button) and a special performance mode (red button), and when the predetermined performance (dialogue performance) unfolds according to the second content described above, and the first predetermined performance is executed as a result of the operation means being operated, the proportion of the second predetermined performance (second half dialogue image sg2) being executed without being triggered by the operation means is higher when the operation recommendation performance related to the first predetermined performance is in the special performance mode than when the operation recommendation performance related to the first predetermined performance is in the normal performance mode.
[0160] Furthermore, in this embodiment, from the perspective of the expected probability of winning a jackpot, it can be said that there is a correlation between the high or low percentage of times the performance pattern EP4 is determined in the lottery for performance patterns related to dialogue performances and the high or low percentage of times a special background is determined in the lottery for background images. In other words, in this embodiment, when the dialogue performance unfolds with the second content and the first stage of dialogue is executed triggered by the operation of the performance button 37, the proportion of the second stage of dialogue being executed without being triggered by the operation of the performance button 37 is higher when the background image hg is a special background than when the background image hg is a normal background. According to this, the display pattern of the background image hg, which is displayed in parallel with the first dialogue image sg1, allows the player to infer whether or not game operations (operations on the performance button 37) related to the second dialogue image sg2 are necessary. This contributes to enhancing the effect of making the progression of the dialogue performance that unfolds in the second content described above smoother. In this embodiment, the display area of the background image hg and the display area of the first dialogue image sg1 overlap. However, in order to achieve this effect, the display areas of these images do not need to overlap; it is sufficient for them to be displayed in parallel. Furthermore, displaying these images in parallel does not mean that their display periods are completely identical, but also includes cases where their display periods partially overlap. The same applies to the relationship between the background image hg and the performance button image bg, which will be described later.
[0161] Therefore, in the gaming machine 10, the predetermined performance (dialogue performance) is composed of images, and in parallel with the first predetermined performance (first half dialogue image sg1), it is possible to display either a first specific image (background image hg of a normal background) or a second specific image (background image hg of a special background). When the predetermined performance unfolds with the above second content and the first predetermined performance is executed triggered by the operation of the operation means (performance button 37), the proportion of the second predetermined performance being executed without being triggered by the operation of the operation means is higher when the second specific image is displayed in parallel with the first predetermined performance than when the first specific image is displayed in parallel with the first predetermined performance.
[0162] In particular, in this embodiment, both the background image hg for the normal background and the background image hg for the special background have a specific character. This makes it easier to recognize the relationship between these background images. This enhances the effect of allowing players to infer whether or not game operations related to the second half of the dialogue image sg2 are necessary based on the display pattern of the background image hg, which is displayed in parallel with the first half of the dialogue image sg1 mentioned above. In particular, in order to achieve this effect, it is preferable that the portion corresponding to a specific character does not overlap with the display area of the first half dialogue image sg1, and that the entire portion is visible.
[0163] Therefore, in the gaming machine 10, both the first specific image (background image hg of the normal background) and the second specific image (background image hg of the special background) have a common image (a specific character).
[0164] Furthermore, in this embodiment, as described above, the performance button image bg is displayed behind the background image hg. According to this, the display pattern of the background image HG, which is displayed in parallel with the presentation button image BG, allows the player to infer whether or not game operations related to the latter half of the dialogue image SG2 are necessary. This contributes to enhancing the effect of making the progression of the dialogue presentation, which unfolds in the second content described above, smoother.
[0165] Therefore, in the gaming machine 10, it is possible to display an operation recommendation image (performance button image bg) prompting the user to operate the operation means (performance button 37) before the execution of the first predetermined performance (first half dialogue image sg1), and in parallel with the operation recommendation image, it is possible to display either the first predetermined image (normal background image hg) or the second predetermined image (special background image hg), and when the predetermined performance (dialogue performance) unfolds with the above second content and the first predetermined performance is executed as a result of the operation means being operated, the proportion of the second predetermined performance (second half dialogue image sg2) being executed without being triggered by the operation means is higher when the second predetermined image is displayed in parallel with the operation recommendation image related to the first predetermined performance than when the first predetermined image is displayed in parallel with the operation recommendation image related to the first predetermined performance. In this embodiment, the first specific image and the first predetermined image are the same (the background image hg of a normal background), but these images may be different. Similarly, the first specific image and the second predetermined image may be different images.
[0166] <Regarding the display period of background images in dialogue sequences> Next, Figure 18 will be used to explain in detail the display period of background images in dialogue sequences. Figure 18 is a timing chart showing the display period of background images in dialogue sequences. This example shows the case when sequence pattern EP6 is determined, but the display period of each image, including the background image, that makes up this example is the same for other sequence patterns as well.
[0167] As shown in Figure 18, in the dialogue presentation of this embodiment, the background image hg is displayed before the display of the first dialogue image sg1 begins (and naturally, before the display of the second dialogue image sg2 begins), and the display of the background image hg ends at the time when the display of the second dialogue image sg2 begins (the time when the second performance button 37 is pressed). Note that the display period of the background image hg is independent of the display mode of the background image hg. According to this, the display method of the background image hg, which is displayed in parallel with the aforementioned first-half dialogue image sg1, allows the player to infer whether or not game operations related to the second-half dialogue image sg2 are necessary, while at the same time ensuring that the visibility (ease of recognition) of the first-half dialogue image sg1 is not impaired.
[0168] Therefore, in the gaming machine 10, both the first specific image (background image hg of the normal background) and the second specific image (background image hg of the special background) are displayed before the first predetermined performance (first half dialogue image sg1) begins.
[0169] Furthermore, by focusing only on the special background image hg, which may be displayed before the display of the second half dialogue image sg2 begins, it is possible to infer whether or not game operations (operations on the performance button 37) related to the second half dialogue image sg2 are necessary based on whether or not this background image is displayed. This contributes to enhancing the effect of making the progression of the dialogue performance that unfolds in the second content described above smoother. Furthermore, in order to achieve this effect, the background image hg of the special background can be replaced not only with an image, but also with effects using speakers or lamps.
[0170] Therefore, it is possible to execute a specific effect (background image hg with a special background), and the specific effect can be executed before the start of the second predetermined effect (second half dialogue image sg2). When the predetermined effect (dialogue effect) unfolds with the above second content and the first predetermined effect (first half dialogue image sg1) is executed as a result of the operation means (effect button 37) being operated, the proportion of times the second predetermined effect is executed without being triggered by the operation means is that the proportion when the specific effect is executed before the start of the second predetermined effect is higher than the proportion when the specific effect is not executed before the start of the second predetermined effect. Although different from this embodiment, it is preferable that the above-mentioned specific performance is started at a timing after the first predetermined performance (first half dialogue image sg1) has started.
[0171] <Regarding other variations> The following are variations not described above.
[0172] First, the controls shown in the illustrations and other means in this embodiment are merely means for realizing the above-described inventions and do not limit the specific control content of each invention. In other words, the above-described inventions only describe the phenomenal aspects.
[0173] 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. Furthermore, the special symbol variation pattern derivation state PB and the special symbol variation pattern derivation state PC in this embodiment are game states that execute symbol variations related to special symbol 2. However, these game states may also be game states that execute symbol variations related to regular symbols (so-called regular symbol RUSH), in which case the bonus is a regular symbol win.
[0174] 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 sizes of the lottery tables are maintained.
[0175] 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.
[0176] 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).
[0177] 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.
[0178] <Note> This embodiment encompasses the following technical concepts. (1) A means for executing the performance, A performance control means for controlling the performance execution means, It includes an operating means that can be operated by the player, The aforementioned performance includes a predetermined performance, The aforementioned predetermined performance may unfold in a first state that is executed up to the first predetermined performance of the first stage, or in a second state that is executed up to the second predetermined performance of the second stage after the first predetermined performance has been executed. The first predetermined performance may be executed as a result of the operation of the operating means. The second predetermined performance may be executed when the operating means is operated. When the predetermined performance unfolds with the second content, and the first predetermined performance is executed as a result of the operation of the operating means, the second predetermined performance is executed without being triggered by the operation of the operating means. The performance modes of the first predetermined performance, which are executed as a result of the operation of the aforementioned operating means, include a first performance mode and a second performance mode. When the predetermined performance is performed in the second content and the first predetermined performance is executed as a result of the operation of the operation means, the proportion of the second predetermined performance being executed without being triggered by the operation of the operation means is such that the proportion when the first predetermined performance is in the second performance mode is higher than the proportion when the first predetermined performance is in the first performance mode. A gaming machine characterized by the following features. (2) The gaming machine described in (1) above, It is configured to enable the occurrence of specific games, The aforementioned specific games include a first specific game and a second specific game that offers a higher degree of advantage than the first specific game. The first predetermined performance of the second performance mode has a higher expectation of the second specific game occurring than the first predetermined performance of the first performance mode. A gaming machine characterized by the following features. (a) The gaming machine described in (1) or (2) above, It is configured to enable the occurrence of specific games, The first predetermined performance of the second performance mode has a higher expectation of the specific game occurring than the first predetermined performance of the first performance mode. A gaming machine characterized by the following features. [Explanation of Symbols]
[0179] 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 54 Protective component 55 Grand Prize Winners 57 First Starter Port 59 Second Starter Port 61 Standard Electric Mechanism 62 General Electric Actuator Solenoid 63 Gate 65 Special Electric Actuator 66 Special Electric Actuator Solenoid 67 General Winning Port 69 Out Port 70 First Start Port Sensor 71 Second Start Port Sensor 72 Big Winning Port Sensor 73 General Winning Port Sensor 74 Gate Sensor 75 Out Ball Sensor 76 Middle Frame Door Open Sensor 77 Front Frame Door Open Sensor 80 Effect Display Device 81 Main Display Section 82 Sub Display Section 82a Upper Sub Display Section 82b Left Sub Display Section 82c Right Sub Display Section 90 Symbol Display Device 91 First Special Symbol Display Device 92 Second Special Symbol Display Device 93 Normal Symbol 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 Judgment Means 115 Main Random Number Generation Means 120 Main Hold Control Means 125 Pre-Judgment Means 130 Special Symbol Lottery Means 131 Special Symbol Validity Judgment Means 132 Special Symbol Stop Symbol Lottery Means 133 Special Symbol Variation Pattern Derivation Means 135 General drawing lottery means 140 Big win game control means 145 Symbol display control means 150 Electric accessory control means 155 Game state control means 160 Main information storage means 165 Main error control means 170 Main command management means 175 Power restoration process execution means 176 Return state setting means 179 Game playable state transition means 180 Power-off process execution means 200 First sub-control board 201 CPU 202 ROM 203 RAM 204 I / O port 209 First sub-control board case 210 Sub-random number generation means 220 Normal performance control means 221 Performance mode control means 222 Performance route determination means 223 Sub-hold control means 224 Pre-read performance control means 225 Performance content determination means 226 Decoration symbol control means 227 Big win performance control means 230 Sub-error control means 500 Power control board 501 Normal power circuit 502 Backup power circuit 503 Power-off detection circuit 509 Power control board case X First flow path Y Second flow path sg1 Front half serif image sg2 Rear half serif image hg Background image bg Effect button image
Claims
1. A means for executing the performance, A performance control means for controlling the performance execution means, It includes an operating means that can be operated by the player, The aforementioned performance includes a predetermined performance, The aforementioned predetermined performance may unfold in a first state that is executed up to the first predetermined performance of the first stage, or in a second state that is executed up to the second predetermined performance of the second stage after the first predetermined performance has been executed. The first predetermined performance may be executed when the operating means is operated. The second predetermined performance may be executed as a result of the operation of the operating means. When the predetermined performance unfolds with the second content, and the first predetermined performance is executed as a result of the operation of the operating means, the second predetermined performance is executed without being triggered by the operation of the operating means. The performance modes of the first predetermined performance, which are executed as a result of the operation of the aforementioned operating means, include a first performance mode and a second performance mode. When the predetermined performance is performed in the second content and the first predetermined performance is executed as a result of the operation of the operating means, the proportion of the second predetermined performance being executed without being triggered by the operation of the operating means is such that the proportion when the first predetermined performance is in the second performance mode is higher than the proportion when the first predetermined performance is in the first performance mode. It is configured to enable the occurrence of specific games, The aforementioned specific games include a first specific game and a second specific game that offers a higher degree of advantage than the first specific game. The first predetermined performance of the second performance mode has a higher probability of the second specific game occurring than the first predetermined performance of the first performance mode. A gaming machine characterized by the following features.
2. A means for executing the performance, A performance control means for controlling the performance execution means, It includes an operating means that can be operated by the player, The aforementioned performance includes a predetermined performance, The aforementioned predetermined performance may unfold in a first state that is executed up to the first predetermined performance of the first stage, or in a second state that is executed up to the second predetermined performance of the second stage after the first predetermined performance has been executed. The first predetermined performance may be executed when the operating means is operated. The second predetermined performance may be executed as a result of the operation of the operating means. When the predetermined performance unfolds with the second content, and the first predetermined performance is executed as a result of the operation of the operating means, the second predetermined performance is executed without being triggered by the operation of the operating means. The performance modes of the first predetermined performance, which are executed as a result of the operation of the aforementioned operating means, include a first performance mode and a second performance mode. When the predetermined performance is performed in the second content and the first predetermined performance is executed as a result of the operation of the operating means, the proportion of the second predetermined performance being executed without being triggered by the operation of the operating means is such that the proportion when the first predetermined performance is in the second performance mode is higher than the proportion when the first predetermined performance is in the first performance mode. The aforementioned predetermined performance is composed of images, In parallel with the first predetermined performance, a first specific image or a second specific image can be displayed. When the predetermined performance is performed with the second content and the first predetermined performance is executed as a result of the operation of the operation means, the proportion of the second predetermined performance being executed without being triggered by the operation of the operation means is such that the proportion when the second specific image is displayed in parallel with the first predetermined performance is higher than the proportion when the first specific image is displayed in parallel with the first predetermined performance. Both the first specific image and the second specific image are displayed before the first predetermined performance begins. A gaming machine characterized by the following features.