Gaming machine

The gaming machine uses determination and sound control mechanisms to enhance player information conveyance, addressing confusion during multiple effects by providing clear visual and auditory cues.

JP7872672B2Active Publication Date: 2026-06-10HEIWA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
HEIWA CORP
Filing Date
2022-01-25
Publication Date
2026-06-10

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Patent Text Reader

Abstract

To provide a game machine capable of properly transmitting information to a player.SOLUTION: Performance display means can display first performance information on a performance display unit when the progress of a game is in a predetermined state, and when a predetermined condition is satisfied, can display second performance information different from the first performance information and third performance information having a display area smaller than that of the first performance information and including at least part of the first performance information simultaneously on the performance display unit. Sound control means can output a first sound corresponding to the first performance information while the first performance information is displayed, and output a second sound corresponding to the second performance information and the first sound while the second performance information and the third performance information are displayed.SELECTED DRAWING: Figure 89
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, a major winning lottery is performed based on the entry of a game ball into a start port. When winning a big hit in this major winning lottery, a major winning game in which a big winning port is opened is known. Also, when a game ball passes through a gate provided in a game area, a normal pattern lottery is performed, and when winning in the normal pattern lottery, a so-called electric support function in which a start port is opened is provided.

[0003] For example, Patent Document 1 discloses a gaming machine provided with a time-saving game state advantageous to a player and a non-time-saving game state disadvantageous to the player. In the time-saving game state, when a normal pattern lottery is executed a predetermined number of times, the time-saving game state ends.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In major winning games and the like, various effects such as playing a movie are executed to enhance the excitement of the player. Also, during the game, it is necessary to transmit various information to the player, such as notifying the obtained game balls or notifying an appropriate game ball shooting operation. When transmitting information to the player, depending on the content of the effects executed in parallel, there is a possibility that the player may not be able to appropriately grasp the information.

[0006] An object of the present invention is to provide a gaming machine capable of appropriately transmitting information to a player.

Means for Solving the Problems

[0007] To solve the above problems, the gaming machine of the present invention comprises: determination means for determining whether a jackpot has been won when a starting condition is met; granting means for granting a gaming benefit to the player based on the determination that a jackpot has been won; performance display means for displaying an image for performance on a performance display unit based on the progress of the game; and sound control means for outputting sound while the performance image is being displayed, wherein the performance display means, when the progress of the game is in a predetermined state, displays on the performance display unit Includes images that suggest the launch direction of the game balls. The first performance information is displayed, and if a predetermined condition is met, a second performance information different from the first performance information, and a third performance information smaller than the display area where the first performance information is displayed and including at least a part of the first performance information can be displayed simultaneously on the performance display unit, while the first performance information is being displayed, predetermined information relating to the progress of the game can be displayed at a predetermined display position on the performance display unit, while the second and third performance information are being displayed, the predetermined information can be displayed at the predetermined display position, and the voice control means, while the first performance information is being displayed, Includes audio indicating the launch direction of the game ball. The device is capable of outputting a first sound, and is characterized in that, while the second and third performance information are being displayed, it is capable of outputting a second sound corresponding to the second performance information and the first sound. [Effects of the Invention]

[0009] According to the present invention, it becomes possible to appropriately convey information to the player. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position, as per the Type 1 and Type 2 reference examples. [Figure 2] This is a front view of a gaming machine related to a Type 1 and Type 2 reference example. [Figure 3] This is a diagram illustrating the second major prize entry point related to the Type 1 and Type 2 reference examples. [Figure 4] This is a block diagram of a gaming machine related to a Type 1 and Type 2 reference example. [Figure 5] This is the address map of the memory area used by the main CPU in the Type 1 and Type 2 reference examples. [Figure 6] This diagram illustrates the special 1 jackpot determination random number judgment table related to the Type 1 and Type 2 reference examples. [Figure 7] This diagram illustrates the special 2-type jackpot determination random number judgment table related to the Type 1 and Type 2 reference examples. [Figure 8] This diagram illustrates the random number generation table for determining winning patterns in the Type 1 and Type 2 reference examples. [Figure 9] This diagram illustrates the random number determination table for determining the reach group in the Type 1 and Type 2 reference examples. [Figure 10] This diagram illustrates the random number determination table for determining the reach mode in the Type 1 and Type 2 reference examples. [Figure 11] This diagram illustrates the random number determination table for the variation pattern related to the Type 1 and Type 2 reference examples. [Figure 12] This diagram illustrates the time variation determination table for Type 1 and Type 2 reference examples. [Figure 13] This is a diagram illustrating the first special electric mechanism operation ram set table related to the Type 1 and Type 2 reference examples. [Figure 14] This is a diagram illustrating the second special electric mechanism operation ram set table related to the Type 1 and Type 2 reference examples. [Figure 15] This diagram illustrates the opening and closing mechanism of the second major prize slot and the opening and closing mechanism of a specific area by a movable member, relating to the Type 1 and Type 2 reference examples. [Figure 16] This diagram illustrates a game state setting table for setting the game state after the completion of a major game related to the Type 1 and Type 2 reference examples. [Figure 17] This diagram illustrates the random number determination table for Type 1 and Type 2 reference examples. [Figure 18] (a) is a diagram illustrating the data table for the normal pattern variation time related to the Type 1 and Type 2 reference examples, and (b) is a diagram illustrating the opening and closing control pattern table related to the Type 1 and Type 2 reference examples. [Figure 19]It is a diagram for explaining the game machine state flags according to two reference examples. [Figure 20] It is the first flowchart for explaining the CPU initialization process in the main control board according to two reference examples. [Figure 21] It is the second flowchart for explaining the CPU initialization process in the main control board according to two reference examples. [Figure 22] It is a flowchart for explaining the sub-command group setting process in the main control board according to two reference examples. [Figure 23] It is a flowchart for explaining the power-off save process in the main control board according to two reference examples. [Figure 24] It is a flowchart for explaining the timer interrupt process in the main control board according to two reference examples. [Figure 25] It is a flowchart for explaining the setting-related process in the main control board according to two reference examples. [Figure 26] It is a flowchart for explaining the switch management process in the main control board according to two reference examples. [Figure 27] It is a flowchart for explaining the gate passing process in the main control board according to two reference examples. [Figure 28] It is a flowchart for explaining the first start port passing process in the main control board according to two reference examples. [Figure 29] It is a flowchart for explaining the second start port passing process in the main control board according to two reference examples. [Figure 30] It is a flowchart for explaining the special symbol random number acquisition process in the main control board according to two reference examples. [Figure 31] It is a flowchart for explaining the acquisition-time effect determination process in the main control board according to two reference examples. [Figure 32] It is a flowchart for explaining the specific area passing process in the main control board according to two reference examples. [Figure 33] It is a diagram for explaining the special game management phase according to two reference examples. [Figure 34] This is a flowchart illustrating the special game management process on the main control board related to the Type 1 and Type 2 reference examples. [Figure 35] This flowchart explains the special symbol variation waiting process in the main control board related to the Type 1 and Type 2 reference examples. [Figure 36] This is a flowchart illustrating the special symbol hit detection process on the main control board related to the Type 1 and Type 2 reference examples. [Figure 37] This is a flowchart illustrating the special symbol variation number determination process in the main control board related to the Type 1 and Type 2 reference examples. [Figure 38] This is a flowchart illustrating the special symbol variation processing in the main control board related to the Type 1 and Type 2 reference examples. [Figure 39] This is a flowchart illustrating the special symbol stop symbol display process in the main control board related to the Type 1 and Type 2 reference examples. [Figure 40] This is a flowchart illustrating the pre-processing for opening the large prize slot on the main control board related to the Type 1 and Type 2 reference examples. [Figure 41] This is a flowchart illustrating the opening and closing switching process for the main prize slot in the main control board related to the Type 1 and Type 2 reference examples. [Figure 42] This is a flowchart illustrating the control process for opening the large prize slot on the main control board related to the Type 1 and Type 2 reference examples. [Figure 43] This is a flowchart illustrating the process for closing the large prize slot in the main control board related to the Type 1 and Type 2 reference examples. [Figure 44] This is a flowchart explaining the large prize entry end-of-game wait processing in the main control board for Type 1 and Type 2 reference examples. [Figure 45] This diagram illustrates the normal game management phase related to the Type 1 and Type 2 reference examples. [Figure 46] This is a flowchart illustrating the normal game management process on the main control board related to the Type 1 and Type 2 reference examples. [Figure 47] This is a flowchart illustrating the normal pattern change waiting process in the main control board for the Type 1 and Type 2 reference examples. [Figure 48] This is a flowchart illustrating the processing during normal pattern variation in the main control board related to the Type 1 and Type 2 reference examples. [Figure 49] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board related to the Type 1 and Type 2 reference examples. [Figure 50] This is a flowchart illustrating the pre-processing for opening the ordinary electric prize entry slot in the main control board related to the Type 1 and Type 2 reference examples. [Figure 51] This is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board for Type 1 and Type 2 reference examples. [Figure 52] This is a flowchart illustrating the control process for opening the ordinary electric prize slot on the main control board related to the Type 1 and Type 2 reference examples. [Figure 53] This is a flowchart illustrating the process for closing the ordinary electric prize entry slot in the main control board related to the Type 1 and Type 2 reference examples. [Figure 54] This is a flowchart explaining the normal electric prize winning slot completion wait processing in the main control board for Type 1 and Type 2 reference examples. [Figure 55] This diagram illustrates an example of a variation animation for a variation pattern without a reach, related to the example of a performance. [Figure 56] This diagram illustrates an example of a variation in the normal reach variation pattern related to the example of the performance. [Figure 57] This diagram illustrates an example of a variation in the development reach pattern when a miss occurs, as shown in the example of the production reference. [Figure 58] This diagram illustrates an example of a variation in the development reach variation pattern during a big win, as shown in the example of the production. [Figure 59] This diagram illustrates an example of a variation animation when the reach development animation related to the example animation is executed twice. [Figure 60] This diagram illustrates an example of a variation in a pseudo-continuous reach variation pattern related to a reference example of a performance. [Figure 61] This diagram illustrates the variable performance determination table related to the example performance. [Figure 62]This diagram illustrates an example of a hold display animation related to the example animation. [Figure 63] (a) is a diagram illustrating the final hold display pattern determination table for the example performance, and (b) is a diagram illustrating the previous hold display pattern determination table for the example performance. [Figure 64] This is a flowchart illustrating the sub-CPU initialization process on the sub-control board related to the example of the performance. [Figure 65] This is a flowchart explaining the sub-timer interrupt processing in the sub-control board related to the example of the performance. [Figure 66] This flowchart explains the pre-reading command reception process in the sub-control board related to the example performance. [Figure 67] This is a flowchart illustrating the variable command reception process in the sub-control board related to the example of the performance. [Figure 68] This figure illustrates the random number determination table for determining the jackpot in the example of Special Case 1. [Figure 69] This figure illustrates the random number determination table for determining the jackpot in the Special Case No. 2 according to the embodiment. [Figure 70] This diagram illustrates the random number generation table for determining winning patterns in an embodiment. [Figure 71] This is a diagram illustrating the first special electric motor operating ramset table according to an embodiment. [Figure 72] This is a diagram illustrating the second special electric motor operating ramset table according to the embodiment. [Figure 73] This is a diagram illustrating the game state setting table according to the embodiment. [Figure 74] This diagram illustrates the random number determination table for determining the winner in the embodiment. [Figure 75] (a) is a diagram illustrating the ordinary pattern variation time data table according to the embodiment, and (b) is a diagram illustrating the opening / closing control pattern table according to the embodiment. [Figure 76] This is a diagram illustrating an example of the game flow according to the embodiment. [Figure 77]This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Figure 78] This is a flowchart illustrating the count limit management process in the main control board according to the embodiment. [Figure 79] This is a flowchart illustrating the large prize entry end-of-game wait processing in the main control board according to the embodiment. [Figure 80] This is a flowchart illustrating the state setting process in the main control board according to the embodiment. [Figure 81] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 82] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to the embodiment. [Figure 83] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the embodiment. [Figure 84] This is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board according to the embodiment. [Figure 85] This figure illustrates an example of a presentation of the time-saving game state according to the embodiment. [Figure 86] This is a time chart of the presentation of the shortened game state according to the embodiment. [Figure 87] This figure illustrates an example of a typical consecutive win animation pattern according to the embodiment. [Figure 88] This figure illustrates an example of a special pattern consecutive win animation according to the embodiment. [Figure 89] This is a time chart of the consecutive win animation in the normal pattern according to the embodiment. [Figure 90] This is a time chart of the special pattern consecutive win animation according to the embodiment. [Figure 91] This is a flowchart illustrating the sub-timer interrupt processing in the sub-control board according to the embodiment. [Figure 92] This is a flowchart illustrating the continuous win control process in the sub-control board according to the embodiment. [Figure 93]This is a flowchart illustrating the opening specification command reception process in the sub-control board according to the embodiment. [Figure 94] This is a flowchart illustrating the process of receiving a command to specify opening the main prize slot in the sub-control board according to the embodiment. [Figure 95] This is a flowchart illustrating the process of receiving a specific area entry command in the sub-control board according to the embodiment. [Figure 96] This is a flowchart illustrating the process of receiving an ending specification command in the sub-control board according to the embodiment. [Modes for carrying out the invention]

[0011] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.

[0012] To facilitate understanding of the embodiments of the present invention, first, as reference examples of Type 1 and Type 2, the mechanical and electrical configurations of a so-called Type 1 and Type 2 mixed gaming machine, and the specific processing on each circuit board will be described. Next, as reference examples of performances, specific performances that can be performed in a Type 1 and Type 2 mixed gaming machine and the specific processing related to such performances will be described. After that, as embodiments of the present invention, configurations different from those of the Type 1 and Type 2 reference examples will be specifically described.

[0013] <Type 1 and 2 reference examples> Figure 1 is a perspective view of a gaming machine 100 relating to a Type 1 and Type 2 reference example, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.

[0014] The inner frame 104, like the outer frame 102, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 108 is held in this surrounding space. The front frame 106 holds a glass or resin transparent plate 110. When these inner frame 104 and front frame 106 are closed relative to the outer frame 102, the game board 108 and the transparent plate 110 face each other roughly parallel to maintain a predetermined distance, and the game board 108 becomes visible from the front side of the gaming machine 100 through the transparent plate 110.

[0015] Figure 2 is a front view of a gaming machine 100 relating to a Type 1 and Type 2 reference example. As shown in this figure, an operating handle 112 is provided at the lower part of the front frame 106, protruding towards the front of the gaming machine 100. This operating handle 112 is designed to be rotatable by the player, and when the player rotates the operating handle 112 to perform a launch operation, a game ball is launched by a launching mechanism (not shown) with a force corresponding to the rotation angle of the operating handle 112. The game ball launched in this manner rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0016] The game area 116 is a space formed between the game board 108 and the permeable plate 110, and is an area in which game balls can flow or roll. The game board 108 is equipped with numerous nails and windmills, and game balls guided into the game area 116 collide with the nails and windmills, causing them to flow or roll in irregular directions.

[0017] The game area 116 comprises a first game area 116a and a second game area 116b, which differ in the degree to which game balls enter each other depending on the launch strength of the launching mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the game area 116, game balls launched by the launching mechanism with a launch strength below a predetermined strength enter the first game area 116a, and game balls launched with a launch strength of a predetermined strength or greater enter the second game area 116b.

[0018] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, and a second start entry point 122 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, or the second start entry point 122, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number, one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, and the second start entry point 122 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.

[0019] As will be explained in more detail later, a first starting area is provided within the first starting opening 120, and a second starting area is provided within the second starting opening 122. When a game ball enters the first starting opening 120 or the second starting opening 122 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game will be in. Therefore, when a game ball enters the first starting opening 120 or the second starting opening 122, the player not only wins a predetermined prize ball, but also gains the opportunity to acquire the right to receive various game benefits.

[0020] The first starting opening 120 is located below the game area 116, and is positioned such that only game balls flowing down the first game area 116a can enter it, or it is positioned in a way that makes it easier for game balls that have entered the first game area 116a to enter than for game balls that have entered the second game area 116b.

[0021] Furthermore, the second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter it, or it is positioned so that game balls entering the second game area 116b are more likely to enter than game balls entering the first game area 116a. This second starting port 122 is composed of a variable starting port (variable starting prize device) having a movable piece 122b, so that the ease of entry of game balls into the second starting port 122 is variable. Specifically, the movable piece 122b of the second starting port 122 is provided to be openable and closable, and when this movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122. The specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b is assumed to be recessed into the rear side of the game board 108 when closed, and to protrude into the front side of the game board 108 when open.

[0022] In response to this, when a game ball passes through the gate 124 provided in the second game area 116b, it is determined whether or not to perform an auxiliary game that opens the second start opening 122. If it is determined that the auxiliary game should be performed, an auxiliary game is executed that controls the opening and closing of the second start opening 122. More specifically, a lottery for a regular symbol, described later, is held on the condition that the game ball has passed through the gate 124, and if a winning combination is achieved in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time. In this way, when the movable piece 122b is in the open state, it functions as a receptacle that guides the game ball to the second start opening 122, making it easier for the game ball to enter the second start opening 122.

[0023] Furthermore, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the game area 116. The first large prize opening 126 and the second large prize opening 128 are positioned so that game balls flowing down the second game area 116b can enter them. The first large prize opening 126 is provided with an opening / closing door 126b that can be opened and closed. Normally, the opening / closing door 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. However, when the aforementioned big prize game is performed, the opening / closing door 126b is opened and functions as a receiving tray, making it possible for game balls to enter the first large prize opening 126. When game balls enter the first large prize opening 126, a predetermined number of prize balls are paid out to the player.

[0024] Furthermore, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed. Normally, the movable piece 128b closes the second large prize opening 128, making it impossible for game balls to enter it. However, when the aforementioned minor prize game is played, the movable piece 128b opens and functions as a receiving tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined amount of prize balls is paid out to the player. The first large prize opening 126 and the second large prize opening 128 are collectively referred to simply as the large prize openings. The large prize openings are provided with a large prize area, and a predetermined amount of prize balls is paid out when a game ball enters the large prize area. In other words, it can be said that the large prize area opens and closes during a large prize game or a minor prize game.

[0025] Figure 3 is a diagram illustrating the second large prize opening 128 in the Type 1 and Type 2 reference example. The second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening at its top, which becomes the second large prize opening 128. A movable piece 128b is provided at the top of the structure 129, and normally, as shown in Figure 3(a), the movable piece 128b is maintained in a closed state that closes the second large prize opening 128.

[0026] The movable piece 128b faces above the gaming machine 100 and protrudes into the game area 116 where the game balls roll and flow down. Therefore, when the movable piece 128b is kept in the closed position, the game balls flowing down the game area 116 (second game area 116b) will fall onto the movable piece 128b. Here, the movable piece 128b, when kept in the closed position, is tilted so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed position, as shown by the arrow in Figure 3(a), the game balls that have fallen onto the movable piece 128b will slowly roll across the movable piece 128b from right to left.

[0027] Then, when the minor prize game described later is executed, the movable piece 128b changes to an open state that opens the second major prize opening 128. Here, as shown in Figures 3(a) and (b), the movable piece 128b moves in and out of the hole formed in the game board 108 in the front-to-back direction (front-to-back direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is kept in an unpowered state, and the movable piece 128b is held in a position that protrudes forward from the hole in the game board 108, closing the second major prize opening 128. Then, when the actuator is powered, as shown in Figure 3(b), the movable piece 128b is held in a position that is retracted backward from the hole in the game board 108, and the second major prize opening 128 is opened. In this state, when the second major prize opening 128 is open, game balls enter the second major prize opening 128.

[0028] Furthermore, an outlet passage 128d is provided inside the second large prize opening 128, and the second large prize opening 128 is inclined so that game balls that enter the second large prize opening 128 are guided into the outlet passage 128d. The outlet passage 128d is provided with a specific area 140b and a non-specific area 140c, which are holes through which game balls can pass, and the game balls that enter the second large prize opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c and be discharged to the back side of the game board 108.

[0029] Furthermore, the second major prize slot 128 is provided with a movable member 142 that opens and closes a specific area 140b and a non-specific area 140c. This movable member 142 can be switched between a state that allows game balls to enter the specific area 140b and a state that prevents game balls from entering the specific area 140b by its movement (sliding). More specifically, when the movable member 142 is displaced to the position shown in Figure 3(c), the non-specific area 140c is blocked by the movable member 142, allowing game balls to pass through the specific area 140b. On the other hand, when the movable member 142 is displaced to the position shown in Figure 3(d), the specific area 140b is blocked by the movable member 142, allowing game balls to pass through the non-specific area 140c. As will be explained in more detail later, if a game ball enters the specific area 140b during a minor prize game, it results in a major prize (two types of major prizes), and the aforementioned major prize game begins.

[0030] Returning to Figure 2, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that did not enter any of the general prize entry points 118, the first start entry point 120, the second start entry point 122, the first major prize entry point 126, and the second major prize entry point 128 from the game area 116 to the back side of the game board 108.

[0031] Furthermore, the gaming machine 100 is equipped with a performance device that performs effects during gameplay, including a performance display device 200 consisting of a liquid crystal display, a performance mechanism device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting patterns and colors, an audio output device 206 consisting of a speaker, and performance buttons 208 that accept input from the player.

[0032] The performance display device 200 comprises a main performance display unit 200a and a sub-performance display unit 201a, both consisting of an image display unit for displaying images. The main performance display unit 200a is positioned approximately in the center of the game board 108, visible from the front of the game machine 100. As shown in the figure, performance symbols 210a, 210b, and 210c are displayed in this main performance display unit 200a in a variable manner, and a variable performance is executed in which the result of the big win lottery is notified to the player based on the stopping display pattern of each of these performance symbols 210a, 210b, and 210c. The sub-performance display unit 201a is provided above the main performance display unit 200a and displays auxiliary performance images during the variable performance.

[0033] The special effects device 202 is positioned in front of the main display unit 200a and is normally retracted to the back of the game board 108. However, during the display of the above-mentioned special effects symbols 210a, 210b, and 210c, it moves to the front of the main display unit 200a to give the player a sense of anticipation for a big win.

[0034] The special effects lighting device 204 is installed on the special effects mechanism 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 200a.

[0035] The audio output device 206 is located at the top of the front frame 106 and at the bottom of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images and other information displayed on the main display unit 200a.

[0036] The performance button 208 is a button that accepts a press operation from the player and is located approximately in the center of the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with the image displayed on the main performance display unit 200a, and when the player's operation is accepted within the valid operation time, various performances are executed according to that operation.

[0037] In the diagram, reference numeral 132 indicates an upper tray into which prize balls dispensed from the gaming machine 100 and game balls dispensed from the game ball dispensing device are led. When this upper tray 132 is full of game balls, the game balls are led to the lower tray 134. The bottom surface of the lower tray 134 has a ball release hole (not shown) for discharging game balls from the lower tray 134. This ball release hole is normally closed by an opening / closing plate (not shown), but by pressing in the ball release knob 134a, the opening / closing plate slides together with the ball release knob 134a, making it possible to discharge game balls from the ball release hole to the bottom of the lower tray 134.

[0038] Furthermore, the game board 108 is equipped with a first special symbol indicator 160, a second special symbol indicator 162, a first special symbol hold indicator 164, a second special symbol hold indicator 166, a regular symbol indicator 168, a regular symbol hold indicator 170, and a right-hand shooting notification indicator 172, located outside the game area 116 and visible to the player. Each of these indicators 160 to 172 is a device for displaying various situations related to the game, and their details will be described later.

[0039] (Internal configuration of the control system) Figure 4 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to the Type 1 and Type 2 reference examples.

[0040] The main control board 300 controls the basic operation of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads the program stored in the main ROM 300b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 300c functions as a data work area during calculations performed by the main CPU 300a.

[0041] The game machine 100, which is a reference example of type 1 and type 2, is broadly divided into a special game that is started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game that is started when a game ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for running the special game and the normal game, as well as data and tables necessary for each type of game.

[0042] The main control board 300 is connected to the following switches: a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry 118; a first start entry detection switch 120s for detecting when a game ball enters the first start entry 120; a second start entry detection switch 122s for detecting when a game ball enters the second start entry 122; a gate detection switch 124s for detecting when a game ball passes through the gate 124; a first major prize entry detection switch 126s for detecting when a game ball enters the first major prize entry 126; a second major prize entry detection switch 128s for detecting when a game ball enters the second major prize entry 128; a specific area detection switch 140s for detecting when a game ball enters a specific area 140b; and an out ball detection switch 130s for detecting when a game ball is ejected from the game area 116. Detection signals are input to the main control board 300 from each of these detection switches.

[0043] Furthermore, a confluence passage is provided on the back of the game board 108, and game balls that enter the general prize pocket 118, the first start pocket 120, the second start pocket 122, the first major prize pocket 126, and the second major prize pocket 128, respectively, and game balls that are guided to the back side from the discharge pocket 130, merge in the confluence passage and are guided to the equipment of the game hall. The out ball detection switch 130s is provided in the confluence passage, and all game balls discharged from the game area 116, in other words, all game balls launched into the game area 116, are detected by the out ball detection switch 130s.

[0044] Furthermore, the main control board 300 is connected to a standard electric mechanism solenoid 122c that operates the movable piece 122b of the second start opening 122, a first large prize opening solenoid 126c that operates the opening / closing door 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided inside the second large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the first large prize opening 126, the second large prize opening 128, and the specific area 140b.

[0045] Furthermore, the main control board 300 is connected to the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, and the right-hand hit notification indicator 172, and the main control board 300 controls the display of each of these indicators.

[0046] Furthermore, the gaming machine 100 is equipped with multiple abnormality detection sensors 174 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.

[0047] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned ON, it is possible to change and check the setting value. As will be described in more detail later, in the Type 1 and Type 2 reference example game machine 100, one of six setting values ​​with different degrees of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.

[0048] Furthermore, a RAM clear button is provided on the back of the game board 108 so that it can be pressed, and the pressing of this RAM clear button is detected by the RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.

[0049] Furthermore, a performance display monitor 184 is provided on the back of the game board 108. The main control board 300 displays registered settings and base ratios on the performance display monitor 184.

[0050] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.

[0051] The payout control board 310 controls the launching of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 in a bidirectional manner. A game information output terminal board 312 is connected to this payout control board 310, and various information regarding the progress of the game output from the main control board 300 is output to the hall computer of the amusement parlor via the payout control board 310 and the game information output terminal board 312.

[0052] Furthermore, a payout motor 314 is connected to the payout control board 310 for dispensing game balls stored in the storage unit to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout quantity specification command transmitted from the main control board 300 to dispense a predetermined number of prize balls to the player. At this time, the number of game balls dispensed is detected by the payout ball counting switch 316s, and it is determined whether the prize balls that should have been dispensed have been dispensed to the player.

[0053] Furthermore, the payout control board 310 is connected to a tray full detection switch 318s that detects when the lower tray 134 is full. This tray full detection switch 318s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 134, and each time a game ball passes through this passage, a game ball detection signal is input to the payout control board 310.

[0054] When the lower tray 134 is filled with more than a predetermined amount of game balls, the game balls accumulate in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is full and sends a tray full command to the main control board 300. On the other hand, if the continuous input of the game ball detection signal is interrupted after sending the tray full command, the payout control board 310 determines that the full state has been released and sends a tray full release command to the main control board 300.

[0055] Furthermore, the payout control board 310 is connected to a launch control circuit 320 in a bidirectional manner. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes the launch. The launch control circuit 320 is connected to a touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operating volume 112a, which detects the operating angle of the operating handle 112. When signals are input from the touch sensor 112s and the operating volume 112a, the launch control circuit 320 controls the launch solenoid 112c provided on the game ball launching device to energize and launch the game ball.

[0056] The sub-control board 330 primarily controls various effects during gameplay and standby. This sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 in a one-way communication manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads the program stored in the sub-ROM 330b and performs calculations based on commands transmitted from the main control board 300 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 330c functions as a data work area during the calculations performed by the sub-CPU 330a.

[0057] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a and the sub-performance display unit 201a. The sub-ROM 330b stores a large amount of various image data to be displayed on the main performance display unit 200a and the sub-performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub-performance display unit 201a.

[0058] Furthermore, the sub-control board 330 operates the performance device 202 and controls the lighting of the performance lighting device 204, as well as controlling the audio output to output sound from the audio output device 206. In addition, when an operation detection signal is input from the performance button detection switch 208s, which detects when the performance button 208 is pressed, a predetermined performance is executed.

[0059] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC330d, located on the sub-control board 330, receives power from this backup power supply to measure the current time.

[0060] Figure 5 shows the address map of the memory area used by the main CPU 300a in the Type 1 and Type 2 reference examples. In Figure 5, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 5, the memory area used by the main CPU 300a includes the memory area allocated to the main ROM 300b (0000H to 2FFFH) and the memory area allocated to the main RAM 300c (F000H to F3FFH).

[0061] The memory area of ​​the main ROM 300b is provided with a used area (0000H~1A7AH) for storing programs and data for controlling the progress of the game, and an unused area (2000H~2BFFH) other than the used area for storing programs and data for performing tests as defined by the gaming machine regulations and for displaying the performance display monitor 184 (including processing for calculating the base ratio to be displayed on the performance display monitor 184).

[0062] The main ROM 300b's usable area includes a program area (0000H~0A89H) where programs for controlling the game's progress are stored, an unused area (0A8AH~0FFFH), and a data area (1000H~1A7AH) where data other than programs is stored. Note that the usable area may be excluded from the unused area (0A8AH~0FFFH).

[0063] The unused area of ​​the main ROM 300b includes a program area (2000H~27FFH) where programs for performing tests stipulated by the gaming machine regulations and for displaying the performance display monitor 184 are stored, and a data area (2800H~2BFFH) where data other than these programs is stored.

[0064] In addition to the used and unused memory areas, the main ROM 300b also includes an unused area (1A7BH~1DFFH), a ROM comment area (1E00H~1EFFH) where arbitrary data such as the program title and version are stored, an unused area (1F00H~1FFFH), an unused area (2C00H~2FBFH), and a program management area (2FC0H~2FFFH) where information necessary for the main CPU 300a to execute the program is stored.

[0065] The memory area of ​​the main RAM 300c is divided into a used area (F000H~F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H~F228H) that is not used when a program for performing tests as defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.

[0066] The main RAM 300c's used area includes a work area (F000H~F12AH) that is temporarily used when a program to control the progress of the game is being executed, an unused area (F12BH~F1D7H), and a stack area (F1D8H~F1FFH) for temporarily saving data while the program to control the progress of the game is being executed. Note that the used area may be excluded from the unused area (F12BH~F1D7H).

[0067] The unused area of ​​the main RAM 300c includes a work area (F210H~F21FH) that is temporarily used when programs for performing tests stipulated by the gaming machine regulations or for displaying the performance display monitor 184 are being executed, and a stack area (F220H~F228H) that temporarily saves data when these programs are being executed.

[0068] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).

[0069] Thus, the main ROM 300b and main RAM 300c are provided with separate areas for use, which are used to control the progress of the game, and for use, which are used to perform processes for conducting tests as defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.

[0070] Furthermore, in the main RAM 300c, a 16-byte unused area (F200H~F20FH) is provided between the used area and the unused area. This unused area (F200H~F20FH) is set as a boundary area separating the used area and the unused area, clearly defining the boundary between the used area and the unused area. This prevents the unused area from being used when a program to control the progress of the game is being executed, and prevents the used area from being used when a program for performing tests stipulated in the gaming machine regulations or for controlling the display of the performance display monitor 184 is being executed.

[0071] The unused area between the used and unused areas only needs to be at least 1 byte, but from a security standpoint, it is preferable to have at least 4 bytes, and even more preferable to have at least 16 bytes. In addition, writing and reading data from the unused area is prohibited, but from a security standpoint, it may be set to be cleared at predetermined intervals.

[0072] Next, we will explain the gameplay in the gaming machine 100 related to the Type 1 and Type 2 reference examples, along with the various tables stored in the main ROM 300b.

[0073] As mentioned above, the gaming machine 100 relating to the Type 1 and Type 2 reference examples has two types of games that proceed in parallel: special games and regular games. When these two games are in progress, the game proceeds in either a non-time-saving game state or a time-saving game state.

[0074] Details of each game state will be described later, but the non-time-saving game state is a game state in which the movable piece 122b is less likely to open and game balls are less likely to enter the second start opening 122, while the time-saving game state is a game state in which the movable piece 122b is more likely to open than in the non-time-saving game state and game balls are more likely to enter the second start opening 122. The initial state of the game machine 100 is set to the non-time-saving game state.

[0075] When a player operates the control handle 112 to launch a game ball into the game area 116, and the game ball flowing down the game area 116 enters the first start opening 120 or the second start opening 122, a lottery is held to determine whether or not the player is awarded a game prize (hereinafter referred to as the "Big Prize Lottery"). If the Big Prize Lottery results in a Big Win or a Small Win, the first Big Prize opening 126 and the second Big Prize opening 128 are opened, and a Big Prize game or Small Prize game is executed, allowing game balls to enter the first Big Prize opening 126 and the second Big Prize opening 128. Furthermore, the game state after the Big Prize game ends is set to one of the above game states. The Big Prize Lottery method will be explained below.

[0076] As will be explained in more detail later, when a game ball enters the first start port 120 or the second start port 122, various random values ​​related to the big prize lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number) are acquired, and each of these random values ​​is stored in the special symbol reserve memory area of ​​the main RAM 300c. Hereafter, the various random numbers stored in the special symbol reserve memory area when a game ball enters the first start port 120 will be collectively referred to as Special 1 Reserve, and the various random numbers stored in the special symbol reserve memory area when a game ball enters the second start port 122 will be collectively referred to as Special 2 Reserve.

[0077] The main RAM 300c's special symbol hold memory area comprises a first special symbol hold memory area and a second special symbol hold memory area. The first and second special symbol hold memory areas each have four memory units (first to fourth memory units). When a game ball enters the first start port 120, special symbol 1 hold is stored sequentially starting from the first memory unit of the first special symbol hold memory area, and when a game ball enters the second start port 122, special symbol 2 hold is stored sequentially starting from the first memory unit of the second special symbol hold memory area.

[0078] For example, when a game ball enters the first start opening 120, if no hold is stored in any of the first to fourth memory units of the first special symbol hold memory area, special hold 1 is stored in the first memory unit. Also, for example, if special hold 1 is stored in the first to third memory units, and a game ball enters the first start opening 120, special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start opening 122, special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units of the second special symbol hold memory area, provided that special hold 2 is not already stored in that unit.

[0079] However, the number of special 1 reserves (X1) and special 2 reserves (X2) that can be stored in the first special reserve memory area and the second special reserve memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start opening 120, if four special 1 reserves are already stored in the first special reserve memory area, no new special 1 reserves will be stored as a result of the game ball entering the first start opening 120. Similarly, when a game ball enters the second start opening 122, if four special 2 reserves are already stored in the second special reserve memory area, no new special 2 reserves will be stored as a result of the game ball entering the second start opening 122.

[0080] Figure 6 is a diagram illustrating the special type 1 jackpot determination random number judgment table related to the type 1 and type 2 reference examples. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the jackpot lottery is started, that is, when the jackpot is determined, a jackpot determination random number judgment table is selected according to the game state, and the jackpot lottery is performed using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.

[0081] When initiating a major prize draw for a Special 1 reserved ball, the Special 1 jackpot determination random number judgment table is referenced. In the Type 1 and Type 2 reference example, there are six setting values ​​with different degrees of advantage, and a Special 1 jackpot determination random number judgment table is provided for each setting value. During gameplay, the setting value is set to one of the six levels, and the major prize draw is performed by referencing the Special 1 jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).

[0082] If the setting value is set to 1 (registered setting value = 1), the big win lottery is performed by referring to the special 1 big win determination random number judgment table a shown in Figure 6(a). According to this special 1 big win determination random number judgment table a, a big win is determined if the big win determination random number is between 10001 and 10278, a small win is determined if the big win determination random number is between 20001 and 20655, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 235.7, and the probability of a small win is approximately 1 / 100.0.

[0083] If the setting value is set to 2 (registered setting value = 2), the big win lottery is performed by referring to the special 1 big win determination random number judgment table b shown in Figure 6(b). According to this special 1 big win determination random number judgment table b, if the big win determination random number is between 10001 and 10288, it is determined to be a big win; if the big win determination random number is between 20001 and 20655, it is determined to be a small win; and if it is any other big win determination random number, it is determined to be a miss. Therefore, in this case, the probability of a big win is approximately 1 / 227.6, and the probability of a small win is approximately 1 / 100.0.

[0084] If the setting value is set to 3 (registered setting value = 3), the big win lottery is performed by referring to the special 1 big win determination random number judgment table c shown in Figure 6(c). According to this special 1 big win determination random number judgment table c, a big win is determined if the big win determination random number is between 10001 and 10298, a small win is determined if the big win determination random number is between 20001 and 20655, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 219.9, and the probability of a small win is approximately 1 / 100.0.

[0085] If the setting value is set to 4 (registered setting value = 4), the big win lottery is performed by referring to the special 1 big win determination random number judgment table d shown in Figure 6(d). According to this special 1 big win determination random number judgment table d, if the big win determination random number is between 10001 and 10308, it is determined to be a big win; if the big win determination random number is between 20001 and 20655, it is determined to be a small win; and if it is any other big win determination random number, it is determined to be a miss. Therefore, in this case, the probability of a big win is approximately 1 / 212.8, and the probability of a small win is approximately 1 / 100.0.

[0086] If the setting value is set to 5 (registered setting value = 5), the big win lottery is performed by referring to the special 1 big win determination random number judgment table e shown in Figure 6(e). According to this special 1 big win determination random number judgment table e, a big win is determined if the big win determination random number is between 10001 and 10318, a small win is determined if the big win determination random number is between 20001 and 20655, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 206.1, and the probability of a small win is approximately 1 / 100.0.

[0087] If the setting value is set to 6 (registered setting value = 6), the big win lottery is performed by referring to the special 1 big win determination random number judgment table f shown in Figure 6(f). According to this special 1 big win determination random number judgment table f, a big win is determined if the big win determination random number is between 10001 and 10328, a small win is determined if the big win determination random number is between 20001 and 0655, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 199.8, and the probability of a small win is approximately 1 / 100.0.

[0088] Figure 7 illustrates the special 2 jackpot determination random number judgment table for the type 1 and type 2 reference examples. When initiating a jackpot lottery for a special 2 reserve, the special 2 jackpot determination random number judgment table is referenced. The special 2 jackpot determination random number judgment table is also provided for each setting value, similar to the special 1 jackpot determination random number judgment table.

[0089] If the setting value is set to 1 (registered setting value = 1), the big win lottery is performed by referring to the special 2 big win determination random number judgment table a shown in Figure 7(a). According to this special 2 big win determination random number judgment table a, a big win is determined if the big win determination random number is between 10001 and 10278, a small win is determined if the big win determination random number is between 20001 and 28856, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 235.7, and the probability of a small win is approximately 1 / 7.4.

[0090] Similarly, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big win lottery is performed by referring to the special 2 big win determination random number judgment tables b to f shown in Figures 7(b) to (f). According to these special 2 big win determination random number judgment tables b to f, a big win is determined when the big win determination random number is the value shown in the figure. Therefore, the big win probability when the setting value is 2 to 6 is approximately 1 / 227.6 to 1 / 199.8, and the small win probability is approximately 1 / 7.4.

[0091] As described above, the major prize draw is conducted according to the registered setting value. At this time, the probability of winning the jackpot differs depending on the registered setting value, and it is easier to win the jackpot when the registered setting value is larger than when it is smaller. Here, it is assumed that the probability of winning a minor prize does not change even if the registered setting value is different, but it is also possible to make the probability of winning a minor prize different for each registered setting value. Furthermore, minor prizes are not mandatory, and it is also possible for only a jackpot or a loss to be determined in the major prize draw.

[0092] Figure 8 is a diagram illustrating the winning symbol random number determination table for Type 1 and Type 2 reference examples. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the above-mentioned major prize lottery results in a "big win" or "minor win" determination, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table. At this time, if a "big win" is achieved by special 1 reserve, special 1 winning symbol random number determination table a is selected, as shown in Figure 8(a), and if a "minor win" is achieved by special 1 reserve, special 1 winning symbol random number determination table b is selected, as shown in Figure 8(b). Furthermore, if a "jackpot" is won through the Special 2 Reserve, the Special 2 winning symbol random number determination table a is selected, as shown in Figure 8(c). If a "minor win" is won through the Special 2 Reserve, the Special 2 winning symbol random number determination table b is selected, as shown in Figure 8(d). Hereafter, the special symbols determined by the winning symbol random number, that is, the special symbols determined when a jackpot is determined, will be called jackpot symbols, the special symbols determined when a minor win is determined will be called minor win symbols, and the special symbols determined when a loss is determined will be called losing symbols.

[0093] According to the special symbol random number determination table a for special 1 shown in Figure 8(a) and the special symbol random number determination table a for special 2 shown in Figure 8(c), the type of special symbol (jackpot symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figure. Furthermore, according to the special symbol random number determination table b for special 1 shown in Figure 8(b) and the special symbol random number determination table b for special 2 shown in Figure 8(d), the type of special symbol (minor win symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figure.

[0094] On the other hand, if the result of the major prize lottery is "miss," and that result is derived by Special 1 Reserve, then Special Symbol X is determined as the losing symbol without conducting a lottery. Also, if the result of the major prize lottery is "miss," and that result is derived by Special 2 Reserve, then Special Symbol Y is determined as the losing symbol without conducting a lottery.

[0095] In other words, the winning symbol random number determination table is only referenced when the major role lottery result is "Big Win" or "Minor Win," and is not referenced when the major role lottery result is "Loss." Here, it is assumed that the same big win symbol is determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table, respectively. However, it is also possible to determine different big win symbols in the two tables, or to determine the type of special symbol (big win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.

[0096] In this example, the selection ratio of the jackpot symbol and the minor prize symbol is the same for all settings, but either the jackpot symbol or the minor prize symbol, or both, may be different for each setting.

[0097] Figure 9 is a diagram illustrating the reach group determination random number judgment table for the Type 1 and Type 2 reference examples. Multiple reach group determination random number judgment tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big win lottery result is derived, a process is performed to determine the fluctuation performance pattern (fluctuation mode number, fluctuation pattern number) that notifies the big win lottery result. In the Type 1 and Type 2 reference examples, when the big win lottery result is "miss," the group type is first determined by the reach group determination random number and the reach group determination random number judgment table in order to determine the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to to determine the fluctuation performance pattern.

[0098] For example, when the game state is set to a non-time-saving game state, if a "miss" result is derived from the special 1 reserve, and the number of special 1 reserves (hereinafter simply referred to as "reserve count") when the big win lottery is performed is 0, then as shown in Figure 9(a), the reach group determination random number judgment table 1 is selected. Similarly, when the game state is set to a non-time-saving game state, if a "miss" result is derived from the special 1 reserve, and the number of reserves when the big win lottery is performed is 1, then the reach group determination random number judgment table 2 is selected as shown in Figure 9(b), and if the number of reserves is 2 to 3, then the reach group determination random number judgment table 3 is selected as shown in Figure 9(c). Note that in Figure 9, the group x listed in the group type column represents an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table being referenced.

[0099] In this explanation, we have described the random number determination table for determining the reach group, which is referenced when a "miss" major role lottery result is derived based on the special 1 reserve during non-time-saving gameplay. However, the main ROM 300b also stores many other random number determination tables for determining the reach group.

[0100] Furthermore, if the result of the major role lottery is "Big Win" or "Minor Win," the group type is not determined when deciding the variation animation pattern. In other words, the random number judgment table for determining the reach group is only referenced when the result of the major role lottery is "Miss," and is not referenced when the result of the major role lottery is "Big Win" or "Minor Win."

[0101] Figure 10 is a diagram illustrating the random number determination table for determining the reach mode in the Type 1 and Type 2 reference examples. This random number determination table for determining the reach mode is broadly divided into three types: a random number determination table for determining the reach mode when the big role lottery result is a "miss," a random number determination table for determining the reach mode when the big role lottery result is a "jackpot," and a random number determination table for determining the reach mode when the big role lottery result is a "minor win." The random number determination table for determining the reach mode when a miss is provided for each group type determined as described above, while the random number determination table for determining the reach mode when a jackpot and the random number determination table for determining the reach mode when a minor win are provided for each type of hold.

[0102] Furthermore, each reach mode determination random number judgment table is also provided for each game state and symbol type. Here, an example of the reach mode determination random number judgment table for group x when missing, which is referenced in a predetermined game state and symbol type, is shown in Figure 10(a), an example of the reach mode determination random number judgment table for special 1 when hitting a jackpot is shown in Figure 10(b), an example of the reach mode determination random number judgment table for special 2 when hitting a jackpot is shown in Figure 10(c), an example of the reach mode determination random number judgment table for special 1 when hitting a minor jackpot is shown in Figure 10(d), and an example of the reach mode determination random number judgment table for special 2 when hitting a minor jackpot is shown in Figure 10(e).

[0103] When a game ball enters the first start port 120 or the second start port 122, a random number for determining the reach mode is obtained from within the range of 0 to 250. If the result of the above-mentioned big win lottery is "miss", as shown in Figure 10(a), a random number determination table for determining the reach mode in the event of a miss, corresponding to the group type determined by the above-mentioned lottery for the group type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a miss and the random number for determining the reach mode. If the result of the above-mentioned big win lottery is "jackpot", as shown in Figures 10(b) and (c), a random number determination table for determining the reach mode in the event of a jackpot, corresponding to the read-out hold type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a jackpot and the random number for determining the reach mode.

[0104] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figures 10(d) and (e), a random number determination table for determining the reach mode during a minor win corresponding to the read-out hold type is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode during a minor win and the reach mode determination random number.

[0105] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation pattern random number judgment table, which will be described later, along with the variation mode number. The variation pattern random number judgment table is determined at the same time as the variation mode number is determined. Note that in Figure 10, table x in the column for the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of reach mode determination random number judgment table to be referenced. Also, in the Type 1 and Type 2 reference examples, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. In the following, "H" will be added when indicating a hexadecimal number, but "○○H" in Figures 10 to 12 indicates an arbitrary value shown in hexadecimal.

[0106] As described above, if the result of the major role lottery is "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 9. Then, according to the determined group type and game state, the variation mode number and variation pattern random number judgment table are determined by the miss reach mode determination random number judgment table and reach mode determination random number shown in Figure 10(a).

[0107] On the other hand, if the result of the major role lottery is a "big win" or a "minor win," the random number determination table for determining the reach mode at the time of the big win, shown in Figure 10, is referenced to determine the random number for determining the reach mode, which corresponds to the determined big win symbol or minor win symbol (type of special symbol), the game state at the time of the big win or minor win, and the variable mode number and variable pattern random number determination table are determined using the random number for determining the reach mode.

[0108] Figure 11 illustrates the variable pattern random number determination table for Type 1 and Type 2 reference examples. Here, we show the variable pattern random number determination table x for a predetermined table number x, but there are many other variable pattern random number determination tables provided for each table number.

[0109] When a game ball enters the first starting port 120 or the second starting port 122, one random variation pattern number is obtained from the range of 0 to 238. Then, based on the random variation pattern number determination table determined simultaneously with the above-mentioned variation mode number and the obtained random variation pattern number, the variation pattern number is determined as shown in the figure.

[0110] In this way, when the big prize lottery is held, the variation mode number and variation pattern number are determined according to the big prize lottery result, the determined symbol type, the game state, the number of reserved symbols, the type of reserved symbols, etc. These variation mode numbers and variation pattern numbers identify the variation performance pattern, and each of them is associated with the manner and duration of the variation performance.

[0111] Figure 12 is a diagram illustrating the variation time determination table for Type 1 and Type 2 reference examples. As described above, once the variation mode number is determined, variation time 1 is determined according to the variation time 1 determination table shown in Figure 12(a). According to this variation time 1 determination table, variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.

[0112] Furthermore, as described above, once the variation pattern number is determined, variation time 2 is determined according to the variation time 2 determination table shown in Figure 12(b). According to this variation time 2 determination table, variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The sum of variation times 1 and 2 determined in this way becomes the time of the variation animation that announces the result of the big prize lottery, i.e., the variation time.

[0113] Once the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330. Once the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. The sub-control board 330 primarily determines the first half of the variation performance based on the received variation mode command, and primarily determines the second half of the variation performance based on the received variation pattern command. Details of this will be described later. In the following, the variation mode number and variation pattern number may be collectively referred to as variation information, and the variation mode command and variation pattern command may be collectively referred to as variation commands.

[0114] Figure 13 is a diagram illustrating the first special electric mechanism operation ramset table related to the Type 1 and Type 2 reference examples, and Figure 14 is a diagram illustrating the second special electric mechanism operation ramset table related to the Type 1 and Type 2 reference examples. The first special electric mechanism operation ramset table and the second special electric mechanism operation ramset table store various data for controlling big win games or small win games. During big win games and small win games, the first big prize slot solenoid 126c and the second big prize slot solenoid 128c are energized and controlled by referring to the first special electric mechanism operation ramset table or the second special electric mechanism operation ramset table. Hereinafter, the first special electric mechanism operation ramset table and the second special electric mechanism operation ramset table will be collectively referred to simply as the special electric mechanism operation ramset table. In reality, there are multiple special electric mechanism activation ramset tables for each type of special symbol (jackpot symbol and minor win symbol). Depending on the type of special symbol determined, the corresponding table is set at the start of the jackpot or minor win game. However, for the sake of explanation, all special symbol control data will be shown in a single table here.

[0115] When the winning symbols, special symbols A, B, and C, are determined, as shown in Figure 13, an opening and closing process is executed to control the opening and closing of the first large prize opening 126 in a predetermined opening and closing pattern by referring to the first special electric mechanism operation ramset table. Also, when the winning symbols, special symbols a, b, and c, are determined, as shown in Figure 14, an opening and closing process is executed to control the opening and closing of the first large prize opening 126 and the second large prize opening 128 in a predetermined opening and closing pattern by referring to the second special electric mechanism operation ramset table. The winning game consists of multiple rounds in which the first large prize opening 126 is opened and closed a predetermined number of times, while the winning game consists of only one round in which the second large prize opening 128 is opened and closed a predetermined number of times.

[0116] According to the special electric mechanism operation ramset table, the following are required: opening time (waiting time until the first round of gameplay begins), maximum number of special electric mechanism operations (number of rounds of gameplay performed during one major win or minor win game), open major prize slots (the first major prize slot 126 and the second major prize slot 128 that are opened in each round of gameplay), number of special electric mechanism opening / closing switches (number of times the first major prize slot 126 and the second major prize slot 128 are opened during one round of gameplay), solenoid energizing time (the solenoid 126c and the second major prize slot solenoid for each number of times the first major prize slot 126 and the second major prize slot 128 are opened) The energizing time of the prize slot solenoid 128c (i.e., the opening time of the first and second prize slots 126 and 128 in one round), the specified number (the maximum number of prizes that can be won into the first and second prize slots 126 and 128 in one round of play), the effective closing time of the prize slots (the closing time of the first and second prize slots 126 and 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game resumes) are pre-stored as control data for the big prize game, for each type of jackpot symbol, as shown in the figure.

[0117] In the Type 1 and Type 2 example, if the winning symbol, special symbol A, is determined, a special game consisting of 4 rounds is played. If special symbols B or C are determined, a special game consisting of 15 rounds is played. Each round ends when a specified number (7 balls) of game balls enter the first large prize slot 126, or when a predetermined time (29.0 seconds) has elapsed since the first large prize slot 126 opened.

[0118] Furthermore, as shown in Figure 14, when special symbols a, b, and c, which are minor winning symbols, are determined, a minor winning game consisting of one round of gameplay is first executed. In this minor winning game, the opening and closing of the second large prize slot 128 is repeatedly performed. In the minor winning game executed when special symbol a is determined, the second large prize slot 128 is opened only once for 0.1 seconds. In the minor winning game executed when special symbols b and c are determined, the second large prize slot 128 is controlled to open and close in the following order: open for 0.1 seconds (open 1), closed for 3.0 seconds (closed 1), open for 0.1 seconds (open 2), closed for 1.0 second (closed 2), open for 0.1 seconds (open 3), closed for 1.0 second (closed 3), and open for 0.1 seconds (open 4).

[0119] Here, the second large prize opening 128 is provided with a specific area 140b and a non-specific area 140c, and any game ball that enters the second large prize opening 128 will always enter either the specific area 140b or the non-specific area 140c. Then, in a minor prize game, if a game ball that enters the second large prize opening 128 enters the specific area 140b, a major prize game is executed following the minor prize game, in which the first large prize opening 126 is opened.

[0120] At this time, if the special symbols a and b, which are minor winning symbols, are determined, a round game is executed four times in which the first major prize opening 126 is opened once for 29.0 seconds each time. Also, if the special symbol c, which is a minor winning symbol, is determined, a round game is executed 15 times in the major prize game.

[0121] Figure 15 illustrates the opening and closing modes of the second large prize slot 128 and the opening and closing modes of the specific area 140b by the movable member 142 in the Type 1 and Type 2 reference examples. As shown in Figure 15, in a minor prize game in which the second large prize slot 128 is opened, the movable member 142 opens the specific area 140b for a moment (about 0.1 seconds) at the same time as the second large prize slot 128 opens, then maintains the specific area 140b in a closed state for a predetermined period of time, and then maintains the specific area 140b in an open state again. Then, as shown in Figure 15(a), when special symbol a is determined and a minor prize game is executed, the second large prize slot 128 is opened for only 0.1 seconds from the start of the minor prize game (round game). During this time, it takes a predetermined amount of time for the game ball that enters the second large prize slot 128 to reach the specific area 140b. Therefore, when a game ball that has entered the second major prize slot 128 reaches the specific area 140b, the specific area 140b is always closed, and as a result, when special symbol a is determined and a minor win game is executed, the game ball will not enter the specific area 140b.

[0122] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the second large prize opening 128, or a game ball remaining in the second large prize opening 128 for an extended period of time for any reason, there is a possibility that a game ball may enter the specific area 140b even in a minor win game where special symbol a is determined and executed. Therefore, in this specification, for the sake of ease of understanding, the words "always" and "certainly" are used in the explanation, but this is based on the premise that the state of the game machine 100 is in a state appropriate for the progress of the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.

[0123] In contrast, as shown in Figure 15(b), when special symbols b and c are determined and a minor win game is executed, the second major prize slot 128 is opened a total of four times during the minor win game. Therefore, while a game ball that enters the second major prize slot 128 at the same time as the first opening of the second major prize slot 128 may not be able to enter the specific area 140b, a game ball that enters the second major prize slot 128 during the second and subsequent openings of the second major prize slot 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted here, a structure is provided above the second major prize slot 128 to slow down the game ball rolling over the second major prize slot 128, and if the game ball is launched appropriately into the second game area 116b from the start of the minor win game, the game ball will always enter the specific area 140b.

[0124] Figure 16 illustrates a game state setting table for determining the game state after the completion of a major win game in the Type 1 and Type 2 reference example. In the Type 1 and Type 2 reference example, when a major win game is performed, the game state after the completion of the major win game is set according to the type of special symbol determined. According to this game state setting table, regardless of whether special symbols A, B, C, a, b, or c are determined, the game state is set to a time-saving game state after the completion of the major win game.

[0125] Furthermore, if the game state is set to the time-saving game state, the number of times the time-saving game state will continue (hereinafter referred to as "time-saving rounds") will be set. Here, if special symbols A and a are determined, the time-saving rounds will be set to 1, and if special symbols B, C, b, and c are determined, the time-saving rounds will be set to 7. This means that the time-saving game state will continue until the big win lottery result is confirmed once or seven times. However, the above-mentioned time-saving rounds represent the maximum number of consecutive rounds in one time-saving game state, and if a big win is achieved before reaching the above number of consecutive rounds, the game state and time-saving rounds will be set again. Therefore, if the game state is set to the time-saving game state after the big win game has ended, and no big win lottery result is obtained in that time-saving game state, and one or seven misses or small win lottery results are obtained, the game state will be changed to the non-time-saving game state.

[0126] In this time-saving game state, each time a major win lottery result is confirmed, the remaining number of time-saving rounds is reduced, and when the remaining number of time-saving rounds reaches 0, the game state changes to the non-time-saving game state. At this time, the number of time-saving rounds is reduced only when a major win lottery result based on special 2 reserve is confirmed. In other words, after a major win game, when the major win lottery result based on special 2 reserve is confirmed once or seven times, the remaining number of time-saving rounds will reach 0, and the game state will change to the non-time-saving game state.

[0127] In this example, when the game is set to a time-saving mode, the number of time-saving rounds will vary depending on the type of special symbol. However, it is also possible to set the number of time-saving rounds to the same number regardless of the type of special symbol. Furthermore, in this example, the number of time-saving rounds is reduced only when the result of the big win lottery based on Special 2 Reserve is determined. However, it is also possible to reduce the number of time-saving rounds when the result of the big win lottery based on Special 1 Reserve is determined.

[0128] Figure 17 is a diagram illustrating the random number determination table for determining a winning combination in the Type 1 and Type 2 reference examples. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for a normal symbol (hereinafter referred to as "normal symbol lottery") is performed, which determines whether or not to energize the movable piece 122b of the second start opening 122.

[0129] As will be explained in more detail later, when a game ball passes through gate 124, one winning random number is obtained from the range of 0 to 99, and up to four of these random numbers are stored in the general-purpose reserve memory area of ​​the main RAM 300c. In other words, the general-purpose reserve memory area has four memory units for saving winning random numbers. Therefore, if a game ball passes through gate 124 while all four memory units of the general-purpose reserve memory area have already stored winning random numbers, no new winning random number will be stored based on the passage of that game ball. Hereafter, the winning random numbers stored in the general-purpose reserve memory area after a game ball passes through gate 124 will be referred to as general-purpose reserves.

[0130] When a regular symbol draw is initiated in a non-time-saving game state, the random number determination table for non-time-saving game states is referenced, as shown in Figure 17(a). According to this random number determination table for non-time-saving game states, if the random number for determining the win is 0, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is between 1 and 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in a non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be explained in more detail later, if a winning symbol is determined in this regular symbol draw, the second start port 122 is controlled to be in an open state, and if a losing symbol is determined, the second start port 122 is kept in a closed state.

[0131] Furthermore, when starting a regular symbol draw in the shortened play state, the random number determination table for the shortened play state is referenced, as shown in Figure 17(b). According to this random number determination table for the shortened play state, if the random number for determining the win is between 0 and 98, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the shortened play state, i.e., the probability of winning, is 99 / 100.

[0132] Figure 18(a) is a diagram illustrating the data table for the normal symbol variation time related to the Type 1 and Type 2 reference examples, and Figure 18(b) is a diagram illustrating the opening and closing control pattern table related to the Type 1 and Type 2 reference examples. As described above, when a normal symbol lottery is performed, the variation time of the normal symbols is determined. The data table for the normal symbol variation time is referenced when determining the variation time of a winning or losing symbol determined by the normal symbol lottery. According to this data table for the normal symbol variation time, if the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and if the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this way, the normal symbol indicator 168 is displayed (flashed) for the determined time. If a winning symbol is determined, the normal symbol indicator 168 lights up, and if a losing symbol is determined, the normal symbol indicator 168 turns off.

[0133] Then, when the winning symbol is determined by the regular symbol lottery and the regular symbol indicator 168 lights up, the movable piece 122b of the second start port 122 is powered on by referring to the opening / closing control pattern table, as shown in Figure 18(b). In reality, an opening / closing control pattern table is provided for each game state, and the corresponding table is set when the regular electric mechanism solenoid 122c is powered on, depending on the game state when the regular symbol is determined. However, for the sake of explanation, here, the control data corresponding to each game state is shown in a single table.

[0134] Once the winning symbol is determined, the second start port 122 is opened and closed by referring to the opening and closing control pattern table, as shown in Figure 18(b). According to this opening / closing control pattern table, the following are stored in advance as control data for the second start port 122 for each game state, as shown in the figure: time before normal opening (waiting time until the opening of the second start port 122 begins), maximum number of normal electric mechanism opening / closing switches (number of times the second start port 122 is opened), solenoid energizing time (energizing time of the normal electric mechanism solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), specified number (maximum number of possible winnings into the second start port 122 during the entire opening of the second start port 122), normal closing effective time (closing time between each opening of the second start port 122, i.e., pause time), normal effective state time (waiting time from the end of the last opening of the second start port 122), and normal end wait time (waiting time after the normal effective state time has elapsed until the display of the normal symbols, described later, resumes).

[0135] Thus, the non-time-saving game state and the time-saving game state are each associated with opening and closing control conditions for the second start opening 122 as game progression conditions, and in the time-saving game state, it is easier for game balls to enter the second start opening 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as game balls pass through the gate 124, the regular lottery is held one after another, and the second start opening 122 is frequently open, so the player can reduce the consumption of game balls while participating in the big prize lottery.

[0136] The opening and closing conditions for the second start port 122 are determined by three factors: the probability of winning with a regular symbol, the duration of the regular symbol's variation display, and the duration of the second start port 122's opening. In the Type 1 and Type 2 reference examples, two of these factors are set to be more favorable in the time-saving game state than in the non-time-saving game state, so that it is easier for game balls to enter the second start port 122 in the time-saving game state than in the non-time-saving game state. However, it is also acceptable to set one or three of the above three factors to be more favorable in the time-saving game state than in the non-time-saving game state. In any case, the goal is to ensure that the time-saving game state is more favorable in at least one factor compared to the non-time-saving game state, so that overall, it is easier for game balls to enter the second start port 122 in the time-saving game state than in the non-time-saving game state. In other words, when the game state is set to a non-time-saving game state, the movable piece 122b should be controlled to open and close according to the first condition, and when the game state is set to a time-saving game state, the movable piece 122b should be controlled to open and close according to the second condition, which is more likely to be in the open state than the first condition.

[0137] Next, we will explain the main processing performed by the main control board 300 as the game progresses in the gaming machine 100.

[0138] Figure 19 is a diagram illustrating the game machine status flags for Type 1 and Type 2 reference examples. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the game machine status flags. The game machine status flags are set to one of six flag values ​​from 00H to 05H. A flag value of 00H indicates that the game is playable. When the game machine status flag is 00H, the game is controlled to proceed, and when the game machine status flag is anything other than 00H, the game is stopped.

[0139] A flag value of 01H for the game machine status flag indicates a setting change state. When the game machine status flag is 01H, it becomes possible to change the registered setting value. A flag value of 02H for the game machine status flag indicates a setting confirmation state. When the game machine status flag is 02H, it becomes possible to confirm the registered setting value, for example, by displaying it on the performance display monitor 184. A flag value of 03H for the game machine status flag indicates a setting abnormality state. When the game machine status flag is 03H, the game is stopped because the registered setting value is abnormal. A flag value of 04H for the game machine status flag indicates a RAM abnormality state. When the game machine status flag is 04H, the game is stopped. A flag value of 05H for the game machine status flag indicates a checksum abnormality state. When the game machine status flag is 05H, the game is stopped. When the power is turned on, the game machine status flag is set to one of the flag values, and processing is performed according to the game machine status flag.

[0140] (CPU initialization process of the main control board 300) Figure 20 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to the Type 1 and Type 2 reference example, and Figure 21 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the Type 1 and Type 2 reference example.

[0141] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).

[0142] (Step S100-1) When powered on, the main CPU 300a reads the boot program from the main ROM 300b as part of the initial setup process, and also performs the necessary configuration processes to execute various other operations.

[0143] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.

[0144] (Step S100-5) The main CPU 300a determines whether it has detected a power failure warning signal. The main control board 300 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.

[0145] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it determines that the wait time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.

[0146] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.

[0147] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine's state flag before the power was cut off into the D register.

[0148] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum stored at the time of power failure, and whether the backup flag is normal. If it is determined that both the backup flag and the checksum are normal, the process moves to step S100-15. If it is determined that either or both are not normal, the process moves to step S100-25.

[0149] (Step S100-15) The main CPU 300a sets the starting address of the main RAM 300c to an address that does not contain the setting value or the gaming machine status flag.

[0150] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is being input from the RAM clear switch 182s (i.e., whether the RAM clear button is being pressed). If it determines that a RAM clear operation signal is being input, the process moves to step S100-31; if it determines that no RAM clear operation signal is being input, the process moves to step S100-19.

[0151] (Step S100-19) The main CPU 300a determines whether the flag value of the game machine status flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is ON, and whether the middle frame 104 is open. If it determines that all three conditions are met, the process moves to step S100-21; if it determines that even one of the three conditions is not met, the process moves to step S100-23.

[0152] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (settings confirmation state). In other words, when the middle frame 104 is open, the settings change switch 180s is on, and the RAM clear button is not pressed, and the power is turned on normally, the machine enters the settings confirmation state.

[0153] (Step S100-23) The main CPU 300a performs an initialization process to clear the area of ​​the main RAM 300c that is to be cleared when power is restored, which is the area from the starting address set in step S100-15 above, and then proceeds to step S100-49.

[0154] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).

[0155] (Step S100-27) The main CPU 300a performs out-of-bounds read / write checks, which involve checking and clearing read / write memory in unused areas.

[0156] (Step S100-29) The main CPU 300a sets the address containing the setting value and the gaming machine status flag to the starting address of the main RAM 300c that is to be cleared.

[0157] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.

[0158] (Step S100-33) The main CPU 300a determines whether the read / write memory check in step S100-31 is normal. If it determines that it is normal, it proceeds to step S100-37; if it determines that it is not normal, it proceeds to step S100-35.

[0159] (Step S100-35) The main CPU 300a sets the D register to 04H (RAM abnormal state) and moves processing to step S100-45.

[0160] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it determines that 02H is set, it proceeds to step S100-39; if it determines that 02H is not set, it proceeds to step S100-41.

[0161] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).

[0162] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it determines that the setting change conditions are met, the process moves to step S100-43; if it determines that the setting change conditions are not met, the process moves to step S100-45. Here, the setting change conditions include at least the setting change switch 180s being ON, the middle frame 104 being open, and a RAM clear operation signal being input from the RAM clear switch 182s.

[0163] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).

[0164] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.

[0165] (Step S100-47) The main CPU 300a performs an initialization process to clear the main RAM 300c that is targeted for clearing during RAM clearing, and then proceeds to step S100-49.

[0166] (Step S100-49) The main CPU 300a performs the process of sending a payout command (RAM clear specification command) to the payout control board 310 to inform it that the main RAM 300c has been cleared (storing the RAM clear specification command in the transmit buffer).

[0167] (Step S100-51) The main CPU 300a loads the gaming machine status flags.

[0168] (Step S100-53) The main CPU 300a determines whether the game machine status flag loaded in step S100-51 is 00H (playable state). If it determines that it is 00H, it proceeds to step S110; otherwise, it proceeds to step S100-55.

[0169] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.

[0170] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.

[0171] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0172] (Step S100-59) The main CPU 300a performs the process to disable interrupts.

[0173] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. This initial value update random number is used to determine the initial and final values ​​of the winning symbol random number. In other words, when the winning symbol random number update process described later cycles from the initial value update random number for the winning symbol random number to the current initial value update random number - 1, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0174] (Step S100-63) The main CPU 300a analyzes the received data (main command) from the dispensing control board 310 and performs various processes according to the received data.

[0175] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.

[0176] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.

[0177] (Step S100-69) The main CPU 300a updates the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern, and then repeats the process from step S100-59 described above. In the following, the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern will be collectively referred to as random numbers for variation effects.

[0178] Figure 22 is a flowchart illustrating the subcommand group set process (S110) in the main control board 300 related to the Type 1 and Type 2 reference examples.

[0179] (Step S110-1) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0180] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.

[0181] (Step S110-5) The main CPU 300a performs a machine command setting process, which involves setting a machine command indicating the machine type information of the gaming machine 100 into the transmission buffer.

[0182] (Step S110-7) The main CPU 300a performs a setting value specification command setting process, which sets a setting value specification command indicating the registered setting value into the transmission buffer.

[0183] (Step S110-9) The main CPU 300a performs the Special Figure 1 Reserved Command Setting Process, which sets the Special Figure 1 Reserved Command, indicating the number of Special Figure 1 Reserved Commands, into the transmission buffer.

[0184] (Step S110-11) The main CPU 300a performs the Special Figure 2 Reserved Command Setting Process, which sets the Special Figure 2 Reserved Command, indicating the number of Special Figure 2 Reserved Commands, into the transmission buffer.

[0185] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting a count command indicating the remaining number of turns in the time-saving game state into the transmission buffer.

[0186] (Step S110-15) The main CPU 300a performs a variable pattern selection state specification command setting process, which sets a variable pattern selection state specification command, indicating the variable pattern selection state, into the transmit buffer.

[0187] (Step S110-17) The main CPU 300a performs a special game phase specification command setting process, which sets a special game phase specification command, indicating the special game management phase, into the transmission buffer. The special game management phase will be described later.

[0188] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a state of waiting for a special symbol change. If it determines that it is in a state of waiting for a special symbol change, it proceeds to step S110-21; if it determines that it is not in a state of waiting for a special symbol change, it terminates the subcommand group set process.

[0189] (Step S110-21) The main CPU 300a sets the customer waiting command in the send buffer and terminates the process of setting the subcommand group.

[0190] Next, we will explain the interrupt handling in the main control board 300. Here, we will explain the power outage saving process (XINT interrupt handling) and the timer interrupt handling.

[0191] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 23 is a flowchart illustrating the power failure save-up process (XINT interrupt processing) in the main control board 300 related to the Type 1 and Type 2 reference example. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure save-up process.

[0192] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.

[0193] (Step S300-3) The main CPU 300a checks for a power failure warning signal.

[0194] (Step S300-5) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.

[0195] (Step S300-7) The main CPU 300a restores the registers.

[0196] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.

[0197] (Step S300-11) The main CPU 300a executes an output port clear process, which stops the output from the output port.

[0198] (Step S300-13) The main CPU 300a performs a checksum setting process that calculates and saves the checksum.

[0199] (Step S300-15) The main CPU 300a performs the necessary RAM protection configuration process to prevent access to the main RAM 300c.

[0200] (Step S300-17) The main CPU 300a sets a predetermined number of power failure detection signals in the loop counter's counter value in order to set the power failure monitoring time.

[0201] (Step S300-19) The main CPU 300a checks for a power failure warning signal.

[0202] (Step S300-21) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-17; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-23.

[0203] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0204] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not zero. If it determines that the counter value is not zero, it proceeds to step S300-19; if it determines that the counter value is zero, it proceeds to the CPU initialization process described above (step S100).

[0205] In the case where a power failure actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are in a loop.

[0206] (Timer interrupt processing of the main control board 300) FIG. 24 is a flowchart for explaining the timer interrupt processing in the main control board 300 according to a first and second reference example. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined cycle (4 milliseconds in the first and second reference examples, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts the CPU initialization process (step S100), and the following timer interrupt processing is executed.

[0207] (Step S400-1) The main CPU 300a saves the registers. [[ID=十三]]

[0208] (Step S400-3) The main CPU 300a performs processing for enabling interrupts.

[0209] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing for controlling the lighting of the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, the right hit notification display 172, and the performance display monitor 184. [[ID=二十五]]

[0210] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately obtaining the latest switch state.

[0211] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.

[0212] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it determines that it is 00H, it proceeds to step S400-15; otherwise, it proceeds to step S400-13.

[0213] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or higher. If it determines that it is 03H or higher, it proceeds to step S400-27; if it determines that it is not 03H or higher, it proceeds to step S450.

[0214] (Step S450) The main CPU 300a executes the configuration-related processing and then moves the process to step S400-27. The configuration-related processing will be described later.

[0215] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 processes a timer interrupt, and the decrementing stops when they reach zero.

[0216] (Step S400-17) The main CPU 300a performs the same process as in step S100-61 above to update the initial value random number for the winning symbol random number.

[0217] (Step S400-19) The main CPU 300a performs the process of updating the winning symbol random number. Specifically, it updates the random number counter by incrementing it by 1, and if the result of the increment exceeds the maximum value of the random number range, it resets the random number counter to 0. When the random number counter completes one cycle, it updates the random number from the value of the initial random number used for the winning symbol random number at that time.

[0218] Although a detailed explanation will be omitted, in the Type 1 and Type 2 reference examples, the jackpot determination random numbers and the win determination random numbers use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random numbers and the win determination random numbers according to a certain rule, automatically changing the random number sequence each time the random number sequence completes a cycle, and changing the starting value each time the system is reset.

[0219] (Step S500) The main CPU 300a performs switch management processing to determine whether or not there is signal input from the first start gate detection switch 120s, the second start gate detection switch 122s, the gate detection switch 124s, the first major prize gate detection switch 126s, the second major prize gate detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management processing will be described later.

[0220] (Step S600) The main CPU 300a executes special game management processing to control the progress of the special game described above. Details of this special game management processing will be described later.

[0221] (Step S700) The main CPU 300a executes the normal game management process to control the progress of the normal gameplay described above. Details of this normal game management process will be described later.

[0222] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results.

[0223] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, the first major winning port detection switch 126s, and the second major winning port detection switch 128s, and executes a winning port switch process for adding a counter for prize ball control and the like corresponding thereto.

[0224] (Step S400-25) The main CPU 300a executes payout control management processing for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in step S400-23 above.

[0225] (Step S400-27) The main CPU 300a executes external information management processing for setting output data for external information to be output to the outside from the game information output terminal board 312.

[0226] (Step S400-29) The main CPU 300a executes LED display setting processing for setting display data for lighting control of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the output buffer corresponding to each common.

[0227] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the first major winning port solenoid 126c, the second major winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.

[0228] (Step S400-33) The main CPU 300a executes port output processing for outputting the value of the common output buffer stored in each output port buffer to the output port.

[0229] (Step S400-35) The main CPU 300a performs the process to disable interrupts.

[0230] (Step S400-37) The main CPU 300a uses the unused area of ​​the main RAM 300c to perform processing to calculate the base ratio to be displayed on the performance display monitor 184, and executes performance display monitor control processing to set common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Here, the performance display monitor 184 may switch between displaying the base ratio for the current period and the base ratio for previous periods at predetermined intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to predetermined operations.

[0231] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.

[0232] Figure 25 is a flowchart illustrating the above setting-related processing (S450) for the Type 1 and Type 2 reference examples.

[0233] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (settings changed state). If it determines that the value is 01H, it proceeds to step S450-3; if it determines that the value is not 01H, it proceeds to step S450-15.

[0234] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a designated processing area.

[0235] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is pressed (i.e., whether a RAM clear operation signal is input). If it determines that the RAM clear switch 182s is pressed, the process moves to step S450-7; if it determines that the RAM clear switch 182s is not pressed, the process moves to step S450-9.

[0236] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.

[0237] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within the range of 1 to 6. If it determines that the setting value is within the range of 1 to 6, it proceeds to step S450-13; otherwise, it proceeds to step S450-11.

[0238] (Step S450-11) The main CPU 300a sets the processing area setting to 1.

[0239] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.

[0240] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is turned on. If it determines that the setting change switch 180s is turned on, it terminates the setting-related processing. If it determines that the setting change switch 180s is not turned on, it proceeds to step S450-17.

[0241] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.

[0242] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 22. That is, when setting-related processing is executed, upon its completion, the following commands are sent to the sub-control board 330: machine command, setting value specification command, special figure 1 hold specification command, special figure 2 hold specification command, count command, variation pattern selection state specification command, special figure phase specification command, and customer waiting specification command.

[0243] (Step S450-19) The main CPU 300a sets the gaming machine status flag to 00H (playable state) and terminates the processing related to that setting.

[0244] As described above, according to the Type 1 and Type 2 reference examples, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the game machine state flag is set to 01H (setting change state) during the CPU initialization process (Figure 20). After that, the timer interrupt process is executed, but because the game machine state flag is set to 01H (setting change state), all processes related to the progress of the game (steps S400-15 to S400-25 in Figure 24) are stopped and setting-related processes are executed.

[0245] The setting-related processing is executed repeatedly while the setting change switch 180s is ON, and during this setting-related processing, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. In other words, during the setting change processing (S450-1 to S450-13) that accepts setting change operations, the registered setting value stored in the setting value buffer is switched to one of the multiple setting values ​​provided in response to the setting change operation.

[0246] Then, when the setting change switch 180s is switched off while the game machine status flag is set to 01H (settings changed state), the setting change process ends, and the game machine status flag is set to 00H (playable state). As a result, processing related to the progress of the game can be executed from the next timer interrupt process.

[0247] In the setting-related processing for the Type 1 and Type 2 reference examples, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation for the registered setting value is complete, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value specification command is not sent to the sub-control board 330. In this way, by not sending the setting value specification command while the setting change operation is being accepted, and only sending the setting value specification command when the acceptance of the setting change operation is complete and the game can proceed, the risk of the registered setting value being illegally acquired can be reduced.

[0248] Furthermore, in the Type 1 and Type 2 reference examples, multiple flag values, including at least 01H (setting change state), are switched. When 01H (setting change state) is set in the game machine state flag, setting-related processing becomes executable, and the game progress is stopped. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification commands are sent while the game is in progress, thus reducing the risk of registered setting values ​​being illegally acquired.

[0249] Next, we will explain in detail the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700, which are part of the timer interrupt processing described above.

[0250] Figure 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300 related to the Type 1 and Type 2 reference example.

[0251] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether a game ball has passed through gate 124 and the detection signal from gate detection switch 124s has been turned on. If it is determined that the gate detection switch is on, the process moves to step S510; if it is determined that the gate detection switch is not on, the process moves to step S500-3.

[0252] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. Details of this gate passage processing will be described later.

[0253] (Step S500-3) The main CPU 300a determines whether the first start port detection switch is ON, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. If it determines that the first start port detection switch is ON, the process moves to step S520; if it determines that the first start port detection switch is NOT ON, the process moves to step S500-5.

[0254] (Step S520) The main CPU 300a executes the first start gate passage process based on the entry of a game ball into the first start gate 120. Details of this first start gate passage process will be described later.

[0255] (Step S500-5) The main CPU 300a determines whether the second start port detection switch is ON, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. If it determines that the second start port detection switch is ON, the process moves to step S530; if it determines that the second start port detection switch is NOT ON, the process moves to step S500-7.

[0256] (Step S530) The main CPU 300a executes a second start gate passage process based on the entry of a game ball into the second start gate 122. Details of this second start gate passage process will be described later.

[0257] (Step S500-7) The main CPU 300a determines whether the big prize hole detection switch is ON, that is, whether a game ball has entered the first big prize hole 126 and the second big prize hole 128 and a detection signal has been input from the first big prize hole detection switch 126s and the second big prize hole detection switch 128s. If it is determined that the big prize hole detection switch is ON, the process moves to step S500-9; if it is determined that the big prize hole detection switch is NOT ON, the process moves to step S500-11.

[0258] (Step S500-9) The main CPU 300a determines whether a major prize game or a minor prize game is currently in progress, and whether the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128. If it determines that a major prize game or a minor prize game is not in progress, it executes a predetermined fraud detection process. If it determines that a major prize game or a minor prize game is in progress and that the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128, it increments the major prize slot ball count counter by 1 and sets the major prize slot entry designation command in the transmission buffer.

[0259] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is ON, that is, whether a game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is ON, the process moves to step S540; if it is determined that the specific area detection switch is NOT ON, the process moves to step S500-13.

[0260] (Step S540) The main CPU 300a executes a process to pass through a specific area based on the entry of a game ball into the specific area 140b, and then terminates the switch management process. Details of this process to pass through a specific area will be described later.

[0261] (Step S500-13) The main CPU 300a determines whether the general prize entry detection switch is ON, that is, whether a game ball has entered the general prize entry 118 and a detection signal has been input from the general prize entry detection switch 118s. If it is determined that the general prize entry detection switch is ON, the process moves to step S500-15; if it is determined that the general prize entry detection switch is NOT ON, the process moves to step S500-17.

[0262] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.

[0263] (Step S500-17) The main CPU 300a determines whether the out-of-bounds ball detection switch is turned ON, that is, whether a detection signal has been input from the out-of-bounds ball detection switch 130s. If it is determined that the out-of-bounds ball detection switch is turned ON, the process moves to step S500-19. If it is determined that the out-of-bounds ball detection switch is not turned ON, the switch management process is terminated.

[0264] (Step S500-19) The main CPU 300a sets the out-of-bounds ball detection command in the transmit buffer and terminates the switch management process.

[0265] Figure 27 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 related to the Type 1 and Type 2 reference examples.

[0266] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.

[0267] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol ball count counter is 4 or greater. If it determines that the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, the gate passage process is terminated. If it determines that the normal symbol ball count counter is not greater than or equal to the maximum value, the process moves to step S510-5.

[0268] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol ball count counter to the current counter value plus "1".

[0269] (Step S510-7) The main CPU 300a determines which of the four memory units in the general data hold memory area will be used to save the acquired winning random number.

[0270] (Step S510-9) The main CPU 300a saves the random number used to determine the winner, obtained in step S510-1, to the target memory unit calculated in step S510-7.

[0271] (Step S510-11) The main CPU 300a sets a "normal diagram hold" command, which indicates the number of normal diagrams held in the normal diagram hold memory area, into the transmission buffer and terminates the gate passage process.

[0272] Figure 28 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 related to the Type 1 and Type 2 reference example.

[0273] (Step S520-1) The main CPU 300a sets the special symbol identification value to "00H". The special symbol identification value is used to identify whether the hold type is Special 1 hold or Special 2 hold. The special symbol identification value (00H) indicates Special 1 hold, and the special symbol identification value (01H) indicates Special 2 hold.

[0274] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0275] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and then terminates the first start gate passage process. This special symbol random number acquisition process is executed using a module common to the second start gate passage process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passage process.

[0276] Figure 29 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 related to the Type 1 and Type 2 reference example.

[0277] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.

[0278] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.

[0279] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.

[0280] (Step S530-5) The main CPU 300a loads the normal game management phase. As will be explained in more detail later, the normal game management phase indicates the stage of the normal game execution process, that is, the progress of the normal game, and is updated according to the stage of the normal game execution process.

[0281] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric prize entry opening control process is underway. In this normal electric prize entry opening control process, the normal electric prize solenoid 122c is energized and the movable piece 122b is controlled to the open state. Therefore, the CPU determines whether the second start opening 122 is in a state where it can be properly opened. If the CPU determines that the normal game management phase is not "04H", it terminates the second start opening passage process. If the CPU determines that the normal game management phase is "04H", it proceeds to step S530-9.

[0282] (Step S530-9) The main CPU 300a updates the counter value of the normal electric prize ball entry counter to the current counter value plus "1", and then terminates the process of passing through the second start gate.

[0283] Figure 30 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 related to the Type 1 and Type 2 reference examples. This special symbol random number acquisition process is executed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.

[0284] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.

[0285] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the number of special 1 reserved balls, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the number of special 2 reserved balls, is loaded.

[0286] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0287] (Step S535-7) The main CPU 300a determines whether the number of target special symbol reserved balls loaded in step S535-3 is equal to or greater than the upper limit. If it determines that it is equal to or greater than the upper limit, it proceeds to step S535-23; otherwise, it proceeds to step S535-9.

[0288] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol ball count counter to the current counter value plus "1".

[0289] (Step S535-11) The main CPU 300a determines which of the eight memory units in the special symbol hold memory area will be used to save the acquired jackpot determination random number.

[0290] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.

[0291] (Step S535-15) The main CPU 300a performs a special symbol reserve ball entry order setting process, which updates and stores the entry order of special symbol reserve balls 1 and 2 stored in the special symbol reserve memory area.

[0292] (Step S536) The main CPU 300a executes an acquisition-time performance determination process based on the various random numbers stored in the target memory unit in step S535-13 above. In this acquisition-time performance determination process, information regarding the result of the major role lottery and the execution mode of the variation performance brought about by the newly stored special 1 or special 2 reserve is determined at the time these special 1 or special 2 reserves are stored. Details of this acquisition-time performance determination process will be described later.

[0293] (Step S535-19) The main CPU 300a loads the counter values ​​for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.

[0294] (Step S535-21) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 hold designation command is set based on the counter value of the special symbol 1 hold ball count counter (special 1 hold count), and the special symbol 2 hold designation command is set based on the counter value of the special symbol 2 hold ball count counter (special 2 hold count). As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold count and special 2 hold count are transmitted to the sub-control board 330.

[0295] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0296] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric prize entry opening control state described later. If it is determined that it is below the normal electric prize entry opening control state, the process moves to step S535-27. If it is determined that it is not below the normal electric prize entry opening control state, the special symbol random number acquisition process is terminated.

[0297] (Step S535-27) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes the start gate abnormal prize award error processing, which performs a predetermined process, and terminates the special symbol random number acquisition process (step S535).

[0298] Figure 31 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 related to the Type 1 and Type 2 reference examples.

[0299] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number table based on the currently set setting. Specifically, if the stored reserve is a Special 1 reserve, it selects one of the corresponding Special 1 jackpot determination random number tables (see Figures 6(a) to 6(f)) based on the currently set setting. If the stored reserve is a Special 2 reserve, it selects one of the corresponding Special 2 jackpot determination random number tables (see Figures 7(a) to 7(f)) based on the currently set setting. Then, based on the selected table and the jackpot determination random number stored in the target storage unit in step S535-13 above, it performs a special symbol win provisional determination process to provisionally determine whether it is a jackpot, a minor win, or a miss.

[0300] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process to provisionally determine the special symbols. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the system loads the winning symbol random number, the winning type (whether it is a big win or a small win), and the hold type stored in the target memory in step S535-13, selects the corresponding winning symbol random number determination table (see Figure 8), extracts the special symbol determination data, and saves the extracted special symbol determination data (type of big win or small win symbol). If the result of the provisional big win lottery in step S536-1 is a miss, the system saves the predetermined special symbol determination data for misses (type of miss symbol).

[0301] (Step S536-5) The main CPU 300a sets the pre-read symbol type specification command (pre-read specification command) corresponding to the special symbol judgment data saved in step S536-3 into the transmission buffer.

[0302] (Step S536-7) The main CPU 300a determines whether the result derived from the special symbol win provisional determination process in step S536-1 is a big win or a small win. If it determines that it is a big win or a small win, it proceeds to step S536-9; if it determines that it is neither a big win nor a small win (i.e., a loss), it proceeds to step S536-11.

[0303] (Step S536-9) The main CPU 300a sets the random number determination table for determining the reach mode when a big win occurs (see Figures 10(b) and (c)) or the random number determination table for determining the reach mode when a small win occurs (Figures 10(d) and (e)), and then proceeds to step S536-19.

[0304] (Step S536-11) The main CPU 300a loads the random number used to determine the reach group, which was stored in the target memory unit in step S535-13 above.

[0305] (Step S536-13) The main CPU 300a determines whether the random number used to determine the reach group loaded in step S536-11 is a fixed value (8500 or greater). Here, the group type is determined by referring to the random number determination table for determining the reach group, which is selected according to the number of reserved numbers stored. At this time, the random number used to determine the reach group is obtained from the range of 0 to 10006. If the value of the random number used to determine the reach group is 8500 or greater, the same random number determination table is selected regardless of the number of reserved numbers. If the value of the random number used to determine the reach group is less than 8500, a different random number determination table is selected according to the number of reserved numbers. Hereinafter, among the random numbers used to determine the reach group, values ​​in the range of 0 to 8499 for which a different random number determination table is selected according to the number of reserved numbers will be referred to as undefined values, and values ​​in the range of 8500 to 10006 for which the same random number determination table is selected regardless of the number of reserved numbers will be referred to as fixed values. If it is determined that the random number used to determine the reach group loaded in step S536-11 is a fixed value (8500 or greater), the process moves to step S536-15. If it is determined that the random number used to determine the reach group loaded in step S536-11 is not a fixed value (8500 or greater), the process moves to step S536-27.

[0306] (Step S536-15) The main CPU 300a sets up the reach group determination random number judgment table (see Figure 9). Note that there are multiple types of reach group determination random number judgment tables depending on the number of reserved numbers, but here, the table used when the number of reserved numbers is 0 is selected. Then, based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above, the reach group (group type) is provisionally determined.

[0307] (Step S536-17) The main CPU 300a sets a random number determination table for determining the reach mode when a loss occurs (see Figure 10(a)) corresponding to the group type provisionally determined in step S536-15 above, and then moves the process to step S536-19.

[0308] (Step S536-19) The main CPU 300a provisionally determines the variation mode number based on the reach mode determination random number judgment table set in step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory in step S535-13. At this point, along with the variation mode number, the variation pattern random number judgment table is also provisionally determined.

[0309] (Step S536-21) The main CPU 300a sets a look-ahead specified variable mode command (look-ahead specified command) corresponding to the variable mode number provisionally determined in step S536-19 above into the transmit buffer.

[0310] (Step S536-23) The main CPU 300a provisionally determines the variation pattern number based on the variation pattern random number determination table provisionally determined in step S536-19 and the variation pattern random numbers stored in the target memory unit in step S535-13.

[0311] (Step S536-25) The main CPU 300a sets the pre-read specified variation pattern command (pre-read specified command) corresponding to the variation pattern number provisionally determined in step S536-23 above into the transmission buffer, and terminates the acquisition time performance determination process.

[0312] (Step S536-27) The main CPU 300a sets an undefined value command (pre-read specified variation mode command and pre-read specified variation pattern command = 7FH) in the transmission buffer for newly stored hold data in the target memory unit, indicating that the group type, i.e., the variation pattern, will change according to the number of hold data at the time the hold data is read, and then terminates the performance determination process at the time of acquisition.

[0313] Figure 32 is a flowchart illustrating the process of passing through a specific region in step S540 of the above example for Type 1 and Type 2.

[0314] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it then determines whether the validity period flag is turned on or not. If it determines that the validity period flag is turned on, it proceeds to step S540-3; if it determines that the validity period flag is not turned on, it proceeds to step S540-9.

[0315] As will be explained in more detail later, this validity period flag is used to determine whether or not the entry of a game ball into a specific area 140b should be considered valid, and in the Type 1 and Type 2 reference examples, it is turned on at the start of the minor win game (first round game).

[0316] (Step S540-3) In step S540-1 above, if it is determined that the validity period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that a game ball has already entered the specific area 140b in an effective manner. If it is determined that the specific area entry flag is on, the process of passing through the specific area is terminated. If it is determined that the specific area entry flag is not on, the process moves to step S540-5.

[0317] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.

[0318] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to inform the sub-control board 330 that a game ball has successfully entered the specific area 140b, and then terminates the process of passing through the specific area.

[0319] (Step S540-9) The main CPU 300a performs the prescribed error handling.

[0320] (Step S540-11) The main CPU 300a sets an error command in the send buffer to indicate that an error has been detected, and terminates the processing of passing through that specific area.

[0321] Figure 33 is a diagram illustrating the special game management phase for the Type 1 and Type 2 reference example. As already explained, in the Type 1 and Type 2 reference example, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124, proceed simultaneously. The processing related to the special game is executed in stages and repeatedly, and the main control board 300 manages each of these special game-related processes through the special game management phase.

[0322] As shown in Figure 33, the main ROM 300b stores multiple special game control modules for executing and controlling special games, and each of these special game control modules is associated with a special game management phase. Specifically, if the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; if the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; if the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; if the special game management phase is "03H" or "07H", a module for executing the "pre-opening process for the big prize slot" is called; if the special game management phase is "04H" or "08H", a module for executing the "big prize slot opening control process" is called; if the special game management phase is "05H" or "09H", a module for executing the "big prize slot closing valid process" is called; and if the special game management phase is "06H" or "0AH", a module for executing the "big prize slot closing wait process" is called.

[0323] Figure 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300 related to the Type 1 and Type 2 reference example.

[0324] (Step S600-1) The main CPU 300a loads the special game management phase.

[0325] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1 above.

[0326] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.

[0327] (Step S600-7) The main CPU 300a loads the special game timer, which manages the control time for special games, and then terminates the special game management process.

[0328] Figure 35 is a flowchart illustrating the special symbol variation waiting process in the main control board 300 related to the Type 1 and Type 2 reference examples. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0329] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved ball count (X2), is "1" or greater. If it determines that the special 2 reserved ball count (X2) is "1" or greater, the process moves to step S610-7; if it determines that the special 2 reserved ball count (X2) is not "1" or greater, the process moves to step S610-3.

[0330] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved ball count (X1), is "1" or greater. If it determines that the special 1 reserved ball count (X1) is "1" or greater, the process moves to step S610-7; if it determines that the special 1 reserved ball count (X1) is not "1" or greater, the process moves to step S610-5.

[0331] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process to set the machine to a customer waiting state, and then terminates the special symbol variation waiting process.

[0332] (Step S610-7) The main CPU 300a blocks the special symbol 2 reserved balls stored in the first to fourth memory units of the second special symbol reserved ball storage area, or the special symbol 1 reserved balls stored in the first to fourth memory units of the first special symbol reserved ball storage area, to the memory unit with the smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the number of special symbol 2 reserved balls is "1" or more, the special symbol 2 reserved balls stored in the second to fourth memory units of the second special symbol reserved ball storage area are transferred to the first to third memory units. In addition, the main RAM 300c is provided with a memory unit 0 to be processed, and the special symbol 2 reserved balls stored in the first memory unit are block-transferred to the memory unit 0. Furthermore, in step S610-3 above, if it is determined that the number of special symbol 1 reserved balls is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved ball storage area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the zero memory unit. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball count counter corresponding to the reserved ball type transferred to the zero memory unit is deducted by "1", and a reserved ball reduction specification command indicating that the special symbol 1 reserved balls or special symbol 2 reserved balls have been reduced by "1" is set in the transmission buffer.

[0333] (Step S611) The main CPU 300a executes a special symbol win determination process for the major prize lottery. This special symbol win determination process will be described later.

[0334] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the determination information (lottery result of the major role lottery) stored in step S611 is a big win or a minor win, the winning type (whether it is a big win or a minor win) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, the special symbol determination data is extracted using the winning symbol random number transferred to the 0th memory unit, and the extracted special symbol determination data (type of big win symbol or minor win symbol) is saved. On the other hand, if the lottery result of the major role lottery stored in step S611 is a miss, if the hold type is special 1 hold, special symbol X is saved as a miss, and if the hold type is special 2 hold, special symbol Y is saved as a miss. Here, a symbol type specification command corresponding to the saved special symbol determination data is set in the transmit buffer.

[0335] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol judgment data extracted in step S610-11 above. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.

[0336] (Step S612) The main CPU 300a executes a special symbol variation number determination process that determines the variation mode number and variation pattern number. Details of this special symbol variation number determination process will be described later.

[0337] (Step S610-15) The main CPU 300a loads the variation mode number and variation pattern number determined in step S612 above, and determines variation time 1 and variation time 2 by referring to the variation time determination table. Then, it sets the total duration of the determined variation times 1 and 2 in the special symbol variation timer.

[0338] (Step S610-17) The main CPU 300a performs a reserve area setting process, which includes storing the game state when a major role lottery is executed in the game state buffer. In this reserve area setting process, if the result of the major role lottery is a jackpot, it stores game state information to be set after the major role game, the type of jackpot symbol (special symbol judgment data), etc., in the reserve area of ​​the main RAM 300c.

[0339] (Step S610-19) The main CPU 300a executes a process to set the special symbol display counter in order to start the variable display of special symbols in the first special symbol display unit 160 or the second special symbol display unit 162. Each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 162 is associated with a counter value, and the segment corresponding to the counter value set in the special symbol display counter is controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of special symbols starts is set in the special symbol display counter. Note that the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display unit 160 and a special symbol 2 display counter corresponding to the second special symbol display unit 162, and here, the counter value is set in the counter corresponding to the hold type.

[0340] (Step S610-21) The main CPU 300a loads the counter values ​​of the Special Symbol 1 Reserve Ball Count Counter and the Special Symbol 2 Reserve Ball Count Counter, and sets the Special Symbol Reserve Designation Command in the transmission buffer. Here, the Special Symbol 1 Reserve Designation Command is set based on the counter value of the Special Symbol 1 Reserve Ball Count Counter (Special Symbol 1 Reserve Count), and the Special Symbol 2 Reserve Designation Command is set based on the counter value of the Special Symbol 2 Reserve Ball Count Counter (Special Symbol 2 Reserve Count). Also here, the Special Symbol Winning Order Command, corresponding to the winning order of the Special Symbol 1 Reserve and Special Symbol 2 Reserve stored in step S610-7 above, is set in the transmission buffer. As a result, each time a Special Symbol 1 Reserve or Special Symbol 2 Reserve is consumed, the number of Special Symbol 1 Reserves and Special Symbol 2 Reserves, as well as the winning order of each of these Reserves, are transmitted to the sub-control board 330.

[0341] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.

[0342] Figure 36 is a flowchart illustrating the special symbol hit detection process (S611) described above for the Type 1 and Type 2 reference examples.

[0343] (Step S611-1) The main CPU 300a loads the registered settings from the settings buffer.

[0344] (Step S611-3) The main CPU 300a determines whether the registered setting value loaded in step S611-1 is within the normal range. If it determines that the value is within the normal range, it proceeds to step S611-9; otherwise, it proceeds to step S611-5.

[0345] (Step S611-5) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).

[0346] (Step S611-7) The main CPU 300a sets a setting error status command (subcommand) in the transmission buffer and terminates the special symbol hit detection process. When this setting error status command is transmitted to the sub-control board 330, a notification indicating a setting error is issued.

[0347] (Step S611-9) The main CPU 300a refers to the jackpot determination random number judgment table corresponding to the information loaded in step S611-1, and sets the lower and upper limits, respectively, for determining whether it is a jackpot or a minor win.

[0348] (Step S611-11) The main CPU 300a compares the jackpot determination random number transferred to the 0th memory unit with the above lower and upper limits and performs a determination process (jackpot lottery) to determine whether a jackpot or a minor win has been achieved.

[0349] (Step S611-13) The main CPU 300a sets the result of the judgment process in step S611-11 as judgment information and terminates the special symbol win judgment process.

[0350] Figure 37 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 related to the Type 1 and Type 2 reference examples.

[0351] (Step S612-1) The main CPU 300a determines whether the result of the major prize lottery in step S611 is a big win or a minor win. If it determines that it is a big win or a minor win, it moves to step S612-3. If it determines that it is neither a big win nor a minor win (it is a miss), it moves to step S612-5.

[0352] (Step S612-3) The main CPU 300a sets up a random number determination table for determining the reach mode, corresponding to the current game state, the type of jackpot symbol, the type of held symbols, and the fluctuation state.

[0353] (Step S612-5) If the type of the read-out hold is Special 2 hold, the main CPU 300a checks the counter value of the Special Symbol 2 hold ball count counter, and if the type of the read-out hold is Special 1 hold, it checks the counter value of the Special Symbol 1 hold ball count counter.

[0354] (Step S612-7) The main CPU 300a sets up a corresponding random number determination table for determining the reach group based on the current game state, the number of reserved balls confirmed in step S612-5 above, and the type of reserved balls. Then, based on the set random number determination table for determining the reach group and the random number for determining the reach group transferred to the 0th memory unit in step S610-5 above, it determines the reach group (group type).

[0355] (Step S612-9) The main CPU 300a sets up a random number determination table for determining the reach mode in case of a loss, which corresponds to the group type determined in step S612-7 above.

[0356] (Step S612-11) The main CPU 300a determines the variation mode number based on the reach mode determination random number judgment table set in step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th memory unit in step S610-7. At this point, along with the variation mode number, the variation pattern random number judgment table is also determined.

[0357] (Step S612-13) The main CPU 300a sets the variable mode command corresponding to the variable mode number determined in step S612-11 above into the transmit buffer.

[0358] (Step S612-15) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table determined in step S612-11 and the variation pattern random number transferred to the 0th memory unit in step S610-7.

[0359] (Step S612-17) The main CPU 300a sets the variable pattern command corresponding to the variable pattern number determined in step S612-15 above into the transmission buffer, and terminates the special symbol variable number determination process.

[0360] Figure 38 is a flowchart illustrating the special symbol variation processing in the main control board 300 according to the Type 1 and Type 2 reference example. This special symbol variation processing is executed when the special game management phase is "01H".

[0361] (Step S620-1) The main CPU 300a executes the process of updating the special symbol variation base counter. The special symbol variation base counter is set so that it completes one cycle in a predetermined period (for example, 100ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or greater, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0362] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is "0". If the counter value is "0", the process moves to step S620-5; otherwise, the process moves to step S620-9.

[0363] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process, which subtracts a predetermined value from the timer value of the special symbol variation timer set in step S610-15 above.

[0364] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer, which was updated in step S620-5 above, is "0". If the timer value is "0", the process moves to step S620-15; otherwise, the process moves to step S620-9.

[0365] (Step S620-9) The main CPU 300a updates the special symbol display timers that measure the illumination time of each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0366] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". If it determines that the timer value of the special symbol display timer is "0", it proceeds to step S620-13. If it determines that the timer value of the special symbol display timer is not "0", it terminates the special symbol variation process.

[0367] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display counter to be updated and terminates the special symbol variation process. As a result, each segment that makes up the 7-segment display lights up sequentially at predetermined time intervals.

[0368] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0369] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 above to the target special symbol display symbol counter. As a result, the determined special symbol is displayed as stopped on the first special symbol display unit 160 or the second special symbol display unit 162.

[0370] (Step S620-19) The main CPU 300a sets a special symbol stop command in the transmission buffer, indicating that a special symbol has been stopped and displayed on the first special symbol indicator 160 or the second special symbol indicator 162.

[0371] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for the special symbol to be displayed in a stopped state, to the special game timer and terminates the special symbol variation processing.

[0372] Figure 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 related to the Type 1 and Type 2 reference examples. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0373] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the special symbol stop symbol display process. If it determines that the timer value of the special game timer is "0", it moves to step S630-3.

[0374] (Step S630-3) The main CPU 300a checks the results of the major role lottery.

[0375] (Step S630-5) The main CPU 300a determines whether the result of the major role lottery is a jackpot. If it determines that it is a jackpot, it proceeds to step S630-19; if it determines that it is not a jackpot, it proceeds to step S630-7.

[0376] (Step S630-7) The main CPU 300a executes the count limit management process. Here, it loads a time-saving state flag to identify whether the game state is a non-time-saving game state or a time-saving game state, and checks whether the current game state is a non-time-saving game state or a time-saving game state. If the game state is a time-saving game state, it updates the counter value of the time-saving count limit counter to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count limit counter, it sets the time-saving state flag corresponding to a non-time-saving game state. As a result, in a time-saving game state, once the special symbols have been confirmed a predetermined number of times without winning a jackpot, the game state will transition to a non-time-saving game state.

[0377] (Step S630-9) The main CPU 300a updates the fluctuating status.

[0378] (Step S630-11) The main CPU 300a sets a command to the transmission buffer that specifies the game state when a special symbol is confirmed, indicating the game state at the time the special symbol is confirmed.

[0379] (Step S630-13) The main CPU 300a sets a count command in the transmission buffer to transmit the updated number of time reductions in step S630-7 to the sub-control board 330.

[0380] (Step S630-15) The main CPU 300a determines whether the result of the major prize draw is a minor prize. If it determines that it is a minor prize, it proceeds to step S630-21; if it determines that it is not a minor prize, it proceeds to step S630-17.

[0381] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process. As a result, the special game management process based on hold 1 is terminated, and if special hold 1 or special hold 2 is stored, processing will be performed to start the display of the special symbol variation based on the next hold.

[0382] (Step S630-19) The main CPU 300a resets (sets) the game state to its initial state, which is the non-time-saving game state.

[0383] (Step S630-21) The main CPU 300a sets the data for the special electric mechanism operation ramset table according to the type of special symbol that has been determined.

[0384] (Step S630-23) The main CPU 300a performs the process of setting the maximum number of special electric mechanism operations. Specifically, it refers to the data set in step S630-21 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation count counter. This special electric mechanism maximum operation count counter indicates the number of rounds that can be executed in the upcoming big prize game. On the other hand, the main RAM 300c is equipped with a special electric mechanism continuous operation count counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation count counter at the start of each round game. Here, along with the start of the big prize game, a process is also executed to reset (update to "0") the counter value of this special electric mechanism continuous operation count counter.

[0385] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as a timer value to the special game timer.

[0386] (Step S630-27) The main CPU 300a sets an opening designation command in the transmission buffer to inform the sub-control board 330 of the start of a major or minor win game. This opening designation command is set for each opening time, and in this case, the opening designation command corresponding to the opening time saved in step S630-25 above is set in the transmission buffer.

[0387] (Step S630-29) If the result of the major role lottery confirmed in step S630-3 above is a jackpot, the main CPU 300a updates the special game management phase to "03H", and if it is a minor win, it updates the special game management phase to "07H", and terminates the special symbol stop symbol display process. This starts either a major role game or a minor win game.

[0388] Figure 40 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 related to the Type 1 and Type 2 reference examples. This pre-processing for opening the main prize slot is executed when the special game management phase is "03H" or "07H".

[0389] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the pre-processing for opening the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S640-3.

[0390] (Step S640-3) The main CPU 300a updates the counter value of the special electric mechanism continuous operation count counter to the current counter value plus "1".

[0391] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slots in the transmission buffer to transmit to the sub-control board 330 that the first large prize slot 126 and the second large prize slot 128 have started to open (the start of the round game).

[0392] (Step S641) The main CPU 300a executes the process of switching the opening and closing of the main prize slot. This process will be explained later.

[0393] (Step S640-7) The main CPU 300a determines whether the special game management phase is 07H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 07H, it proceeds to step S640-9; if it determines that the special game management phase is not 07H, it proceeds to step S640-13.

[0394] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of gameplay based on the counter value of the special electric mechanism continuous operation count counter. If it determines that it is the start of the first round of gameplay, it proceeds to step S640-11; if it determines that it is not the start of the first round of gameplay, it proceeds to step S640-13.

[0395] (Step S640-11) The main CPU 300a turns on the validity period flag. This enables the entry of game balls into specific area 140b when a minor win game begins.

[0396] (Step S640-13) The main CPU 300a updates the special game management phase to the current value plus 01H ("04H" or "08H"), and terminates the pre-processing for opening the big prize slot.

[0397] Figure 41 is a flowchart illustrating the opening and closing switching process of the main control board 300 related to the Type 1 and Type 2 reference examples.

[0398] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism is opened and closed (the number of times the first and second large prize pockets 126 and 128 are opened and closed during one round of gameplay). If it is determined that the counter value is the upper limit, the process of opening and closing the prize pockets is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S641-3.

[0399] (Step S641-3) The main CPU 300a refers to the data in the special electric mechanism operation ramset table and extracts solenoid control data for controlling the energization of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switch count counter.

[0400] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize solenoid energization control process to either start energizing the first large prize solenoid 126c or the second large prize solenoid 128c, or to stop energizing the first large prize solenoid 126c or the second large prize solenoid 128c. This execution of the large prize solenoid energization control process results in the start or stop of energizing the first large prize solenoid 126c or the second large prize solenoid 128c being controlled in steps S400-31 and S400-33 above.

[0401] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. The timer value saved to the special game timer here is the maximum opening time for the first and second large prize winning slots 126 and 128 in one go.

[0402] (Step S641-9) The main CPU 300a determines whether the first large prize slot solenoid 126c or the second large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the first large prize slot solenoid 126c or the second large prize slot solenoid 128c was performed in step S641-5 above. If it is determined that the power-on state has been started, the process moves to step S641-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.

[0403] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing switch count counter to the current counter value plus "1", and then terminates the opening / closing switch process for the large prize slot.

[0404] Figure 42 is a flowchart illustrating the large prize opening control process in the main control board 300 related to the Type 1 and Type 2 reference examples. This large prize opening control process is executed when the special game management phase is "04H" or "08H".

[0405] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is not "0". If it determines that the timer value of the special game timer is not "0", it proceeds to step S650-5. If it determines that the timer value of the special game timer is "0", it proceeds to step S650-3.

[0406] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism can be opened / closed. If it determines that the counter value is the upper limit, the process moves to step S650-7; if it determines that the counter value is not the upper limit, the process moves to step S641.

[0407] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process of step S641 above.

[0408] (Step S650-5) The main CPU 300a determines whether the counter value of the large prize-winning ball counter, which was updated in step S500-9 above, has reached a predetermined number, that is, whether the same number of game balls as the maximum number of balls that can be won in one round have entered the first large prize-winning ball 126 or the second large prize-winning ball 128. If it determines that the predetermined number has not been reached, the large prize-winning ball opening control process is terminated, and if it determines that the predetermined number has been reached, the process moves to step S650-7.

[0409] (Step S650-7) The main CPU 300a executes the necessary prize-winning gate closing process to close the first prize-winning gate 126 and the second prize-winning gate 128 by stopping the power supply to the first prize-winning gate solenoid 126c and the second prize-winning gate solenoid 128c. As a result, the first prize-winning gate 126 and the second prize-winning gate 128 are closed.

[0410] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.

[0411] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").

[0412] (Step S650-13) The main CPU 300a sets a command to specify that the first and second prize winning holes 126 and 128 have been closed, and then terminates the prize winning hole opening control process.

[0413] Figure 43 is a flowchart illustrating the process for activating the closure of the main prize slot in the main control board 300 related to the Type 1 and Type 2 reference examples. This process for activating the closure of the main prize slot is executed when the special game management phase is "05H" or "09H".

[0414] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the process of activating the closing of the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S660-3.

[0415] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, that is, whether the predetermined number of rounds of gameplay have ended. If it is determined that the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, the process moves to step S660-9; otherwise, the process moves to step S660-5.

[0416] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "09H", that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so step S660-3 above will always be judged as YES, and the process will not proceed to that step.

[0417] (Step S660-7) The main CPU 300a saves the predetermined closure time for the large prize slot to the special game timer and terminates the process of activating the closure of the large prize slot. As a result, the next round of gameplay begins.

[0418] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 09H, it proceeds to step S660-11; if it determines that the special game management phase is not 09H, it proceeds to step S660-21.

[0419] (Step S660-11) The main CPU 300a determines whether all the game balls that entered the second large prize slot 128 have been ejected. Here, ejection is determined to be complete when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the second large prize slot 128 becomes 0. If it is determined that ejection is complete, the process moves to step S660-13; if it is determined that ejection is not complete, the process of activating the closure of the large prize slot is terminated. If the determination result that ejection is not complete is continuously derived for a certain period of time, error handling is performed.

[0420] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is turned on. If it determines that the specific area entry flag is turned on, the process moves to step S660-15; if it determines that the specific area entry flag is not turned on, the process moves to step S660-21.

[0421] (Step S660-15) The main CPU 300a turns off the flag for entering a specific region.

[0422] (Step S660-17) The main CPU 300a checks the type of minor winning symbol and sets a predetermined number as the counter value (the counter value corresponding to the type of special symbol = the number of rounds minus 1, i.e., the number of rounds played in a major winning game) in the special electric mechanism maximum operation count counter.

[0423] (Step S660-19) The main CPU 300a sets 03H to the special game management phase and terminates the process of activating the closure of the large prize winning slot.

[0424] (Step S660-21) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.

[0425] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0426] (Step S660-25) The main CPU 300a sets an ending specification command, indicating the start of the ending, into the transmission buffer and terminates the process of activating the closing of the grand prize jackpot.

[0427] Figure 44 is a flowchart illustrating the big prize entry end wait processing in the main control board 300 related to the Type 1 and Type 2 reference examples. This big prize entry end wait processing is executed when the special game management phase is "06H" or "0AH".

[0428] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special game timer is "0", it proceeds to step S670-3.

[0429] (Step S670-3) The main CPU 300a executes a state setting process to determine the game state after a major win has ended. Here, the game state after a major win is set based on the type of special symbol that triggered the major win or minor win. Specifically, if the special symbol is special symbol A or a, the game is set to a time-saving game state and the number of time-saving rounds is set to 1. If the special symbol is special symbol B, C, b, or c, the game is set to a time-saving game state and the number of time-saving rounds is set to 7.

[0430] Furthermore, if a minor win is achieved but the game ball does not enter the specific area 140b during the minor win game, the game state after the minor win game will be maintained at the game state before the minor win game. Alternatively, if the game ball does not enter the specific area 140b during the minor win game, the game state after the minor win game may be set to a non-time-saving game state. In addition, if the game ball does not enter the specific area 140b during the minor win game, the game state after the minor win game may be set to a time-saving game state, and the number of time-saving rounds may be set to a predetermined number. Alternatively, the game state settings and the number of time-saving rounds may be set differently depending on the type of minor win symbol.

[0431] Furthermore, this process also sets the state of the game after the completion of a major or minor win, based on the winning symbols that triggered the major win or minor win, and the currently set values.

[0432] (Step S670-5) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state and fluctuation state that are set after the end of a major game.

[0433] (Step S670-7) The main CPU 300a sets the command specifying the number of time reductions saved in step S670-3 above into the send buffer.

[0434] (Step S670-9) The main CPU 300a updates the special game management phase to "00H" and terminates the waiting process for the end of the big prize entry. As a result, if special 1 or special 2 reserves are stored, the display of the special symbols will resume.

[0435] Figure 45 is a diagram illustrating the normal game management phase in the Type 1 and Type 2 reference example. As already explained, in the Type 1 and Type 2 reference example, the processing related to normal gameplay triggered by the passage of a game ball through gate 124 is executed in stages and repeatedly, and the main control board 300 manages each of these normal gameplay processes through the normal game management phase.

[0436] As shown in Figure 45, the main ROM 300b stores multiple normal game control modules for executing and controlling normal gameplay, and each of these normal game control modules is associated with a normal game management phase. Specifically, if the normal game management phase is "00H", a module for executing the "normal symbol variation waiting process" is called; if the normal game management phase is "01H", a module for executing the "normal symbol variation in progress process" is called; if the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called; if the normal game management phase is "03H", a module for executing the "normal electric prize entry opening pre-processing" is called; if the normal game management phase is "04H", a module for executing the "normal electric prize entry opening control process" is called; if the normal game management phase is "05H", a module for executing the "normal electric prize entry closing effective process" is called; and if the normal game management phase is "06H", a module for executing the "normal electric prize entry closing wait process" is called.

[0437] Figure 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 related to the Type 1 and Type 2 reference examples.

[0438] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0439] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1 above.

[0440] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.

[0441] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.

[0442] Figure 47 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 according to the Type 1 and Type 2 reference examples. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0443] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserve ball counter and determines whether the counter value is "0", that is, whether there are "0" normal symbol reserves. If it determines that the counter value is "0", it terminates the normal symbol variation waiting process, and if it determines that the counter value is not "0", it moves to step S710-3.

[0444] (Step S710-3) The main CPU 300a blocks the normal symbol reserves (winning random numbers) stored in the first to fourth memory units of the normal symbol reserve memory area and transfers them to the memory unit with the smaller ordinal number. Specifically, it transfers the normal symbol reserves stored in the second to fourth memory units to the first to third memory units. The main RAM 300c is also provided with a zero memory unit to be processed, and it transfers the normal symbol reserves stored in the first memory unit to the zero memory unit. During this normal symbol memory area shift process, the counter value of the normal symbol reserve ball count counter is deducted by "1", and a normal symbol reserve reduction command, indicating that the normal symbol reserve has been reduced by "1", is set in the transmission buffer.

[0445] (Step S710-5) The main CPU 300a loads the random number that determines the winning combination, which has been transferred to the 0th memory unit, selects a random number determination table that corresponds to the current game state, performs a regular symbol draw, and executes a regular symbol winning determination process that stores the result of that draw.

[0446] (Step S710-7) The main CPU 300a saves the regular symbol stop number corresponding to the result of the regular symbol lottery in step S710-5 above. In the Type 1 and Type 2 reference examples, the regular symbol indicator 168 is composed of one LED lamp, and the regular symbol indicator 168 lights up when there is a win, and turns off when there is a loss. The regular symbol stop number determined here indicates whether or not the regular symbol indicator 168 will ultimately light up. For example, if there is a win, "0" is determined as the regular symbol stop number, and if there is a loss, "1" is determined as the regular symbol stop number.

[0447] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.

[0448] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S710-3 and the normal symbol variation time data table set in step S710-9.

[0449] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.

[0450] (Step S710-15) The main CPU 300a executes a process to set the normal symbol display counter in the normal symbol display unit 168 in order to start the display of the normal symbols in a variable state. If the counter value of this normal symbol display counter is set to, for example, "0", the normal symbol display unit 168 is controlled to light up, and if the counter value is set to "1", the normal symbol display unit 168 is controlled to turn off. Here, a predetermined counter value is set to the normal symbol display counter when the display of the normal symbols in a variable state begins.

[0451] (Step S710-17) The main CPU 300a sets a "Plant Hold Specification Command" in the transmission buffer, which indicates the number of Plan Holds stored in the Plan Hold Storage Area.

[0452] (Step S710-19) The main CPU 300a sets a normal symbol specification command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.

[0453] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.

[0454] Figure 48 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 according to the Type 1 and Type 2 reference examples. This normal symbol variation processing is executed when the normal game management phase is "01H".

[0455] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is "0". If the timer value is "0", the process moves to step S720-9; otherwise, the process moves to step S720-3.

[0456] (Step S720-3) The main CPU 300a updates the regular symbol display timer, which measures the on-time and off-time of the regular symbol display unit 168. Specifically, if the timer value of the regular symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0457] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". If it determines that the timer value of the normal symbol display timer is "0", it proceeds to step S720-7. If it determines that the timer value of the normal symbol display timer is not "0", it terminates the normal symbol variation process.

[0458] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display counter. Here, if the counter value of the normal symbol display counter was a value indicating that the normal symbol display unit 168 was off, it is updated to a value indicating that it was on. If the counter value was indicating that the normal symbol display unit 168 was on, it is updated to a value indicating that it was off, and the normal symbol variation process is terminated. As a result, the normal symbol display unit 168 will repeatedly turn on and off (blink) at predetermined time intervals throughout the normal symbol variation time.

[0459] (Step S720-9) The main CPU 300a saves the regular symbol stop symbol number (counter value) determined in step S710-7 above to the regular symbol display symbol counter. As a result, the regular symbol display unit 168 is ultimately controlled to light up or turn off, and the result of the regular symbol lottery is announced.

[0460] (Step S720-11) The main CPU 300a sets the normal symbol change stop time, which is the time it takes for the normal symbols to stop displaying, to the normal game timer.

[0461] (Step S720-13) The main CPU 300a sets a normal symbol stop command in the transmit buffer, indicating that the normal symbol stop display has started.

[0462] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.

[0463] Figure 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the Type 1 and Type 2 reference examples. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0464] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal symbol stop symbol display process. If it determines that the timer value of the normal game timer is "0", it moves to step S730-3.

[0465] (Step S730-3) The main CPU 300a checks the results of the general lottery.

[0466] (Step S730-5) The main CPU 300a determines whether the result of the lottery is a win. If it determines that it is a win, it proceeds to step S730-9; if it determines that it is not a win (it is a loss), it proceeds to step S730-7.

[0467] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop and symbol display processing. As a result, the normal game management processing based on the 1 normal symbol hold is terminated, and if a normal symbol hold is stored, processing is performed to start the display of the changing normal symbols based on the next hold.

[0468] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before the normal power is opened as a timer value to the normal game timer.

[0469] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and terminates the normal symbol stop symbol display process. As a result, the opening and closing control of the second start port 122 begins.

[0470] Figure 50 is a flowchart illustrating the pre-processing for opening the ordinary electric prize winning slot in the main control board 300 related to the Type 1 and Type 2 reference examples. This pre-processing for opening the ordinary electric prize winning slot is executed when the ordinary game management phase is "03H".

[0471] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the pre-processing for opening the normal electric prize entry point. If it determines that the timer value of the normal game timer is "0", it proceeds to step S741.

[0472] (Step S741) The main CPU 300a executes the process of switching the opening and closing of the standard electric prize slot. This process of switching the opening and closing of the standard electric prize slot will be described later.

[0473] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and terminates the pre-processing for opening the normal electric prize entry point.

[0474] Figure 51 is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board 300 related to the Type 1 and Type 2 reference example.

[0475] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it is determined that the counter value is the upper limit, the normal electric mechanism prize slot opening / closing switch process is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S741-3.

[0476] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power supply control data or power supply deactivation control data) for controlling the power supply of the ordinary electric mechanism solenoid 122c, and timer data which is the power supply time (solenoid power supply time) or power supply deactivation time (ordinary power closing effective time = pause time) of the ordinary electric mechanism solenoid 122c, based on the counter value of the ordinary electric mechanism opening / closing switch count counter.

[0477] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a executes a solenoid power supply control process to either start or stop the power supply to the solenoid 122c. This solenoid power supply control process allows for the start or stop of power supply to the solenoid 122c in steps S400-31 and S400-33.

[0478] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above to the normal game timer. The timer value saved to the normal game timer here is the maximum opening time of the second start opening 122 in one go.

[0479] (Step S741-9) The main CPU 300a determines whether the standard electric prize solenoid 122c is in the power-on state, that is, whether the control process to start powering the standard electric prize solenoid 122c was performed in step S741-5 above. If it is determined that the power-on state is in place, the process moves to step S741-11; if it is determined that the power-on state is not in place, the standard electric prize entry opening opening / closing switching process is terminated.

[0480] (Step S741-11) The main CPU 300a updates the counter value of the normal electric mechanism opening / closing count counter to the current counter value plus "1".

[0481] Figure 52 is a flowchart illustrating the control process for opening the normal electric prize slot in the main control board 300 related to the Type 1 and Type 2 reference examples. This control process for opening the normal electric prize slot is executed when the normal game management phase is "04H".

[0482] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". If it determines that the timer value of the normal game timer is not "0", it proceeds to step S750-5. If it determines that the timer value of the normal game timer is "0", it proceeds to step S750-3.

[0483] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count. If it determines that the counter value is the upper limit, the process moves to step S750-7; if it determines that the counter value is not the upper limit, the process moves to step S741.

[0484] (Step S741) In step S750-3 above, if the counter value of the normal electric mechanism opening / closing switch count counter is determined not to be the upper limit of the normal electric mechanism opening / closing switch count, the main CPU 300a executes the process of step S741 above.

[0485] (Step S750-5) The main CPU 300a determines whether the counter value of the ordinary electric prize ball entry counter, which was updated in step S530-9 above, has reached a specified number, that is, whether the same number of game balls as the maximum number of prize balls that can be entered during one opening and closing control have entered the second start opening 122. If it determines that the specified number has not been reached, the ordinary electric prize entry opening control process is terminated, and if it determines that the specified number has been reached, the process moves to step S750-7.

[0486] (Step S750-7) The main CPU 300a executes the necessary process to close the second start port 122 by stopping the power supply to the ordinary electric mechanism solenoid 122c. As a result, the second start port 122 is closed.

[0487] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.

[0488] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric prize entry opening control process.

[0489] Figure 53 is a flowchart illustrating the process for activating the closing of the ordinary electric prize entry slot in the main control board 300 related to the Type 1 and Type 2 reference examples. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".

[0490] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry opening closing process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S760-3.

[0491] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.

[0492] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric prize entry opening closing process.

[0493] Figure 54 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 according to the Type 1 and Type 2 reference example. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".

[0494] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry point end wait process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S770-3.

[0495] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal electric prize entry point end wait processing. As a result, if a normal symbol hold is stored, the display of the normal symbol fluctuations will resume.

[0496] As described above, special games and regular games proceed as various processes are executed on the main control board 300. During the progress of these games, the sub-control board 330 performs various effects based on commands transmitted from the main control board 300. Examples of effects are shown below.

[0497] <Example of production reference> Figure 55 is a diagram illustrating an example of a variation animation for a variation pattern without a reach, as shown in the example of the animation. As described above, when a major prize lottery is performed on the main control board 300, a variation animation that notifies the result of the major prize lottery is executed during the variation display of the special symbols, that is, for the duration of the variation of the special symbols. In this variation animation, various background images are displayed on the main animation display unit 200a, and the animation symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation animation, sound is output from the sound output device 206 in accordance with the image displayed on the main animation display unit 200a, the animation lighting device 204 is controlled to light up, and the animation mechanism device 202 is controlled to move, but a detailed explanation is omitted here.

[0498] The variation effects in the example of the effects are broadly classified into variation patterns without a reach and variation patterns with a reach. In the variation effects of the variation pattern without a reach, a background image (not shown in the figure) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed in a variation. For example, as shown in Figure 55(a), suppose the effect symbols 210a, 210b, and 210c are displayed in a combination that indicates that the big win lottery result was a miss. In this state, when a variation display of a special symbol is performed, the three effect symbols 210a, 210b, and 210c begin to change (scroll) as shown in Figure 55(b) along with the start of the variation display of the special symbol. Note that the downward-pointing white arrow in the figure indicates that the effect symbols 210a, 210b, and 210c are scrolled in the height direction.

[0499] Then, as shown in Figure 55(c), the special symbol 210a is displayed first, and then, as shown in Figure 55(d), a special symbol 210c, which is different from special symbol 210a, is displayed. At almost the same time that the special symbol display ends and the special symbol is displayed in the first special symbol display 160 or the second special symbol display 162, the special symbol 210b is displayed, as shown in Figure 55(e), and the result of the big prize lottery is notified to the player based on the final display patterns of the three special symbols 210a, 210b, and 210c.

[0500] Figure 56 is a diagram illustrating an example of a variation animation for a normal reach variation pattern related to the example animation. In the example animation, the reach variation patterns are broadly classified into normal reach variation patterns, developed reach variation patterns, and pseudo-continuous reach variation patterns. The variation animation for the normal reach variation pattern is similar to that of the no-reach variation pattern, and the variation display of the animation symbols 210a, 210b, and 210c begins when the variation display of the special symbols starts, and as shown in Figure 56(a), the animation symbol 210a is displayed first. Then, as shown in Figure 56(b), the animation symbol 210c, which is the same as the animation symbol 210a, is displayed.

[0501] As shown in Figure 56(c), when the same performance symbols 210a and 210c are displayed in a reach pattern on the main performance display unit 200a, the word "Reach" is displayed superimposed on the performance symbols 210a and 210c on the main performance display unit 200a. There are multiple types of reach patterns, and the same performance symbols 210a and 210c, each bearing one of the numbers from "1" to "9", are displayed in a reach pattern. Subsequently, as shown in Figure 56(d), the shape of the performance symbols 210a and 210c is changed from before the reach pattern, and the display continues to change. Finally, as shown in Figure 56(e), a performance symbol 210b, which is different from the performance symbols 210a and 210c, is displayed, informing the player that the result of the big win lottery was a loss.

[0502] Figure 57 is a diagram illustrating an example of a variation in the development reach variation pattern when a miss occurs, according to the example of the performance, and Figure 58 is a diagram illustrating an example of a variation in the development reach variation pattern when a jackpot occurs, according to the example of the performance. In the variation of the development reach variation pattern, as shown in Figures 57(a) to (d) and Figures 58(a) to (d), similar to the variation of the normal reach variation pattern, the performance symbols 210a and 210c are displayed in a reach pattern on the main performance display unit 200a, and then a predetermined development image (video) is played and displayed in a reach development performance. In this reach development performance, for example, as shown in Figures 57(e) and 58(e), a mission is displayed on the main performance display unit 200a, and as shown in Figures 57(f), (g) and 58(f), (g), images toward achieving the mission are displayed.

[0503] Here, the development images for the reach development sequence are broadly divided into losing patterns and winning patterns. In the losing pattern development image, as shown in Figure 57(h), an image indicating the failure of the mission is ultimately displayed, and then, as shown in Figure 57(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a loss. On the other hand, in the winning pattern development image, as shown in Figure 58(h), an image indicating the success of the mission is ultimately displayed, and then, as shown in Figure 58(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a win.

[0504] Furthermore, the reach development sequences include, for example, mission sequences that display development images showing the content of the mission, and battle sequences that display development images showing an ally character and an enemy character fighting. The mission sequences have multiple execution patterns with different mission content, and the battle sequences have multiple execution patterns with different characters and fighting methods. As mentioned above, the execution patterns of the mission sequences are broadly divided into jackpot patterns where the mission is completed and losing patterns where the mission is failed, and similarly, the execution patterns of the battle sequences are broadly divided into jackpot patterns where the ally character defeats the enemy character and losing patterns where the ally character is defeated by the enemy character.

[0505] The winning and losing patterns are identical in content until the final stages of the animation, differing only in whether the ally character wins or loses, or whether the mission is completed or not. Therefore, during the reach development animation, the player cannot determine the result of the big win lottery until the final stages of the variation animation, thus creating a sense of anticipation for a big win.

[0506] The winning pattern is selected only if the result of the major role lottery is a jackpot, and the losing pattern is selected only if the result of the major role lottery is a loss. However, it is possible for the reach development animation to be executed twice in a single spinning animation. In this case, the first reach development animation will be executed as a losing pattern, and the second reach development animation will be executed as either a losing pattern or a jackpot pattern. The following describes the flow of the animation when the reach development animation is executed twice in a single spinning animation.

[0507] Figure 59 illustrates an example of a variation animation when the reach development animation related to the example animation is executed twice. For example, suppose that after the animation symbols 210a and 210c are displayed in a reach pattern, the mission animation is executed as shown in Figures 59(a) and (b). Up to this point, there is no difference from the case where the reach development animation is executed only once in one variation animation, but immediately after it is announced that the mission was not completed, "REACH UP" is displayed on the main animation display unit 200a as shown in Figure 59(c).

[0508] Subsequently, as shown in Figure 59(d), the main display unit 200a shows an advanced image for the battle sequence, and the second reach sequence begins. This advanced image for the battle sequence depicts a battle between an ally character and an enemy character. When a jackpot is won, as shown in Figure 59(e), the ally character ultimately defeats the enemy character, and as shown in Figure 59(f), the symbols 210a, 210b, and 210c stop and display in a combination that indicates a jackpot. On the other hand, when a jackpot is lost, as shown in Figure 59(g), the ally character ultimately loses to the enemy character, and as shown in Figure 59(h), the symbols 210a, 210b, and 210c stop and display in a combination that indicates a loss.

[0509] Figure 60 is a diagram illustrating an example of a variation animation for a pseudo-continuous reach variation pattern related to a reference example of animation. As shown in Figure 60(a), when the variation display of the animation symbols 210a, 210b, and 210c begins, as shown in Figure 60(b), the animation symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of several pre-defined pseudo-modes. One such pseudo-mode is, for example, the temporary stop display of the same animation symbols 210a and 210b, and animation symbol 210c which has a number "2" greater than these animation symbols 210a and 210b.

[0510] When the symbols 210a, 210b, and 210c are temporarily stopped in a pseudo-mode, the display of the changing symbols 210a, 210b, and 210c resumes, as shown in Figure 60(c). In other words, the pseudo-mode indicates the re-display of the changing symbols 210a, 210b, and 210c. Subsequently, as shown in Figure 60(d), the symbols 210a, 210b, and 210c are once again temporarily stopped in a pseudo-mode.

[0511] Then, as shown in Figure 60(e), when the display of the animation symbols 210a, 210b, and 210c resumes, the animation symbols 210a and 210c are displayed in a reach pattern, as shown in Figure 60(f). Thereafter, as shown in Figures 60(g) to (i), a reach development animation is performed in the same way as the development reach variation pattern, and the result of the big win lottery is announced to the player.

[0512] Thus, the variation animation of the pseudo-continuous reach variation pattern differs from that of the development reach variation pattern in that the content of the animation leading up to the reach pattern of the animation symbols 210a and 210c is different, and after the reach pattern is reached, the variation animation proceeds in the same way as the development reach variation pattern.

[0513] In the pseudo-continuous reach variation pattern, there are multiple variation display patterns for the performance symbols 210a, 210b, and 210c until the reach pattern is reached. Each variation display pattern differs in the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (displayed), or in other words, the number of times the performance symbols 210a, 210b, and 210c are displayed in variation. This variation display pattern is determined by the variation mode command, and the selection ratio of the variation mode command when a jackpot is won and when a jackpot is lost is set so that the more times the performance symbols 210a, 210b, and 210c are temporarily stopped (displayed in variation), the higher the probability (hereinafter referred to as "reliability") that a jackpot will be announced in the end.

[0514] Specifically, if the result of the major role lottery is a jackpot, the selection ratio of variable mode commands with a high number of display occurrences is set higher than the selection ratio of variable mode commands with a low number of display occurrences. Conversely, if the result of the major role lottery is a loss, the selection ratio of variable mode commands with a low number of display occurrences is set higher than the selection ratio of variable mode commands with a high number of display occurrences.

[0515] Furthermore, the main control board 300 is set so that the reliability of the pseudo-continuous reach variation pattern is higher than the reliability of the development reach variation pattern. Therefore, the reliability is indicated by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the outcome of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.

[0516] The execution patterns for the variation effects described above are determined and executed by the sub-control board 330 based on the variation commands determined by the main control board 300. In other words, the execution patterns for the variation effects are determined collaboratively by the main control board 300 and the sub-control board 330.

[0517] Figure 61 is a diagram illustrating the variable performance determination table for a sample performance example. Figure 61(a) shows the first half variable performance determination table, and Figure 61(b) shows the second half variable performance determination table. As described above, when a major role lottery is performed on the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is transmitted to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a performance random number of 1 from the range of 0 to 249, and, referring to the first half variable performance determination table, determines the execution pattern of the first half variable performance based on the obtained performance random number and the received variable mode command. Also, when it receives a variable pattern command, it obtains a performance random number of 1 from the range of 0 to 249, and, referring to the second half variable performance determination table, determines the execution pattern of the second half variable performance based on the obtained performance random number and the received variable pattern command. Note that in Figure 61, only a portion of the first half variable performance determination table and the second half variable performance determination table are extracted and shown.

[0518] As shown in Figure 61, according to the first half variation performance determination table, a selection ratio for the execution pattern of the first half variation performance is set for each variation mode number (variation mode command), and according to the second half variation performance determination table, a selection ratio for the execution pattern of the second half variation performance is set for each variation pattern number (variation pattern command). Then, by combining the determined execution patterns of the first and second halves of the variation performance, one variation performance is executed.

[0519] The variation animation for the no-reach variation pattern is executed when, as the execution pattern for the first half, "None" is determined, indicating that the variation animation for the first half will not be executed, and as the execution pattern for the second half, one of the following is determined: "Normal Miss 1", "Normal Miss 2", "Special Miss 1", or "Special Miss 2", which corresponds to the no-reach variation pattern. For example, when a variation mode command corresponding to the variation mode number "01H", which indicates that the variation animation for the first half will not be executed, is received, the sub-control board 330 will always determine "None" as the execution pattern for the first half. At the same time, the selection ratio is set in the second half variation animation determination table so that only one of the following can be determined from the variation pattern commands that can be received simultaneously: "Normal Miss 1", "Normal Miss 2", "Special Miss 1", or "Special Miss 2". Therefore, when "None" is determined as the execution pattern for the first half, and one of the following is determined as the execution pattern for the second half, the execution pattern for the variation animation will be determined to be the no-reach variation pattern described above.

[0520] On the other hand, the variation animation for the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern for the first half, and one of the reach development animations (shown as Development 1 to 5 in the diagram) is determined as the execution pattern for the second half. In other words, when the variation animation for the reach variation pattern is executed in the main animation display unit 200a, it has always received a variation mode command corresponding to a variation mode number other than variation mode number = 01H, and a variation pattern command corresponding to a variation pattern number that determines one of Development 1 to 5.

[0521] In Figure 61(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern refer to the background images and the display patterns of the display symbols 210a, 210b, and 210c that are shown on the main display unit 200a until the display of the display symbols 210a, 210b, and 210c becomes a reach pattern, or more specifically, until the reach development display starts. These image patterns are pre-designed to match the display time of the special symbols corresponding to the variation mode number. For example, when "Normal Reach 1" is determined, the images shown in Figures 56(a) to (d) will be displayed on the main display unit 200a.

[0522] Furthermore, in Figure 61(a), "Pseudo 2a" and the like in the first half of the execution pattern indicate the display pattern of the main variation animation image displayed on the main animation display unit 200a, that is, the execution pattern of the animation symbols 210a, 210b, and 210c that are displayed in a variation animation within the variation animation of the pseudo continuous reach variation pattern until the reach development animation begins. For example, "Pseudo 2a" is a pseudo continuous reach variation pattern of "Pseudo 2" in which the animation symbols 210a, 210b, and 210c are displayed in a variation animation twice, and indicates that the main variation animation image is display pattern a. Also, "Pseudo 3b" is a pseudo continuous reach variation pattern of "Pseudo 3" in which the animation symbols 210a, 210b, and 210c are displayed in a variation animation three times, and indicates that the main variation animation image is display pattern b.

[0523] Furthermore, in the first half and second half variation performance determination tables shown in Figure 61, the selection ratios for the no-reach variation pattern and the normal reach variation pattern are set so that they are executed only when the result of the big win lottery is a miss. In addition, the development reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a big win, but the development reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a big win than the pseudo-continuous reach variation pattern. By setting the selection ratios in this way for both misses and big wins, the pseudo-continuous reach variation pattern is set to have a higher reliability than the development reach variation pattern.

[0524] Furthermore, within the pseudo-consecutive reach variation patterns, the more pseudo-reels there are, the higher the selection rate for a big win and the lower the selection rate for a loss. The settings are designed so that the more pseudo-reels there are, the higher the reliability.

[0525] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the feasibility and execution pattern of various elemental performances that constitute the variable performance are further determined based on the variable mode command or variable pattern command. Here, elemental performances refer to all performances that constitute the variable performance, such as the variable display of performance symbols 210a, 210b, and 210c on the main performance display unit 200a as described above, the development image displayed on the main performance display unit 200a in the reach development performance, and performances that move the performance mechanism device 202. In this embodiment, as elemental performances that constitute the variable performance, a pre-announcement performance (suggestion performance) is executed at various timings during the variable performance.

[0526] This pre-announcement effect is an effect in which a predetermined image is displayed on the main effect display unit 200a or the effect mechanism 202 is moved at a predetermined timing during the start of a variation effect, when the effect symbols 210a, 210b, and 210c are displayed again during the variation effect of a pseudo-continuous reach variation pattern, and during the reach development effect, etc. Whether or not it can be executed and the execution pattern are determined for each pre-announcement effect. Each pre-announcement effect has multiple execution patterns, and for each of the multiple execution patterns, a selection ratio is set for each variation pattern command and variation mode command, in other words, for whether or not a jackpot is won, and the expected value is set for each execution pattern according to this selection ratio.

[0527] As explained above, when the sub-control board 330 receives a variation command, it determines the execution pattern of the variation effect, whether each element effect can be executed, and the execution pattern, and the variation effect is executed while the special symbol is being displayed in variation mode. Thus, the variation effect is performed once for each variation of the special symbol, but in this embodiment, effects that span multiple variations of the special symbol are also executed.

[0528] Figure 62 is a diagram illustrating an example of a hold display effect related to a reference example of a performance. A hold display area 211 is provided at the bottom of the main performance display unit 200a. Although not shown in Figures 55 to 60, the hold display area 211 is always displayed on the main performance display unit 200a, even during the variation performance and while the game is in standby mode. During the variation performance, the hold display effect is performed in this hold display area 211. In the hold display effect, the hold display 212a, which indicates the hold read into the processing area (0th memory unit) during the big win lottery, and the first hold display 212b, second hold display 212c, third hold display 212d, and fourth hold display 212e, which indicate the holds stored in the 1st to 4th memory units of the 1st special symbol hold memory area, are displayed in the hold display area 211.

[0529] For example, when a special symbol is being displayed and four special 1 reserves are stored in the main RAM 300c, a total of five reserve displays 212, including the current reserve display 212a and the first to fourth reserve displays 212b to 212e, are displayed in the reserve display area 211, as shown in Figure 62(a). Then, when the special symbol display ends and the special 1 reserves stored in the first memory unit are read into the processing area (0th memory unit) to perform the big prize lottery, and the reserve shift processing of the main RAM 300c is executed, the current reserve display 212a is erased, and the first to fourth reserve displays 212b to 212e are moved one position to the left, as shown in Figure 62(b). Furthermore, when the next special 1 reserve is read from this state, each of the reserve displays 212 is moved further, as shown in Figure 62(c). Thus, the hold display effect is a way of informing the player of the number of special hold 1s stored in the main RAM 300c.

[0530] Furthermore, multiple display patterns are provided for the hold display 212, and the display color differs for each display pattern. In the main control board 300, when a hold is stored, the acquisition time performance determination process (step S536) is executed, and a pre-read specification command indicating the variation information to be determined when the newly stored hold is read out to the 0th storage unit is sent to the sub-control board 330. When the sub-control board 330 receives the pre-read specification command, it determines the display pattern of the hold display corresponding to the newly stored hold based on the received command. At this time, the selection ratio of each display pattern is set for each pre-read specification command, that is, for each piece of variation information to be determined when the newly stored hold is read out in the big win lottery. In other words, since the selection ratio of each display pattern is set according to whether or not a big win is achieved and the execution pattern of the variation performance, the display pattern of the hold display 212 suggests the reliability (expected value) of a big win.

[0531] Figure 63(a) is a diagram illustrating the final hold display pattern determination table, and Figure 63(b) is a diagram illustrating the previous hold display pattern determination table. As described above, in the acquisition-time performance determination process of the main control board 300, a pre-read specification command indicating the variable mode number and variable pattern number determined when a newly stored hold is read is sent to the sub-control board 330. In other words, the pre-read specification command is a command that transmits the variable mode number and variable pattern number determined when a hold is read to the sub-control board 330. According to the final hold display pattern determination table, the selection ratio of the display pattern of the hold display 212 is set for each pre-read specification command (variable pattern number), and when a pre-read specification command is received, the final display pattern of the hold display 212, that is, the final display pattern of the hold display 212a, is determined.

[0532] According to the final hold display pattern determination table shown in Figure 63(a), one of eight display patterns is determined: "default (white)", "flashing", "blue", "yellow", "green", "black", "red", and "premium (rainbow)". Once the final display pattern for the hold display 212a is determined, the display patterns of the hold displays 212 that were displayed before it are determined by referring to the previous hold display pattern determination table shown in Figure 63(b). According to this previous hold display pattern determination table, a selection ratio for the hold display 212 display pattern to be displayed before the moving display is set for each display pattern of the hold display 212.

[0533] For example, suppose that in the main control board 300, when a hold is stored in the second storage unit of the first special feature hold storage area, the final display pattern of the hold display 212a is determined by referring to the final hold display pattern determination table. In this case, the display pattern of the first hold display 212b is then determined by referring to the previous hold display pattern determination table. At this time, the display pattern of the first hold display 212b is determined based on the final display pattern of the hold display 212a that was determined earlier. For example, if the final display pattern of the hold display 212a was "blue", then according to the previous hold display pattern determination table, the display pattern of the first hold display 212b is determined to be "flashing" with a probability of 200 / 250 and "blue" with a probability of 50 / 250.

[0534] In this way, once the display pattern for the first hold display 212b is determined, the display pattern for the second hold display 212c is then determined by referring again to the previous hold display pattern determination table based on the previously determined display pattern for the first hold display 212b.

[0535] As described above, when a hold is stored, first the final display pattern of the hold display 212a is determined, and then, based on the final display pattern of the hold display 212a that was determined, the display pattern of the first hold display 212b is determined, and so on, with the display patterns being determined sequentially in reverse order of the display sequence. In addition, according to the previous hold display pattern determination table, the selection ratio is set so that only display patterns that are the same as the previously determined hold display 212 or display patterns with a lower reliability are determined.

[0536] As described above, the hold display effect provides multiple display patterns for the hold display 212, each with a different expected value for granting a predetermined game benefit. The hold display 212 may be displayed in one display pattern from the time it is first displayed on the main effect display unit 200a until it is finally erased, or the display pattern may change during the display period.

[0537] In the example of the performance, the timing of the change in the display pattern of the hold display 212 can be broadly divided into two categories: the timing when the newly stored special hold 1 (hereinafter also referred to as the target hold) is moved and displayed to the first hold display 212b to the third hold display 212d, and the timing during the target change performance related to the target hold.

[0538] Next, we will explain the processing in the sub-control board 330 for executing the above-mentioned variation effect. Note that in the following explanation, we will omit the explanation of the processing in the sub-control board 330 that is not related to the variation effect.

[0539] (Sub-CPU initialization process of sub-control board 330) Figure 64 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330 related to the example of the performance.

[0540] (Step S1000-1) When power is turned on, the sub-CPU 330a reads the CPU initialization program from the sub-ROM 330b and performs initialization and setting processes for flags and other items stored in the sub-RAM 330c.

[0541] (Step S1000-3) Next, the sub-CPU 330a performs the process of updating each random number for the animation, and thereafter repeats the process of step S1000-3 until an interrupt is processed. Note that there are multiple types of random numbers for the animation, and each random number for the animation is updated asynchronously.

[0542] (Sub-timer interrupt processing on sub-control board 330) Figure 65 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330 in the example of the performance. The sub-control board 330 is equipped with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Upon generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads the timer interrupt processing program and starts the sub-timer interrupt processing.

[0543] (Step S1100-1) Sub-CPU 330a saves the registers.

[0544] (Step S1100-3) Sub-CPU 330a performs the processing required to enable interrupts.

[0545] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used by the sub-control board 330. Here, unless otherwise specified, the timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 occurs, and the decrementing stops when they reach 0.

[0546] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processing according to the received commands. When a command is sent from the main control board 300 to the sub-control board 330, a command reception interrupt is performed, and the command sent from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer by the command reception interrupt is analyzed.

[0547] (Step S1100-7) Sub-CPU 330a performs time schedule management processing by referring to the timetable and executing the corresponding processing stored in the timetable. Here, based on the time data set in the timetable, it controls the execution of various effects, including variable effects and major role effects, by turning various flags on or off or sending commands to each effect device.

[0548] (Step S1100-9) Sub-CPU 330a restores the registers and terminates the sub-timer interrupt processing.

[0549] Figure 66 is a flowchart illustrating the pre-read command reception process related to an example of a performance that is executed when a pre-read command is received, as part of the command analysis process described above. As described above, the pre-read command is set in the main control board 300 as shown in Figure 31, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65 (see Figure 21).

[0550] (Step S1210-1) Sub-CPU 330a first analyzes the received look-ahead command.

[0551] (Step S1210-3) The sub-CPU 330a stores pre-determination information based on the analysis results of step S1210-1 described above. The sub-RAM 330c of the sub-control board 330 is provided with a first pre-determination information storage unit corresponding to the first special feature hold storage area of ​​the main control board 300, and a second pre-determination information storage unit corresponding to the second special feature hold storage area. The first pre-determination information storage unit has four storage units, from the first to the fourth storage unit. These first to fourth storage units of the first pre-determination information storage unit correspond to the first to fourth storage units of the first special feature hold storage area, respectively. Similarly, the second pre-determination information storage unit has four storage units, from the first to the fourth storage unit, and these first to fourth storage units of the second pre-determination information storage unit correspond to the first to fourth storage units of the second special feature hold storage area, respectively. Here, pre-determination information is stored in the memory unit corresponding to the newly reserved memory unit among the first to fourth memory units of the first special feature reservation memory area or the second special feature reservation memory area of ​​the main control board 300.

[0552] (Step S1210-5) SubCPU 330a performs a final hold display pattern determination process to determine the final display pattern of the hold display 212. Here, based on the received look-ahead command, it refers to the final hold display pattern determination table (Figure 63(a)) to determine and store the final display pattern of the hold display 212a.

[0553] (Step S1210-7) The sub-CPU 330a derives the number of times to determine the display pattern of the hold indicator 212, i.e., the timing of the change of the hold indicator 212, based on the memory unit where the hold is stored. It then refers to the previous hold indicator pattern determination table (Figure 63(b)) for the number of times derived and determines the display pattern of the hold indicator 212. The determined display pattern information of the hold indicator 212 is then stored in a predetermined memory unit, and the process moves to step S1210-9.

[0554] (Step S1210-9) Based on the decisions made in steps S1210-5 and S1210-7, the sub-CPU 330a performs a hold display start process to initiate the display of the hold display 212, and then terminates the pre-read specification command reception process. As a result, when a hold is stored, the corresponding hold display 212 is initiated.

[0555] Figure 67 is a flowchart illustrating the variable command reception process, which is executed when a variable command is received, as part of the command analysis process related to the example of the performance. As described above, the variable command is set in the main control board 300 in steps S612-13 and S612-17 in Figure 37, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65 (see Figure 21).

[0556] (Step S1220-1) When a variable command is received, the sub-CPU 330a first analyzes the received variable pattern command and stores it in memory.

[0557] (Step S1220-3) Sub-CPU 330a acquires the random number (0-249) updated in step S1000-3 above, and determines and stores the execution pattern of the second half of the variable animation based on the acquired random number and the analysis result in step S1220-1 above.

[0558] (Step S1220-5) Sub-CPU 330a analyzes and stores the received variable mode command.

[0559] (Step S1220-7) Sub-CPU 330a acquires the random number (0-249) updated in step S1000-3 above, and determines and stores the execution pattern of the first half of the variable animation based on the acquired random number and the analysis result in step S1220-5 above.

[0560] (Step S1220-9) The sub-CPU 330a acquires the production random numbers (0 to 249) updated in the above step S1000-3 for each preview production, and based on the acquired production random numbers and the analysis results in the above steps S1220-1 and S1220-5, refers to each preview production determination table to determine and store whether each preview production is to be executed and the execution pattern.

[0561] (Step S1220-11) The sub-CPU 330a executes a shift process for shifting the pre-judgment information stored in the pre-judgment information storage unit. Here, when starting a variable production based on the reservation of Patent 1, the pre-judgment information stored in the fourth to second storage units of the first pre-judgment information storage unit is shifted to the third to first storage units of the first pre-judgment information storage unit respectively. When starting a variable production based on the reservation of Patent 2, the pre-judgment information stored in the fourth to second storage units of the second pre-judgment information storage unit is shifted to the third to first storage units of the second pre-judgment information storage unit respectively.

[0562] (Step S1220-13) The sub-CPU 330a performs a reservation display shift process for moving and displaying the reservation display 212. Also, here, when the display pattern of the reservation display 212 changes, execution data for changing the display pattern at a predetermined timing is set.

[0563] (Step S1220-15) The sub-CPU 330a sets the time data of the time table based on the determination in each of the above steps, and ends the variable command reception process. Note that based on the time table set here, in the above step S1100-7, production execution control such as a process of displaying an image for variable production on the main production display unit 200a, an audio output process, and a lighting control process of the production lighting device 204 will be performed.

[0564] <Example> Next, an example in which the present invention is applied to the above-described reference example will be described. In the following, the modifications from the above-described reference example will be explained. In the following description of the example, the same reference numerals will be used for components that are the same as those in the above-described reference example, and their detailed descriptions will be omitted. Therefore, any parts of the above-described reference example that are not described as modifications below are naturally included in this example as well.

[0565] In the above-mentioned reference example, a maximum of four Special 1 Reserves and four Special 2 Reserves can each be stored. In contrast, in this embodiment, a maximum of four Special 1 Reserves (five including the reserve read out in the major prize lottery) can be stored, but the maximum number of Special 2 Reserves that can be stored is three (four including the reserve read out in the major prize lottery).

[0566] Figure 68 is a diagram illustrating the random number determination table for special jackpot determination for machine 1 according to the embodiment. The random number determination table for special jackpot determination for machine 1 according to the embodiment is used in place of the random number determination table for special jackpot determination for machine 1 according to the above reference example. According to the random number determination table for special jackpot determination for machine 1 according to the embodiment, when the setting value is set to 1 (registered setting value = 1), the jackpot lottery is performed by referring to the random number determination table a for special jackpot determination for machine 1 shown in Figure 68(a).

[0567] According to this special jackpot determination random number table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10205, and a loss is determined if it is any other jackpot determination random number. Therefore, the probability of winning the jackpot in this case is approximately 1 / 319.6.

[0568] Furthermore, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big win lottery is performed by referring to the special 1 big win determination random number judgment tables b to f, as shown in Figures 68(b) to (f). According to these special 1 big win determination random number judgment tables b to f, the big win determination random numbers that are judged as big wins are set as shown in the figures, and the higher the registered setting value, the higher the probability of winning a big win.

[0569] In this embodiment, however, a minor win is not achieved through the major prize lottery based on Special 1 Reserve. However, it is also possible to configure the system so that a minor win is achieved through the major prize lottery based on Special 1 Reserve.

[0570] Figure 69 is a diagram illustrating the special 2 jackpot determination random number judgment table according to the embodiment. The special 2 jackpot determination random number judgment table according to the embodiment is used in place of the special 2 jackpot determination random number judgment table according to the above reference example. According to the special 2 jackpot determination random number judgment table according to the embodiment, when the setting value is set to 1 (registered setting value = 1), the jackpot lottery is performed by referring to the special 2 jackpot determination random number judgment table a shown in Figure 69(a). According to the special 2 jackpot determination random number judgment table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10205, and a minor win is determined if it is any other jackpot determination random number. Therefore, in this case, the probability of a jackpot is approximately 1 / 319.6, and the probability of a minor win is approximately 1 / 1.

[0571] Furthermore, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big prize lottery is performed by referring to the special 2 big prize determination random number judgment tables b to f, as shown in Figures 69(b) to (f), respectively. According to the special 2 big prize determination random number judgment table in the embodiment, as is clear from comparing Figures 68 and 69, if the registered setting value is the same, the probability of winning a big prize is the same for the special 1 big prize determination random number judgment table and the special 2 big prize determination random number judgment table.

[0572] Figure 70 is a diagram illustrating the winning symbol random number determination table according to the embodiment. The winning symbol random number determination table according to the embodiment is used in place of the winning symbol random number determination table according to the above reference example. When a "jackpot" is won by Special 1 Reserve, as shown in Figure 70(a), Special 1 winning symbol random number determination table a is selected. When a jackpot is won based on Special 1 Reserve, special symbols A and B are determined as the jackpot symbols.

[0573] Specifically, according to the special symbol random number determination table a for special 1, if the winning symbol random number is between 0 and 79, special symbol A, which is the jackpot symbol, is determined, and if the winning symbol random number is between 80 and 99, special symbol B, which is the jackpot symbol, is determined. Therefore, when a jackpot is won based on special 1 reserve, the probability of special symbol A being determined is 80%, and the probability of special symbol B being determined is 20%.

[0574] Furthermore, if a "Big Win" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table a is selected, as shown in Figure 70(b). If a "Minor Win" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table b is selected, as shown in Figure 70(c).

[0575] As shown in Figure 70(b), when a jackpot is won based on the Special 2 Reserve, special symbols C and D are determined as the jackpot symbols. Specifically, according to the Special 2 jackpot symbol random number determination table a, if the winning symbol random number is between 0 and 29, special symbol C, which is the jackpot symbol, is determined, and if the winning symbol random number is between 30 and 99, special symbol D, which is the jackpot symbol, is determined. Therefore, when a jackpot is won based on the Special 2 Reserve, the probability of special symbol C being determined is 30%, and the probability of special symbol D being determined is 70%.

[0576] Furthermore, as shown in Figure 70(c), if a minor win is achieved based on the Special 2 hold, special symbol a is determined as the minor win symbol. Specifically, according to the Special 2 winning symbol random number determination table b, regardless of the value of the winning symbol random number, special symbol a, which is the minor win symbol, is always determined.

[0577] In this example, the selection ratios for the jackpot and minor win symbols are the same across all settings, but the selection ratios for one or more of the jackpot and minor win symbols may differ for each setting. Also, in this example, only one type of minor win symbol is provided, but multiple minor win symbols may be provided.

[0578] Figure 71 is a diagram illustrating the first special electric mechanism operation ramset table according to the embodiment, and Figure 72 is a diagram illustrating the second special electric mechanism operation ramset table according to the embodiment. The first special electric mechanism operation ramset table and the second special electric mechanism operation ramset table according to the embodiment are used in place of the first special electric mechanism operation ramset table and the second special electric mechanism operation ramset table according to the above reference example.

[0579] When the winning symbols, special symbols A, B, C, and D, are determined, as shown in Figure 71, an opening and closing process is executed to control the opening and closing of the first large prize opening 126 in a predetermined opening and closing pattern by referring to the first special electric mechanism operation ramset table. Also, when the winning symbol, special symbol a, is determined, as shown in Figure 72, an opening and closing process is executed to control the opening and closing of the first large prize opening 126 and the second large prize opening 128 in a predetermined opening and closing pattern by referring to the second special electric mechanism operation ramset table. The winning game consists of multiple rounds in which the first large prize opening 126 is opened and closed a predetermined number of times, while the winning game consists of only one round in which the second large prize opening 128 is opened and closed a predetermined number of times.

[0580] In this embodiment, if the winning symbols, special symbols A and B, are determined, a special game consisting of three rounds is executed. If the winning symbols, special symbols C and D, a special game consisting of ten rounds is executed. Each round ends when a predetermined number (10 balls) of game balls enter the first large prize slot 126, or when a predetermined time (29.0 seconds) has elapsed since the first large prize slot 126 was opened.

[0581] When a game ball enters the big prize slot, 15 game balls are paid out as prize balls for each game ball that enters. The standard number of balls in one round of play is 10, and since 15 prize balls are paid out for each ball that enters, a player can win 150 prize balls in one round of play. Therefore, if special symbols A and B are determined, the player can win 450 prize balls in one big prize game, and if special symbols C and D are determined, the player can win 1500 prize balls in one big prize game.

[0582] Furthermore, as shown in Figure 72, if the special symbol a, which is a minor win symbol, is determined, a minor win game consisting of one round of gameplay is first executed. In this minor win game, the second major prize slot 128 is opened and closed. During this minor win game, the second major prize slot 128 opens for 0.1 seconds and closes for 3.0 seconds, repeating this 10 times.

[0583] Here, inside the second large prize opening 128, there are specific areas 140b and non-specific areas 140c, and any game ball that enters the second large prize opening 128 will always enter either the specific area 140b or the non-specific area 140c. Then, in a minor win game, if a game ball that enters the second large prize opening 128 enters the specific area 140b, a Type 2 jackpot is won, and following the minor win game, a major prize game is executed in which the first large prize opening 126 is opened. At this time, a round game in which the first large prize opening 126 is opened for 29.0 seconds x 1 time is executed 10 times (2R~11R).

[0584] Although a detailed explanation will be omitted, the movable piece 128b that opens and closes the second large prize opening 128 is formed in a corrugated shape, and a game ball that falls onto the movable piece 128b rolls on it for a few seconds. Therefore, if game balls are continuously launched toward the second game area 116b during a minor win game, the game balls will reliably enter the second large prize opening 128.

[0585] Furthermore, in this embodiment, for example, the movable member 142 is controlled so that all game balls that enter the second large prize slot 128 enter the specific area 140b. Therefore, in this embodiment, as long as the player is playing the game properly, it is always possible to make the game balls enter the specific area 140b during a minor win.

[0586] Figure 73 is a diagram illustrating the game state setting table according to the embodiment. The game state setting table according to the embodiment is used in place of the game state setting table according to the above reference example. In the embodiment, when a jackpot is won in the major role lottery, and when a two-type jackpot is won in the minor win game, the game state is set according to the type of special symbol won and the game state at the time of the jackpot or minor win.

[0587] In this embodiment, two game states are provided: a non-time-saving game state and a time-saving game state. The non-time-saving game state is the initial state of the game machine 100, and the time-saving game state is a state in which the second start port 122 is more likely to open than in the non-time-saving game state. In other words, each game state has opening conditions set for opening the second start port 122, and the time-saving game state has opening conditions that make it easier for the second start port 122 to open than in the non-time-saving game state, or more precisely, conditions that make it easier for game balls to enter the second start port 122.

[0588] Furthermore, in this embodiment, two time-saving game states, A time-saving game state and B time-saving game state, are provided, which have different conditions for the progress of the game related to normal gameplay. As will be described in detail later, in this embodiment, in the time-saving game state, when a win (winning symbol) is achieved in the normal drawing, the second start opening 122 is opened. There are two opening patterns for the second start opening 122: a pattern in which the second start opening 122 is open for a short time (hereinafter referred to as short opening) and a pattern in which the second start opening 122 is open for a longer time than the short opening (hereinafter referred to as long opening). In time-saving game state A, the second start opening 122 is opened for a long time with a higher probability than in time-saving game state B. In other words, time-saving game state A is more advantageous for the player than time-saving game state B. Hereafter, when time-saving game state A and time-saving game state B are not distinguished, they will simply be referred to as time-saving game state.

[0589] In this embodiment, when a major win is achieved, regardless of the type of winning symbol (jackpot or minor win), the game state after the major win is set to a time-saving game state. In this embodiment, the time-saving termination conditions are set as the number of special 2 time-saving rounds, the total number of time-saving rounds, and the number of normal symbol changes. The number of special 2 time-saving rounds is the number of symbol changes based on special 2 reserves (hereinafter referred to as special 2 changes). The total number of time-saving rounds is the sum of the number of symbol changes based on special 1 reserves (hereinafter referred to as special 1 changes) and the number of special 2 changes. The number of normal symbol changes is the number of symbol changes based on normal symbol reserves (hereinafter referred to as normal symbol changes), i.e., the number of normal games. When any one of these three time-saving termination conditions is met, the time-saving game state ends and the game state transitions to a non-time-saving game state.

[0590] Here, the game state and the time-saving mode termination conditions are set as shown in Figure 73, based on the game state at the time of winning a big or small prize and the type of special symbol won. Specifically, if the game state when winning special symbol A is a non-time-saving game state, the game state after the big prize game is set to time-saving game state B. In this case, the number of special time-saving rounds is set to 1, the total number of time-saving rounds is set to 6, and the number of normal symbol changes is set to 150.

[0591] Therefore, for example, in the B time-saving game state, if a Type 1 or Type 2 jackpot is not won in one Special 2 spin, the game state will transition from the B time-saving game state to the non-time-saving game state. Also, in the B time-saving game state, if a Type 1 or Type 2 jackpot is not won in a total of six Special 1 or Special 2 spins, the game state will transition from the B time-saving game state to the non-time-saving game state. Furthermore, at the start of the 150th normal spin in the B time-saving game state, the game state will also transition to the non-time-saving game state.

[0592] Furthermore, in the B time-saving game state, if a Type 1 or Type 2 jackpot is not won by the start of 150 normal symbol variations, the game state may transition to the non-time-saving game state at the end of the 150th normal symbol variation.

[0593] Furthermore, if the game state is a time-saving game state when special symbol A is won, or if special symbol B is won regardless of the game state at the time of winning, the game state after the big win will be set to time-saving game state A. In this case, the number of special time-saving rounds will be set to 1, the total number of time-saving rounds will be set to 6, and the number of normal symbol changes will be set to 10,000.

[0594] Furthermore, if special symbols C or D are won, regardless of the game state at the time of the jackpot win, the game state after the big win will be set to the B time-saving game state. In this case, the number of special time-saving rounds will be set to 1, the total number of time-saving rounds to 6, and the number of normal symbol changes to 87.

[0595] Furthermore, if a minor win is achieved and special symbol a is determined, and then a two-type major win is achieved during the minor win game, regardless of the game state at the time of the minor win, the game state after the major win game will be set to the B time-saving game state. In this case, the number of special time-saving rounds will be set to 1, the total number of time-saving rounds to 6, and the number of normal symbol changes to 87.

[0596] Note that the game state after a major win and the conditions for ending the time-saving feature shown in Figure 73 are merely examples and can be set as appropriate.

[0597] Figure 74 is a diagram illustrating the random number determination table for determining a win according to the embodiment. The random number determination table for determining a win according to the embodiment is used in place of the random number determination table for determining a win according to the above reference example. In the embodiment, when a game ball passes through gate 124, one random number for determining a win is obtained from the range of 0 to 65535, and up to four of these random values ​​are stored in the general reserve memory area of ​​the main RAM 300c.

[0598] In this embodiment, three regular symbols, A, B, and C, are provided. All three of these regular symbols are winning symbols. Therefore, in this embodiment, when a regular symbol draw is performed, the second start opening 122 will always open. However, as will be explained in more detail later, the opening and closing behavior of the second start opening 122 differs depending on the game state at the time of the regular symbol draw and the combination of winning symbols.

[0599] In this embodiment, the random number determination table for determining the winning symbol shown in Figure 74 is referenced regardless of the game state. In other words, in this embodiment, the probability of winning each regular symbol is the same in all game states. According to the random number determination table for determining the winning symbol, if the random number for determining the winning symbol is between 10001 and 10205, regular symbol A is determined as the type of regular symbol; if the random number for determining the winning symbol is between 20001 and 24096, regular symbol B is determined as the type of regular symbol; and if the random number for determining the winning symbol is any other, regular symbol C is determined as the type of regular symbol. Therefore, the probabilities of determining regular symbol A and B are approximately 1 / 319.6 and 1 / 16, respectively.

[0600] Figure 75(a) is a diagram illustrating the normal symbol variation time data table according to the embodiment, and Figure 75(b) is a diagram illustrating the opening / closing control pattern table according to the embodiment. The normal symbol variation time data table and opening / closing control pattern table according to the embodiment are used in place of the normal symbol variation time data table and opening / closing control pattern table according to the above reference example. According to the normal symbol variation time data table according to the embodiment, if the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and if the game state is set to a time-saving game state, the variation time is determined to be either 1 second or 1 minute.

[0601] Then, when the winning symbol is determined by the regular symbol lottery and the determined winning symbol is displayed on the regular symbol display 168, the movable piece 122b of the second start port 122 is energized by referring to the opening / closing control pattern table, as shown in Figure 75(b). In reality, an opening / closing control pattern table is provided for each combination of game state and type of winning symbol, and the table corresponding to the combination of the current game state and the determined winning symbol is set when the regular electric mechanism solenoid 122c is energized.

[0602] According to the opening / closing control pattern table, the following are pre-stored as control data for the second start port 122, for each combination of game state and winning symbol type: time before normal opening (waiting time until the opening of the second start port 122 begins), maximum number of normal electric mechanism opening / closing switches (number of times the second start port 122 is opened), solenoid energizing time (energizing time of the normal electric mechanism solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), specified number (maximum number of possible winning entries into the second start port 122 during the entire opening of the second start port 122), normal closing effective time (closing time between each opening of the second start port 122, i.e., pause time), normal effective state time (waiting time from the end of the last opening of the second start port 122), and normal end wait time (waiting time after the normal effective state time has elapsed until the display of the normal symbols changes again).

[0603] Specifically, when a winning symbol is determined in a non-time-saving game state, the second start opening 122 is opened only once for 0.05 seconds, regardless of the type of winning symbol. While a detailed explanation is omitted, in this embodiment, the system is configured such that no game ball enters the second start opening 122 during this 0.05-second opening. Therefore, in a non-time-saving game state, no game ball enters the second start opening 122.

[0604] Furthermore, in the A-time-saving game state and the B-time-saving game state, the opening and closing pattern of the second start port 122 differs depending on the type of winning symbol determined. In the A-time-saving game state, if the winning symbol is regular symbol A or B, the second start port 122 is opened twice for 2.9 seconds each, and if the winning symbol is regular symbol C, the second start port 122 is opened only once for 0.05 seconds each.

[0605] Furthermore, in the B time-saving game state, if the player wins with regular symbol A, the second start opening 122 will open twice for 2.9 seconds each time, and if the player wins with regular symbols B or C, the second start opening 122 will open only once for 0.05 seconds each time.

[0606] Thus, in the A time-saving game state, the second start opening 122 is opened for a long time when regular symbols A or B are won, and in the B time-saving game state, the second start opening 122 is opened for a long time when regular symbol A is won. As mentioned above, the probability of winning regular symbol A is approximately 1 / 319.6 regardless of the game state, and the probability of winning regular symbol B is 1 / 16 regardless of the game state. Therefore, in the A time-saving game state, the probability of the second start opening 122 being opened for a long time when a regular symbol lottery is held is approximately 1 / 16. Also, in the B time-saving game state, the probability of the second start opening 122 being opened for a long time when a regular symbol lottery is held is approximately 1 / 319.6.

[0607] Although a detailed explanation will be omitted, in this embodiment, the opening is performed twice for 2.9 seconds each, and as long as the player properly launches the game ball into the second game area 116b, the game ball will always enter the second start opening 122. Therefore, in the A time-saving game state, when normal symbols A and B are determined, and in the B time-saving game state, when normal symbol A is determined, if the player plays the game properly, the game ball will reliably enter the second start opening 122.

[0608] Furthermore, in this embodiment, if the game ball launching operation is performed continuously, 100 game balls are launched into the game area 116 per minute. In other words, game balls are launched at 0.6-second intervals. Since the total opening time of the second start port 122 is 5.8 seconds, 9 to 10 game balls reach the second start port 122 during the opening and closing control of the second start port 122. Also, as described above, up to four special 2 reserves are stored, including the special 2 reserve that is read out in the big prize lottery and for which a special 2 variation is executed. Therefore, if game balls are properly launched toward the second game area 116b, four game balls will enter the long-open second start port 122, and four special 2 variations will be executed.

[0609] In other words, in State A (Shortened Time Gameplay), the player has approximately a 1 / 16 chance of winning the right to execute four Special 2 Variations. In State B (Shortened Time Gameplay), the player has approximately a 1 / 319.6 chance of winning the right to execute four Special 2 Variations.

[0610] If a winning symbol is determined, a pre-opening time is set before the second start port 122 is opened. This pre-opening time is the time during which the second start port 122 remains closed, and corresponds to the so-called opening time. If the second start port 122 is opened for a short time, the pre-opening time is set to 1.0 second, and if the second start port 122 is opened for a long time, the pre-opening time is set to 3.0 seconds.

[0611] Furthermore, once the second start port 122 has finished opening, a normal operation termination wait time is set. This normal operation termination wait time is the time during which the second start port 122 remains closed, and corresponds to the so-called ending time. If the second start port 122 is short-circuited, the normal operation termination wait time is set to 0.5 seconds, and if the second start port 122 is long-circuited, the normal operation termination wait time is set to 5.0 seconds.

[0612] Thus, for each of the non-time-saving game state, A-time-saving game state, and B-time-saving game state, opening and closing conditions for opening and closing the second start port 122 are associated as game progression conditions for each type of regular symbol. The opening and closing conditions for the second start port 122 define three elements: the probability of winning a regular symbol, the time of the regular symbol's variation display, and the opening time of the second start port 122. However, the opening and closing conditions in this embodiment are merely examples. The opening and closing conditions for the second start port 122 can be appropriately designed and modified within a range that allows for the realization of the gameplay of the gaming machine 100, which will be described later.

[0613] Figure 76 is a diagram illustrating an example of the game flow according to the embodiment. Note that Figure 76 shows the game flow when the player appropriately launches the game balls in accordance with the gameplay of the game machine 100, and explanations for irregular situations are omitted. The initial state of the game machine 100 is the non-time-saving game state shown in Figure 76(a), and the player starts playing from the non-time-saving game state. In the non-time-saving game state, the second start port 122 does not stay open for a long time, so the player performs what is called left-handed shooting in order to get the game balls into the first start port 120.

[0614] In a non-time-saving game state, when a game ball enters the first start opening 120, a big prize lottery based on Special 1 Reserve is executed. The probability of winning the big prize lottery based on Special 1 Reserve is approximately 1 / 319.6. If a big prize is won in the big prize lottery based on Special 1 Reserve, Special Symbol A is determined with an 80% probability and Special Symbol B with a 20% probability.

[0615] When special symbol B is won, a major bonus game consisting of three rounds is executed, and as shown in Figure 76(b), the game state after the major bonus game is set to the A time-saving game state. The probability of a long opening in the A time-saving game state is approximately 1 / 16. Therefore, in the A time-saving game state, the player performs what is called "right-hand shooting" in order to pass the game ball through gate 126. Also, when special symbol B is won and the A time-saving game state is set, the number of normal symbol spins is set to 10,000. Since the number of normal symbol spins is set to 10,000 and the probability of a long opening is approximately 1 / 16, the A time-saving game state can be said to be a state in which a long opening of the second start gate 122 is practically guaranteed.

[0616] Furthermore, in a non-time-saving game state, if special symbol A is won, a major prize game consisting of three rounds is executed, and as shown in Figure 76(c), the game state after the major prize game is set to time-saving game state B. The probability of a long opening in time-saving game state B is approximately 1 / 319.6. Even in time-saving game state B, the player shoots to the right in order to pass the game ball through gate 126. Also, if special symbol A is won and time-saving game state B is set, the number of normal symbol changes is set to 150.

[0617] In the B time-saving game state, a regular symbol lottery is held up to 150 times, with a probability of approximately 1 / 319.6 in which regular symbol A is won. If regular symbol A is not won in the 150 regular symbol lotteries, the time-saving state ends and the game returns to the non-time-saving game state.

[0618] In the B time-saving game state, if the player wins with regular symbol A, or in the A time-saving game state, if the player wins with regular symbols A and B, the second start opening 122 is opened for a long time. In this embodiment, the state in which the second start opening 122 is opened for a long time is called the special 2 variation stock state, as shown in Figure 76(d). As described above, if the game balls are launched appropriately while the second start opening 122 is open for a long time, the player can acquire the right to special 2 variation up to four times.

[0619] Then, when a game ball enters the second starting opening 122, the special 2 variation begins. In the special 2 variation, a big win or a small win is guaranteed. If a big win is achieved, special symbols C and D are determined as the big win symbols, and a special game consisting of 10 rounds is executed, as shown in Figure 76(e).

[0620] Furthermore, if a minor win is achieved, the special symbol a, which is the minor win symbol, is determined. In this case as well, if the game ball is launched correctly, the game ball will enter a specific area 140b located within the second major prize entry point 128 during the minor win game, resulting in a win of the second type of major win. If a win of the second type of major win is achieved, a major prize game consisting of 10 rounds of gameplay will be executed following the minor win game.

[0621] In other words, in this embodiment, when a special variation 2 is executed, as long as the game balls are launched appropriately, a major prize game consisting of 10 rounds will always be executed. When the major prize game ends, if there are any special variation reserves remaining, in other words, if there are any remaining special variation reserves, the major prize game consisting of 10 rounds will be executed again using these remaining special variation reserves. As described above, in the special variation stock state, the right to a maximum of 4 special variation 2s can be acquired. Therefore, once a player wins the long opening of the second start gate 122, they can execute the major prize game consisting of 10 rounds four times in a row.

[0622] Then, when the remaining Special 2 reserves are gone, the game state after the big win game is set to the B time-saving game state, as shown in Figure 76(f). Note that the B time-saving game state in Figure 76(f) and the B time-saving game state in Figure 76(c) differ only in the number of normal symbol changes, which is the condition for ending the time-saving game; all other game progression conditions are the same. In the B time-saving game state, which is set after the end of a big win game consisting of 10 rounds, the number of normal symbol changes, which is the condition for ending the time-saving game, is set to 87.

[0623] If you do not win regular symbol A in the 87 regular symbol draws, you will exit the time-saving mode and return to a non-time-saving game state. On the other hand, if you win regular symbol A before the 87 regular symbol draws are completed, you will return to the special 2 variation stock state and be able to perform up to 4 more big win games.

[0624] Next, the processing in the main control board 300 according to the embodiment will be described. Note that the changes from the above reference example will be described below, and other processing will be omitted from the explanation.

[0625] Figure 77 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the embodiment. The special symbol stop symbol display process according to the embodiment is executed in place of the special symbol stop symbol display process according to the above reference example.

[0626] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the special symbol stop symbol display process. If it determines that the timer value of the special game timer is "0", it moves to step S630-3.

[0627] (Step S630-3) The main CPU 300a checks the results of the major role lottery.

[0628] (Step S630-5) The main CPU 300a determines whether the result of the major role lottery is a jackpot. If it determines that it is a jackpot, it proceeds to step S630-19; if it determines that it is not a jackpot, it proceeds to step S631.

[0629] (Step S631) The main CPU 300a performs the count limit management process. This count limit management process will be described later.

[0630] (Step S630-9) The main CPU 300a updates the fluctuating status.

[0631] (Step S630-11) The main CPU 300a sets a command to the transmission buffer that specifies the game state when a special symbol is confirmed, indicating the game state at the time the special symbol is confirmed.

[0632] (Step S630-13) The main CPU 300a sets the counter values ​​of the special time reduction count limit counter and the total time reduction count limit counter, which were updated in step S631 above, into the transmission buffer as count commands to transmit the remaining counts of each to the sub-control board 330.

[0633] (Step S630-15) The main CPU 300a determines whether the result of the major prize draw is a minor prize. If it determines that it is a minor prize, it proceeds to step S630-18; if it determines that it is not a minor prize, it proceeds to step S630-17.

[0634] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process. As a result, the special game management process based on hold 1 is terminated, and if special hold 1 or special hold 2 is stored, processing will be performed to start the display of the special symbol variation based on the next hold.

[0635] (Step S630-18) The main CPU 300a stores (saves) the game state when a minor winning symbol is confirmed in the memory area of ​​the main RAM 300c.

[0636] (Step S630-19) The main CPU 300a resets (sets) the game state to its initial state, which is the non-time-saving game state.

[0637] (Step S630-21) The main CPU 300a sets the data for the special electric mechanism operation ramset table according to the type of special symbol that has been determined.

[0638] (Step S630-23) The main CPU 300a performs the process of setting the maximum number of special electric mechanism operations. Specifically, it refers to the data set in step S630-21 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation count counter. This special electric mechanism maximum operation count counter indicates the number of rounds that can be executed in the upcoming big prize game. On the other hand, the main RAM 300c is equipped with a special electric mechanism continuous operation count counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation count counter at the start of each round game. Here, along with the start of the big prize game, a process is also executed to reset (update to "0") the counter value of this special electric mechanism continuous operation count counter.

[0639] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as a timer value to the special game timer.

[0640] (Step S630-27) The main CPU 300a sets an opening designation command in the transmission buffer to inform the sub-control board 330 of the start of a major or minor win game. This opening designation command is set for each opening time, and in this case, the opening designation command corresponding to the opening time saved in step S630-25 above is set in the transmission buffer.

[0641] (Step S630-29) If the result of the major role lottery confirmed in step S630-3 above is a jackpot, the main CPU 300a updates the special game management phase to "03H", and if it is a minor win, it updates the special game management phase to "07H", and terminates the special symbol stop symbol display process. This starts either a major role game or a minor win game.

[0642] Figure 78 is a flowchart illustrating the count limit management process in the main control board 300 according to the embodiment.

[0643] (Step S631-1) The main CPU 300a determines whether the game state is a time-saving game state. If it determines that the game state is a time-saving game state, it proceeds to step S631-3; if it determines that the game state is not a time-saving game state, it terminates the game count management process.

[0644] (Step S631-3) The main CPU 300a determines whether special variation 2 has been executed. If it determines that special variation 2 has been executed, it proceeds to step S631-5. If it determines that special variation 2 has not been executed (special variation 1 has been executed), it proceeds to step S631-7.

[0645] (Step S631-5) The main CPU 300a decrements the counter value of the special time reduction count counter.

[0646] (Step S631-7) The main CPU 300a decrements the counter value of the total time-saving count counter.

[0647] (Step S631-9) The main CPU 300a determines whether the number of special time reductions or the total number of time reductions is 0. If it determines that the number of special time reductions or the total number of time reductions is 0, the process moves to step S631-11....

Claims

[Claim 1] A determination means that determines whether a jackpot has been won or lost based on the fulfillment of the starting conditions, A means for granting a game benefit to a player based on the determination that the player has won the aforementioned jackpot, A display means for displaying images for effects on a display unit based on the progress of the game, Audio control means that outputs sound while the aforementioned image for performance is displayed, Equipped with, The aforementioned display means is When the game is in a predetermined state, the display unit displays first performance information, including an image indicating the launch direction of the game ball. When predetermined conditions are met, a second performance information different from the first performance information, and a third performance information smaller than the display area in which the first performance information is displayed, and including at least a part of the first performance information, can be displayed simultaneously on the performance display unit. While the first performance information is being displayed, predetermined information regarding the progress of the game can be displayed at a predetermined display position on the performance display unit. During the display of the second and third performance information, the predetermined information can be displayed at the predetermined display position. The aforementioned voice control means is During the display of the first performance information, it is possible to output a first sound that includes a sound indicating the launch direction of the game ball. During the display of the second and third performance information, a second sound corresponding to the second performance information and the first sound can be output. A gaming machine characterized by the following features.