Gaming machine
The gaming machine system enhances player engagement by allowing flexible execution of prediction effects through pre-read information storage and dynamic game state management, addressing the limitation of fixed prediction opportunities.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-01-16
- Publication Date
- 2026-06-10
AI Technical Summary
Existing gaming machines limit the opportunity for prediction effects, reducing their effectiveness by prohibiting them after a certain number of holds, thus diminishing player engagement.
Implementing a system that allows pre-read information storage and execution, enabling prediction effects based on predetermined information, and erasing this information when game states change, ensuring consistent and engaging gameplay.
This system enhances the effectiveness of prediction effects, maintaining player interest by allowing flexible execution of these effects, thereby improving overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a hold is acquired based on the entry of a game ball into a start port, and a big winning combination lottery is performed based on the acquired hold. When winning a big hit in this big winning combination lottery, a big winning game in which a big winning port is opened is executed. A gaming machine is known. During the game, a so-called prediction effect that suggests the reliability of a big hit of the hold is executed based on the hold before the big winning combination lottery is executed. For example, Patent Document 1 discloses that, after a big winning game, for a hold used in a big winning combination lottery within a predetermined number of times, the prediction effect is not made the target of the prediction effect and the prediction effect is prohibited.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, when a section for prohibiting the prediction effect is provided, there is a problem that the opportunity to execute the prediction effect is limited and the effect of the effect is reduced. <000A symbol determination means that performs a symbol determination process to determine the stop symbol based on the predetermined information, A variation processing means that performs a variation process to display a variation in the pattern display section and, when a predetermined variation time has elapsed, displays the stopped pattern as stopped in the pattern display section. A grand prize opening control means that executes a grand prize opening opening game in which a predetermined stop symbol is stopped and displayed on the symbol display unit, A state setting means for setting the game state after the opening and closing of the aforementioned prize-winning slot to one of several game states with different degrees of advantage, Pre-read based on the predetermined information before the pattern determination process is executed. A pre-read information storage means that derives information and stores it in the memory unit, Pre-read based on the aforementioned pre-read information A means for executing the performance, A pre-reading information erasure means for erasing the pre-reading information stored in the memory unit when the game state differs before and after the opening and closing of the large prize slot, Equipped with, The aforementioned performance execution means is When the predetermined information is acquired and the pre-read information is derived based on the predetermined information, the pre-read performance can be executed, provided that after the acquisition of the predetermined information, all of the pre-read information derived based on the predetermined information that determines the stop symbol before the predetermined information is stored. Characterized by 。 [Effects of the Invention]
[0008] According to the present invention, it is possible to suppress the decline in the effectiveness of the performance. [Brief explanation of the drawing]
[0009] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position. [Figure 2] This is a front view of the gaming machine. [Figure 3] This is a front view of the game board. [Figure 4] This is a close-up view of a part of the game board. [Figure 5] This is a block diagram of a gaming machine. [Figure 6] This is the address map of the memory area used by the main CPU. [Figure 7] (a) is a diagram illustrating the random number determination table for determining minor wins for Special 1, and (b) is a diagram illustrating the random number determination table for determining minor wins for Special 2. [Figure 8] This is a diagram for explaining the hit symbol random number determination table. [Figure 9] This is a diagram for explaining the reach group determination random number determination table. [Figure 10] This is a diagram for explaining the reach mode determination random number determination table. [Figure 11] This is a diagram for explaining the variation pattern random number determination table. [Figure 12] This is a diagram for explaining the variation time determination table. [Figure 13] This is a diagram for explaining the special electric accessory operation ram set table. [Figure 14] This is a diagram for explaining the opening / closing mode of the second large winning opening and the opening / closing mode of a specific area by a movable member. [Figure 15] This is a diagram for explaining the game state setting table for setting the game state after the end of the big role game. [Figure 16] This is a diagram for explaining the time-saving state flag. [Figure 17] This is a diagram for explaining the hit determination random number determination table. [Figure 18] (a) is a diagram for explaining the normal symbol variation time data table, and (b) is a diagram for explaining the opening / closing control pattern table. [Figure 19] This is a diagram for explaining the game performance according to this embodiment. [Figure 20] This is a diagram for explaining the game machine state flag. [Figure 21] This is the first flowchart for explaining the CPU initialization process in the main control board. [Figure 22] This is the second flowchart for explaining the CPU initialization process in the main control board. [Figure 23] This is a flowchart for explaining the subcommand group setting process in the main control board. [Figure 24] This is a flowchart for explaining the power-off save process in the main control board. [Figure 25]This is a flowchart explaining the timer interrupt processing on the main control board. [Figure 26] This is a flowchart illustrating the setting-related processes on the main control board. [Figure 27] This is a flowchart illustrating the switch management process on the main control board. [Figure 28] This is a flowchart illustrating the gate passage process on the main control board. [Figure 29] This is a flowchart illustrating the process of passing through the first start port on the main control board. [Figure 30] This is a flowchart illustrating the process of passing through the second start port on the main control board. [Figure 31] This is a flowchart explaining the process of acquiring special symbol random numbers on the main control board. [Figure 32] This is a flowchart explaining the performance judgment process at the time of acquisition on the main control board. [Figure 33] This is a flowchart illustrating the process of passing through a specific region on the main control board. [Figure 34] This is a diagram illustrating the special game management phase. [Figure 35] This is a flowchart illustrating the special game management process on the main control board. [Figure 36] This is a flowchart explaining the special symbol variation waiting process on the main control board. [Figure 37] This is a flowchart explaining the process for determining the special symbol variation number on the main control board. [Figure 38] This is a flowchart explaining the processing during special symbol variation on the main control board. [Figure 39] This is a flowchart explaining the special symbol stop symbol display process on the main control board. [Figure 40] This is a flowchart explaining the count limit management process on the main control board. [Figure 41] This is a flowchart explaining the pre-processing for opening the main prize slot on the main control board. [Figure 42] This is a flowchart illustrating the opening and closing switching process for the main prize slot on the main control board. [Figure 43] This is a flowchart explaining the control process for opening the main prize slot on the main control board. [Figure 44] This is a flowchart explaining the process for activating the closing of the large prize slot on the main control board. [Figure 45] This is a flowchart explaining the waiting process at the end of the grand prize slot on the main control board. [Figure 46] This is a diagram illustrating the normal game management phase. [Figure 47] This is a flowchart illustrating the normal game management process on the main control board. [Figure 48] This is a flowchart explaining the normal symbol change waiting process on the main control board. [Figure 49] This is a flowchart explaining the processing during normal symbol variation on the main control board. [Figure 50] This is a flowchart explaining the normal symbol stop and symbol display process on the main control board. [Figure 51] This is a flowchart explaining the pre-processing for opening the prize winning slot on the main control board. [Figure 52] This is a flowchart explaining the process of switching the opening and closing of the standard electric prize slot on the main control board. [Figure 53] This is a flowchart illustrating the control process for opening the prize winning slot on the main control board. [Figure 54] This is a flowchart explaining the process for activating the closing of the ordinary electric prize entry slot on the main control board. [Figure 55] This is a flowchart explaining the normal electric prize entry point end-of-game wait processing on the main control board. [Figure 56] This is a diagram explaining non-story-based variable animation effects. [Figure 57] This diagram illustrates an example of a hold display animation. [Figure 58](a) is a diagram illustrating the final hold display pattern determination table, and (b) is a diagram illustrating the previous hold display pattern determination table. [Figure 59] This diagram illustrates an example of a look-ahead information storage area provided on a sub-control board. [Figure 60] This diagram illustrates an example of the conditions for deleting lookup information. [Figure 61] This is a flowchart illustrating the sub-CPU initialization process on the sub-control board. [Figure 62] This is a flowchart explaining the sub-timer interrupt processing on the sub-control board. [Figure 63] This is a flowchart illustrating the pre-read command reception process on the sub-control board. [Figure 64] This flowchart explains the process of receiving a command to confirm the game state when a special symbol is confirmed on the sub-control board. [Figure 65] This is a flowchart illustrating the process of receiving game state change specification commands on the sub-control board. [Modes for carrying out the invention]
[0010] A preferred embodiment 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 this embodiment 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 illustration.
[0011] To facilitate understanding of the embodiments of the present invention, the mechanical and electrical configurations of the gaming machine will first be briefly described, and then the specific processes in each circuit board will be explained.
[0012] Figure 1 is a perspective view of the gaming machine 100, 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.
[0013] 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.
[0014] Figure 2 is a front view of the gaming machine 100, and Figure 3 is a front view of the game board 108. However, in Figure 2, the game board 108 is shown in a removed state.
[0015] As shown in Figure 2, 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 launching 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.
[0016] As shown in Figure 3, the game balls launched in this manner rise between rails 114a and 114b provided on the game board 108 and are guided to the game area 116.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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 small win game that is advantageous to the player can be performed, or what kind of game state the subsequent game state will be. 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.
[0021] 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.
[0022] 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 entry device) having a movable piece 122b, so that the ease with which game balls can enter the second starting port 122 is variable.
[0023] Figure 4 is a magnified view of a portion of the game board 108. The specific configuration of the second start opening 122 is not particularly limited, but here, the movable piece 122b is normally retracted into the back side of the game board 108, closing the second start opening 122, and the game balls flow down the front side of the movable piece 122b, making it impossible or difficult for game balls to enter the second start opening 122.
[0024] In response to this, when a game ball passes through the gate 124 provided in the second game area 116b, the movable piece 122b protrudes to the front side of the game board 108, and it is determined whether or not to perform an auxiliary game that facilitates the entry of the game ball into the second start opening 122. If it is decided to perform the auxiliary game, the movable piece 122b protrudes to the front side of the game board 108, and the auxiliary game that facilitates the entry of the game ball into the second start opening 122 is performed. More specifically, a lottery for ordinary symbols, described later, is performed on the condition that the game ball has passed through the gate 124, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0025] When the movable piece 122b is in the protruding position, game balls flowing down the front side of the movable piece 122b fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b to the second start opening 122. In this way, when the movable piece 122b is in the protruding position, it functions as a receptacle that guides the game balls to the second start opening 122, making it easier for the game balls to enter the second start opening 122.
[0026] Furthermore, a large prize opening 128 is provided at the bottom of the game area 116. The large prize opening 128 is positioned so that game balls flowing down at least the second game area 116b can enter it.
[0027] Furthermore, the large prize opening 128 is provided with a movable piece 128b that can be opened and closed. Normally, the movable piece 128b closes the large prize opening 128, making it impossible for game balls to enter it. However, when a small prize game or a big prize game is played, the movable piece 128b opens, allowing game balls to enter the large prize opening 128.
[0028] When a game ball enters the large prize slot 128, a predetermined number of prize balls are dispensed to the player. In this embodiment, 15 game balls are dispensed to the player as prize balls for each game ball that enters the large prize slot 128. In other words, by getting game balls into the large prize slot 128, the player can increase the number of game balls they possess.
[0029] As shown in Figure 4, 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 serves as the main prize opening 128. A movable piece 128b is provided at the top of the structure 129, and normally the movable piece 128b is kept in a closed state that closes the main prize opening 128.
[0030] The movable piece 128b faces above the gaming machine 100 and protrudes into the gaming 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 gaming area 116 (second gaming area 116b) will fall onto the movable piece 128b.
[0031] Here, the movable piece 128b, which is 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, a game ball that falls onto the movable piece 128b will slowly roll across it from right to left.
[0032] Inside the large prize opening 128, there is an exit passage 128d, and all game balls that enter the large prize opening 128 are guided to the exit passage 128d. The exit 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 large prize opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c.
[0033] Furthermore, the large prize opening 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 is moved in and out of a hole formed in the game board 108 by an actuator (solenoid) (not shown) in the front-to-back direction of the game machine 100. Normally, the actuator is kept in an unpowered state, and the movable member 142 is held in a position that protrudes forward of the hole in the game board 108, making it impossible for game balls to enter the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes forward of the hole in the game board 108, the specific area 140b is blocked by the movable member 142, and game balls can pass through the non-specific area 140c.
[0034] Furthermore, when the actuator is energized, the movable member 142 is held in a position retracted behind the hole in the game board 108, allowing the game ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position retracted behind the hole in the game board 108, the specific area 140b is opened, allowing the game ball to pass through the specific area 140b. As will be explained in more detail later, if the game ball enters the specific area 140b during a minor win game, it results in a major win (two types of major wins), and the major prize game described later begins.
[0035] When a minor win or major win is performed, the movable piece 128b changes to an open state that opens the major prize opening 128. Here, the movable piece 128b is moved in and out of a 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 of the hole in the game board 108, closing the major prize opening 128. When the actuator is powered, the movable piece 128b is held in a position that is retracted backward of the hole in the game board 108, and the major prize opening 128 is opened. In this state, when the major prize opening 128 is open, game balls enter the major prize opening 128.
[0036] Returning to Figure 3, 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, or the big prize entry point 128 from the game area 116 to the back side of the game board 108.
[0037] 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.
[0038] Furthermore, the performance display device 200 includes a main performance display unit 200a, which consists of an image display unit that displays images. The main performance display unit 200a is positioned approximately in the center of the game board 108 so as to be visible from the front of the game machine 100. Various images for performances are displayed on this main performance display unit 200a.
[0039] The performance device 202 is positioned in front of the main performance display unit 200a and is normally retracted to the rear side of the game board 108. It moves to the front of the main performance display unit 200a in accordance with the image displayed on the main performance display unit 200a, thereby creating a sense of anticipation for the player.
[0040] 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.
[0041] Returning to Figure 2, 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] (Internal configuration of the control system) Figure 5 is a block diagram showing the internal configuration of the control means that controls the progress of the game.
[0046] 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.
[0047] The gaming machine 100 is broadly divided into two types: special games, which are mainly started by the entry of game balls into the first start port 120 or the second start port 122, and regular games, which are started when game balls pass through the gate 124. The main ROM 300b of the main control board 300 stores various programs for running the special games and regular games, as well as data and tables necessary for each type of game.
[0048] 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 large prize entry detection switch 128s for detecting when a game ball enters the large prize entry 128; a specific area detection switch 140s for detecting when a game ball enters the 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.
[0049] Furthermore, a confluence passage is provided on the back of the game board 108, and game balls that enter the general prize entry point 118, the first start entry point 120, the second start entry point 122, and the large prize entry point 128, respectively, and game balls that are guided to the back side from the discharge point 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.
[0050] 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 large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided inside the large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the large prize opening 128, and the specific area 140b.
[0051] 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.
[0052] 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.
[0053] 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. The game machine 100 is configured so that one of six setting values with different levels of advantage is stored as a registered setting value in the setting value buffer, and the game can proceed according to the stored registered setting value. However, in this embodiment, only one setting value is provided.
[0054] 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.
[0055] 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.
[0056] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a. 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-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.
[0064] 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.
[0065] 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.
[0066] Figure 6 shows the address map of the memory area used by the main CPU 300a. In Figure 6, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 6, 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).
[0067] 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).
[0068] 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).
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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).
[0073] 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.
[0074] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).
[0075] 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.
[0076] 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.
[0077] 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.
[0078] Next, we will explain the gameplay in the gaming machine 100, along with the various tables stored in the main ROM 300b.
[0079] As mentioned above, the gaming machine 100 has two types of games running in parallel: special games and regular games. When these two types of games are running, the game is played in either a non-time-saving game state or a time-saving game state.
[0080] 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.
[0081] 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 will be awarded a game prize (hereinafter referred to as the "major prize lottery"). If the major prize lottery results in a minor prize, the major prize opening 128 opens, and the minor prize game is executed.
[0082] 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 (minor prize 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.
[0083] 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 special symbol hold memory area has four memory units (first to fourth memory units). When a game ball enters the first start opening 120, the special symbol 1 hold is stored sequentially in the first special symbol hold memory area, starting from the first memory unit.
[0084] For example, when a game ball enters the first starting port 120, if no hold is stored in any of the first to fourth storage units of the first special symbol hold memory area, special symbol 1 hold is stored in the first storage unit. Also, for example, if special symbol 1 hold is stored in the first to third storage units, and a game ball enters the first starting port 120, special symbol 1 hold is stored in the fourth storage unit.
[0085] Furthermore, the second special symbol hold memory area has four memory units (first to fourth memory units). When a game ball enters the second start opening 122, the special symbol 2 hold is stored sequentially in the second special symbol hold memory area, starting from the first memory unit.
[0086] Furthermore, the number of special 1 reserves (X1) that can be stored in the first special symbol reserve memory area is set to 4. Also, the number of special 2 reserves (X2) that can be stored in the second special symbol reserve memory area is set to 4. Therefore, for example, when a game ball enters the first start opening 120, if 4 special 1 reserves are already stored in the first special symbol reserve memory area, no new special 1 reserves will be stored as a result of the game ball entering the first start opening 120.
[0087] Figure 7(a) is a diagram illustrating the random number determination table for special type 1, and Figure 7(b) is a diagram illustrating the random number determination table for special type 2. When a game ball enters the first start port 120 or the second start port 122, one random number for determining a minor win is obtained from the range of 0 to 65535. Then, a random number determination table for determining a minor win is selected according to the type of hold read when the major prize lottery is started, and the major prize lottery is performed using the selected random number determination table and the obtained random number for determining a minor win.
[0088] When initiating a major prize draw for a Special 1 reserved ball, the Special 1 minor prize determination random number table is referenced. According to the Special 1 minor prize determination random number table shown in Figure 7(a), a minor prize is determined if the minor prize determination random number is between 20001 and 20206, and a loss is determined if it is any other minor prize determination random number. Therefore, the probability of a minor prize in this case is approximately 1 / 318.1.
[0089] When initiating the major prize draw for Special 2 reserved balls, the Special 2 minor prize determination random number table is referenced. According to the Special 2 minor prize determination random number table shown in Figure 7(b), a minor prize is determined if the minor prize determination random number is between 20001 and 21456, and a loss is determined if it is any other minor prize determination random number. Therefore, the probability of a minor prize in this case is approximately 1 / 45.0.
[0090] Figure 8 is a diagram illustrating the winning symbol random number determination table. When a game ball enters the first starting port 120 or the second starting port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, if the above major prize lottery results in a "minor win" determination, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.
[0091] In this case, if a "minor win" is achieved through Special 1 Reserve, the Special 1 winning symbol random number determination table is selected, as shown in Figure 8(a). If a "minor win" is achieved through Special 2 Reserve, the Special 2 winning symbol random number determination table is selected, as shown in Figure 8(b). Hereafter, the special symbols determined by the winning symbol random number, that is, the special symbols determined when a minor win is determined, will be called minor win symbols, and the special symbols determined when a losing result is determined will be called losing symbols.
[0092] According to the winning symbol random number determination table for Special 1 shown in Figure 8(a) and the winning symbol random number determination table for Special 2 shown in Figure 8(b), the type of special symbol (minor winning symbol) is determined according to the acquired winning symbol random number value, as shown in the figures.
[0093] 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.
[0094] In other words, the winning symbol random number determination table is only referenced when the result of the major prize lottery is a "minor win," and is not referenced when the result of the major prize lottery is a "miss." Here, it is assumed that different minor win symbols are determined in the winning symbol random number determination table for Special 1 and the winning symbol random number determination table for Special 2. However, it is also possible to determine the same minor win symbol in both tables, or to determine the type of special symbol (minor win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.
[0095] Figure 9 is a diagram illustrating the reach group determination random number judgment table. 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 variation pattern selection 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, when the big win lottery result is derived, a process is performed to determine the variation performance pattern (variation mode number, variation pattern number) that notifies the big win lottery result. In this embodiment, 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 variation performance pattern. The variation pattern selection state is a concept that specifies which table to refer to when determining the variation performance pattern, and is set separately from the game state.
[0096] 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.
[0097] 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.
[0098] Furthermore, if the result of the major prize lottery is a "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 prize lottery is a "miss," and is not referenced when the result of the major prize lottery is a "minor win."
[0099] Figure 10 is a diagram illustrating the random number determination table for determining the reach mode. This random number determination table for determining the reach mode is broadly divided into a random number determination table for determining the reach mode when the big win lottery result is a "miss," and a random number determination table for determining the reach mode when the big win lottery result is a "minor win." The random number determination table for determining the reach mode when a miss is set up for each group type determined as described above, and the random number determination table for determining the reach mode when a minor win is set up for each type of hold.
[0100] 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 a miss occurs, 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 a minor win occurs is shown in Figure 10(b), and an example of the reach mode determination random number judgment table for special 2 when a minor win occurs is shown in Figure 10(c).
[0101] When a game ball enters the first starting port 120 or the second starting 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 major role 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 group type lottery, 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.
[0102] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figures 10(b) and (c), 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.
[0103] 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 simultaneously with the determination of the variation mode number. In Figure 10, the table x listed in the variation pattern random number judgment table column represents 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. In this embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. In the following, "H" will be used to indicate hexadecimal numbers, but "○○H" in Figures 10 to 12 indicates an arbitrary value represented in hexadecimal.
[0104] 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).
[0105] On the other hand, if the result of the major prize lottery is a "minor win," the random number determination table for determining the reach mode during a minor win, shown in Figure 10, which corresponds to the determined minor win symbol (type of special symbol), is used to determine the variation mode number and the variation pattern random number determination table.
[0106] Figure 11 illustrates the variable pattern random number determination table. Here, we show the variable pattern random number determination table x for a given table number x, but there are many other variable pattern random number determination tables available for each table number.
[0107] 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.
[0108] 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.
[0109] Figure 12 is a diagram illustrating the variation time determination table. 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.
[0110] 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.
[0111] 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.
[0112] Figure 13 is a diagram illustrating the special electric mechanism operation ramset table. The special electric mechanism operation ramset table stores various data for controlling minor win games and major win games. During minor win games and major win games, the large prize slot solenoid 128c is energized by referring to this special electric mechanism operation ramset table.
[0113] According to the special electric mechanism operation ramset table, the following are pre-stored as control data for the big prize game, as shown in the figure: 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 small win or big win game), number of special electric mechanism opening / closing switches (number of times the big prize opening 128 is opened during one round of gameplay), solenoid energizing time (energizing time of the big prize opening solenoid 128c for each opening of the big prize opening 128, i.e., the opening time of one big prize opening 128), specified number (maximum number of prizes that can be won into the big prize opening 128 in one round of gameplay), big prize opening closure effective time (closing time of the big prize opening 128 between rounds of gameplay, i.e., interval time between rounds), and ending time (waiting time from the end of the last round of gameplay until the normal special gameplay resumes).
[0114] In this embodiment, when special symbols Z1 to Z4, which are minor winning symbols, are determined, a minor winning game consisting of one round is first executed. In this minor winning game, the opening and closing of the large prize opening 128 is repeatedly performed. Specifically, the large prize opening 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). As described above, in this embodiment, the minor winning game executed when special symbols Z1 to Z5 are determined is shown in a case where the large prize opening 128 is opened a maximum of 4 times in the first round, but it is not limited to this. For example, the large prize opening 128 may be opened a maximum of 10 times in the first round.
[0115] Here, inside the large prize opening 128, there are specific areas 140b and non-specific areas 140c, and any game ball that enters the 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 large prize opening 128 enters the specific area 140b, a major prize game is executed following the minor win game, in which the large prize opening 128 is opened. In this major prize game, round games are played 9 times (2R to 10R).
[0116] Figure 14 illustrates the opening and closing mechanisms of the main prize opening 128 and the opening and closing mechanisms of the specific area 140b by the movable member 142. As shown in Figure 14, in a minor prize game in which the main prize opening 128 is opened, the movable member 142 opens the specific area 140b for a moment (about 0.1 seconds) simultaneously with the opening of the main prize opening 128, 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.
[0117] Specifically, as shown in Figure 14, when special symbols Z1 to Z4 are determined and a minor win game is executed, the large prize slot 128 is opened a total of four times during the minor win game. Therefore, while a game ball that enters the large prize slot 128 at the same time as the first opening of the large prize slot 128 may not be able to enter the specific area 140b, a game ball that enters the large prize slot 128 during the second and subsequent openings of the large prize slot 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure is provided above the large prize slot 128 to slow down the game ball rolling over the large 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.
[0118] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the large prize opening 128, or a game ball remaining in the large prize opening 128 for an extended period of time for any reason, it is possible that the game ball may not enter the specific area 140b during a minor win. 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 appropriate for the progress of the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.
[0119] Figure 15 is a diagram illustrating the game state setting table for setting the game state after the end of a major game, and Figure 16 is a diagram illustrating the time-saving state flag. As described above, when a two-type major win is achieved in a minor win game, the game state is set according to the type of special symbol won and the game state at the time of winning.
[0120] Here, 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 to open the second start port 122 than in the non-time-saving game state.
[0121] Furthermore, if the game state after a major win is set to a time-saving game state, time-saving termination conditions are also set to end the time-saving game state. Here, the time-saving termination conditions include the number of Special 1 time-saving rounds, the number of Special 2 time-saving rounds, the number of Special 1 minor win time-saving termination actions, and the number of Special 2 minor win time-saving termination actions.
[0122] The Special 1 Time Reduction Count is the number of times the symbols change based on the Special 1 Reserve (hereinafter referred to as Special 1 Change). The Special 1 Time Reduction Count is deducted each time the result of the big prize lottery based on the Special 1 Reserve is determined during the time reduction game state, and when the remaining Special 1 Time Reduction Count reaches 0, the game state changes to the non-time reduction game state. In other words, the Special 1 Time Reduction Count is deducted only when the result of the big prize lottery based on the Special 1 Reserve is determined.
[0123] The Special 2 Time Reduction Count is the number of times the symbols change based on the Special 2 Reserve (hereinafter referred to as Special 2 Change). The Special 2 Time Reduction Count is deducted each time the result of the big win lottery based on the Special 2 Reserve is determined during the time reduction game state, and when the remaining Special 2 Time Reduction Count reaches 0, the game state changes to a non-time reduction game state. In other words, the Special 2 Time Reduction Count is deducted only when the result of the big win lottery based on the Special 2 Reserve is determined.
[0124] The number of Special 1 minor win time-saving mode terminations is the number of times a minor win based on a Special 1 reserve is won during the time-saving mode, or the number of times a minor win is won and the minor win game is executed. The number of Special 1 minor win time-saving mode terminations is deducted each time the result of the major prize lottery for a minor win based on a Special 1 reserve is determined during the time-saving mode, and when the remaining number of Special 1 minor win time-saving mode terminations reaches 0, the game state changes to a non-time-saving mode. In other words, the number of Special 1 minor win time-saving mode terminations is deducted only when the result of the major prize lottery for a minor win based on a Special 1 reserve is determined.
[0125] The number of Special 2 minor win time-saving mode terminations is the number of times a minor win based on a Special 2 reserve is won during the time-saving mode, or the number of times a minor win is won and the minor win game is executed. The number of Special 2 minor win time-saving mode terminations is deducted each time the result of the major prize lottery for a minor win based on a Special 2 reserve is determined during the time-saving mode, and when the remaining number of Special 2 minor win time-saving mode terminations reaches 0, the game state changes to a non-time-saving mode. In other words, the number of Special 2 minor win time-saving mode terminations is deducted only when the result of the major prize lottery for a minor win based on a Special 2 reserve is determined.
[0126] If any one of these four time-saving game conditions is met, the time-saving game state ends and the game state transitions to the non-time-saving game state.
[0127] As described above, when the game state is set to a time-saving game state, time-saving termination conditions are set. However, different time-saving termination conditions are set for the common time-saving game state depending on the type of special symbol and the game state when a minor win is achieved. The main control board 300 manages time-saving game states with different set time-saving termination conditions as different game states. Here, three time-saving game states are provided that have the same game progression conditions but different time-saving termination conditions. These three time-saving game states are called the lower mode, upper mode, and top mode, respectively.
[0128] These three modes all share the same probability of winning a minor prize and the same conditions for opening the second starting gate 122, but their conditions for ending the time-saving mode differ. In the higher modes, the conditions for ending the time-saving mode are less likely to be met compared to the lower modes, and in the highest mode, the conditions for ending the time-saving mode are even less likely to be met compared to the higher modes. Therefore, among the time-saving game states, the highest mode offers the greatest advantage to the player, while the lower modes offer the least advantage to the player.
[0129] On the main control board 300, the current game state is managed by a time-saving state flag. In other words, the time-saving state flag identifies the current game state, and the game state is set by setting the time-saving state flag. As shown in Figure 16, in this embodiment, when the time-saving state flag = 00H is set, the game state is a non-time-saving game state. Also, when in a lower mode and it is not the last spin in the lower mode, the time-saving state flag = 01H is set. Similarly, when in the highest mode and it is not the last spin in the highest mode, the time-saving state flag = 03H is set, and when in a higher mode and it is not the last spin in the higher mode, the time-saving state flag = 04H is set. In addition, during the last spin in the lower mode, higher mode, and highest mode, the time-saving state flag = 02H is set.
[0130] In other words, the main control board 300 manages the final variation of the time-saving game state, in which the remaining number of special time-saving rounds 1 or special time-saving rounds is updated from 1 to 0, as a different game state than when there are other variation counts. Hereinafter, the state in which the time-saving state flag = 02H is set will be referred to as the final variation state of time-saving.
[0131] Then, as shown in Figure 15, in the mini-win game that is executed when a mini-win is achieved, if a two-type jackpot is won, the mode (time-saving end condition) is set as follows, based on the game state at the time of the mini-win and the type of mini-win symbol.
[0132] In other words, if the special symbol Z1 is determined as the minor win symbol, the game state after the major win is set to the lower mode (01H), regardless of the game state at the time of the minor win. As shown in Figure 15, the conditions for ending the time-saving mode in the lower mode are set to 6 times for special 1 time-saving mode, 20 times for special 2 time-saving mode, 2 times for special 1 minor win time-saving mode termination, and 1 time for special 2 minor win time-saving mode termination.
[0133] Furthermore, if the special symbol Z2 is determined as the minor win symbol, the game state after the major win will be set to the non-time-saving game state (00H), regardless of the game state at the time of the minor win.
[0134] Furthermore, if the special symbol Z3 is determined as the minor win symbol, the game state will be set as follows, depending on the game state at the time of the minor win. Specifically, if the game state at the time of the minor win is the non-time-saving game state (00H), the game state after the major win will be set to the lower mode (01H). Also, if the game state at the time of the minor win is the lower mode (01H), the game state after the major win will also be set to the lower mode (01H).
[0135] Furthermore, if the game state at the time of a minor win is the final time-saving mode (02H), the game state after a major win is set to the highest mode (03H). As shown in Figure 15, the time-saving mode termination conditions for the highest mode are set to 10,000 times for Special 1 time-saving mode, 10,000 times for Special 2 time-saving mode, 2 times for Special 1 minor win time-saving mode termination operations, and 100 times for Special 2 minor win time-saving mode termination operations. Note that the number of Special 2 minor win time-saving mode termination operations may be set to 0, or the number of Special 2 minor win time-saving mode termination operations may not be set. As will be explained in detail later, even in this case, according to the processing in the main control board 300 described later, the time-saving mode termination condition based on the number of Special 2 minor win time-saving mode termination operations will not be effectively met.
[0136] Furthermore, if the game state at the time of a minor win is the highest mode (03H) or higher mode (04H), the game state after a major win will be set to higher mode (04H). As shown in Figure 15, the conditions for ending the time-saving feature in higher mode are set to 6 times for Special 1 time-saving feature, 72 times for Special 2 time-saving feature, 2 times for Special 1 minor win time-saving feature termination, and 1 time for Special 2 minor win time-saving feature termination.
[0137] Furthermore, if the special symbol Z4 is determined as the minor win symbol, the game state will be set as follows, depending on the game state at the time of the minor win. Specifically, if the game state at the time of the minor win is the non-time-saving game state (00H), the game state after the major win will be set to the lower mode (01H).
[0138] Furthermore, if the game state at the time of a minor win is a lower mode (01H) or the final spin state of the time-saving mode (02H), the game state after a major win will be set to the highest mode (03H). Also, if the game state at the time of a minor win is the highest mode (03H) or a higher mode (04H), the game state after a major win will be set to a higher mode (04H).
[0139] Figure 17 is a diagram illustrating the random number determination table for determining a winning combination. 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 port 122.
[0140] 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.
[0141] 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.
[0142] 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.
[0143] Figure 18(a) is a diagram illustrating the data table for the normal symbol variation time, and Figure 18(b) is a diagram illustrating the opening and closing control pattern table. 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.
[0144] 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.
[0145] 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).
[0146] 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.
[0147] The opening and closing conditions for the second start port 122 are defined by three elements: the probability of winning with a normal symbol, the duration of the normal symbol's variation display, and the duration of the second start port 122's opening. In this embodiment, two of these elements 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, one or three of the above three elements may be set 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 element 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.
[0148] Figure 19 is a diagram illustrating the gameplay according to this embodiment. In the following, we will mainly describe the case where the player appropriately launches the game balls and the game progresses according to the intended gameplay, that is, when the game continues normally, and will generally omit explanations of irregular situations. The case where the game continues normally means that the player plays the game according to the intended gameplay and no various errors or irregular situations such as game stoppages occur.
[0149] The initial state of the gaming machine 100 is the non-time-saving game state (00H), and the player starts playing in the non-time-saving game state as shown in (1) of Figure 19. In the non-time-saving game state, the second start port 122 is hardly ever open, so the player performs what is called left-handed shooting, launching the game ball towards the first game area 116a and getting the game ball into the first start port 120. In other words, the reserve that is mainly affected by the changes (hereinafter referred to as the target reserve) is set to special reserve 1. Therefore, in the non-time-saving game state, the player plays while expecting to win a small prize based on special reserve 1. In the non-time-saving game state, the probability of winning a small prize based on special reserve 1 is set to approximately 1 / 318.1.
[0150] In a non-time-saving game state, if a minor win is achieved through Special 1 Reserve, there is a 70% probability that Special Symbol Z1 will be determined as the minor win symbol, and a minor win game based on Special Symbol Z1 will be executed. In this minor win game, since game balls can enter a specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Since the game state at the time of winning is a non-time-saving game state, as shown in (2) of Figure 19, the game state after the major win game is set to the lower mode (01H).
[0151] Furthermore, in a non-time-saving game state, if a minor win is achieved through Special 1 Reserve, there is a 30% probability that Special Symbol Z2 will be determined as the minor win symbol, and a minor win game based on Special Symbol Z2 will be executed. In this minor win game, since game balls can enter the specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 1500 prize balls from the minor win game and the major win game. And since the game state at the time of winning is a non-time-saving game state, the game state after the major win game is set back to a non-time-saving game state.
[0152] In the lower mode shown in Figure 19 (2), the second start opening 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-handed shot, which causes the game ball to flow down into the second game area 116b, and enters the second start opening 122. In other words, in the lower mode where the target reserve is set to special reserve 2, the player plays while expecting to win a small prize through special reserve 2.
[0153] In the lower mode, the probability of winning a minor win based on the Special 2 reserve is set to approximately 1 / 45. However, in the lower mode, the conditions for ending the time-saving mode are set to 6 times for Special 1 time-saving mode, 20 times for Special 2 time-saving mode, 2 times for Special 1 minor win time-saving mode termination, and 1 time for Special 2 minor win time-saving mode termination. Therefore, the lower mode can be described as a state where the goal is to win a minor win in the major role lottery based on 20 Special 2 reserves.
[0154] In the lower mode, if a minor win is achieved through special reserve 2, there is a 70% probability that special symbol Z3 will be determined as the minor win symbol, and a minor win game based on special symbol Z3 will be executed. In this minor win game, since game balls can enter the specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Since the game state at the time of winning is the lower mode, as shown in (2) of Figure 19, the game state after the major win game is set again to the lower mode (01H).
[0155] Furthermore, in the lower mode, if a minor win is achieved through special 2 retention, there is a 30% probability that special symbol Z4 will be determined as the minor win symbol, and a minor win game based on special symbol Z4 will be executed. In this minor win game, since game balls can enter the specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 1500 prize balls from the minor win game and the major win game. And since the game state at the time of winning is the lower mode, as shown in (3) of Figure 19, the game state after the major win game is set to the highest mode (03H).
[0156] Furthermore, at the final spin in the lower mode, that is, at the start of the 20th special 2 spin, the game internally transitions to the time-saving final spin state (02H), as shown in (2A) of Figure 19. If a minor win is achieved in the time-saving final spin state, in other words, if a minor win is achieved by a special 2 reserve in the final spin of the lower mode, regardless of the type of minor win symbol, the game state after the major win is set to the highest mode (03H).
[0157] In the highest mode shown in Figure 19 (3), the second start opening 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-handed shot to send the game ball down into the second game area 116b and enter the second start opening 122. In other words, the target reserve in the highest mode is the special reserve 2.
[0158] In the highest mode, the probability of winning a minor win based on Special 2 reserve is set to approximately 1 / 45. In addition, the conditions for ending the time-saving mode are set to 10,000 times for Special 1 time-saving mode, 10,000 times for Special 2 time-saving mode, 2 times for Special 1 minor win time-saving mode termination, and 100 times for Special 2 minor win time-saving mode termination. Therefore, the highest mode is essentially a state in which winning a minor win and two types of major wins is guaranteed, or in other words, a state in which the acquisition of 1500 game balls is guaranteed.
[0159] In the highest mode, if a minor win is achieved through a special 2-reserve, the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Furthermore, since the game state at the time of winning is the highest mode, regardless of the type of minor win symbol, the game state after the major win game is set to the higher mode (04H), as shown in (4) of Figure 19.
[0160] In the higher mode shown in Figure 19 (4), the second start opening 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-handed shot, which causes the game ball to flow down into the second game area 116b, and enters the second start opening 122. In other words, in the higher mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a small prize through special reserve 2.
[0161] In the higher mode, the probability of winning a minor win based on the Special 2 reserve is set to approximately 1 / 45. However, in the higher mode, the conditions for ending the time-saving mode are set to 6 times for Special 1 time-saving mode, 72 times for Special 2 time-saving mode, 2 times for Special 1 minor win time-saving mode termination, and 1 time for Special 2 minor win time-saving mode termination. Therefore, the higher mode can be described as a state where the goal is to win a minor win in the major role lottery based on 72 Special 2 reserves.
[0162] In the higher mode, if a minor win is achieved through a special 2-reserve, the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Furthermore, since the game state at the time of winning is the higher mode, regardless of the type of minor win symbol, the game state after the major win game is reset to the higher mode (04H), as shown in (4) of Figure 19.
[0163] Furthermore, at the final spin in the higher mode, that is, at the start of the 72nd special 2 spin, the game internally transitions to the time-saving final spin state (02H), as shown in (4A) of Figure 19. If a minor win is achieved in the time-saving final spin state, in other words, if a minor win is achieved by a special 2 reserve during the final spin in the higher mode, regardless of the type of minor win symbol, the game state after the major win is set to the highest mode (03H).
[0164] Furthermore, if a minor win is not achieved in the final time-saving variation state (02H) shown in Figure 19 (2A) and (4A), the so-called time-saving state ends, and the game state is set to a non-time-saving game state.
[0165] Next, we will explain the main processing performed by the main control board 300 as the game progresses in the gaming machine 100.
[0166] Figure 20 is a diagram illustrating the gaming machine status flag. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the gaming machine status flag. The gaming machine status flag can be set to one of six flag values from 00H to 05H. A flag value of 00H indicates that the game is playable. When the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is anything other than 00H, the game is stopped.
[0167] 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.
[0168] (CPU initialization process of the main control board 300) Figure 21 is a first flowchart illustrating the CPU initialization process in the main control board 300, and Figure 22 is a second flowchart illustrating the CPU initialization process in the main control board 300.
[0169] 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).
[0170] (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.
[0171] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0172] (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.
[0173] (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.
[0174] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.
[0175] (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.
[0176] (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.
[0177] (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.
[0178] (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.
[0179] (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.
[0180] (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.
[0181] (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.
[0182] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).
[0183] (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.
[0184] (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.
[0185] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.
[0186] (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.
[0187] (Step S100-35) The main CPU 300a sets the D register to 04H (RAM abnormal state) and moves processing to step S100-45.
[0188] (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.
[0189] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).
[0190] (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.
[0191] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).
[0192] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.
[0193] (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.
[0194] (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).
[0195] (Step S100-51) The main CPU 300a loads the gaming machine status flags.
[0196] (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.
[0197] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.
[0198] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.
[0199] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0200] (Step S100-59) The main CPU 300a performs the process to disable interrupts.
[0201] (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.
[0202] (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.
[0203] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0204] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0205] (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.
[0206] Figure 23 is a flowchart illustrating the subcommand group set process (S110) on the main control board 300.
[0207] (Step S110-1) The main CPU 300a loads the flag values of the gaming machine status flags.
[0208] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.
[0209] (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.
[0210] (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.
[0211] (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.
[0212] (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.
[0213] (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.
[0214] (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.
[0215] (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.
[0216] (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.
[0217] (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.
[0218] Next, the interrupt processing in the main control board 300 will be described. Here, the power-off backup processing (XINT interrupt processing) and timer interrupt processing will be described.
[0219] (Power-off Backup Processing (XINT Interrupt Processing) of the Main Control Board 300) FIG. 24 is a flowchart for explaining the power-off backup processing (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage becomes below a predetermined value, it interrupts the CPU initialization process and executes the power-off backup processing.
[0220] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0221] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0222] (Step S300-5) The main CPU 300a determines whether the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-7.
[0223] (Step S300-7) The main CPU 300a restores the registers.
[0224] (Step S300-9) The main CPU 300a performs a process to enable interrupts and ends the power-off backup processing.
[0225] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0226] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.
[0227] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary for prohibiting access to the main RAM 300c.
[0228] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections as the counter value of the loop counter to set the power-off occurrence monitoring time.
[0229] (Step S300-19) The main CPU 300a checks for a power-off warning signal.
[0230] (Step S300-21) The main CPU 300a determines whether a power-off warning signal is detected. As a result, if it is determined that a power-off warning signal is detected, the process moves to step S300-17, and if it is determined that a power-off warning signal is not detected, the process moves to step S300-23.
[0231] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in step S300-17.
[0232] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not 0. As a result, if it is determined that the counter value is not 0, the process moves to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the above-described CPU initialization process (step S100).
[0233] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.
[0234] (Timer interrupt processing on the main control board 300) Figure 25 is a flowchart illustrating the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in this embodiment, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.
[0235] (Step S400-1) The main CPU 300a saves the registers.
[0236] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.
[0237] (Step S400-5) The main CPU 300a outputs common data set in the common output buffer to the output port and performs dynamic port output processing to control the illumination of 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, the right-hand hit notification indicator 172, and the performance display monitor 184.
[0238] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.
[0239] (Step S400-9) The main CPU 300a loads the flag values of the gaming machine status flags.
[0240] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S400-15, and if it is determined not to be 00H, the process proceeds to step S400-13.
[0241] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or more. As a result, if it is determined to be 03H or more, the process proceeds to step S400-27, and if it is determined not to be 03H or more, the process proceeds to step S450.
[0242] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. The setting-related processing will be described later.
[0243] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, except when otherwise specified, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when they reach 0.
[0244] (Step S400-17) The main CPU 300a executes update processing for the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0245] (Step S400-19) The main CPU 300a performs processing to update the winning symbol random number. Specifically, the random number counter is incremented by 1 for update. If the added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0246] Although a detailed explanation will be omitted, in this embodiment, the random numbers used to determine minor wins and major wins are 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 minor win and major win random numbers according to a certain rule, automatically changing the random number sequence each time the sequence completes a cycle, and changing the starting value each time the system is reset.
[0247] (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 big 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.
[0248] (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.
[0249] (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.
[0250] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results.
[0251] (Step S400-23) The main CPU 300a checks the general prize entry detection switch 118s, the first start entry detection switch 120s, the second start entry detection switch 122s, and the large prize entry detection switch 128s, and executes prize entry switch processing to add the corresponding prize ball control counters, etc.
[0252] (Step S400-25) The main CPU 300a executes payout control management processing to create and send payout commands based on the counter value of the prize ball control counter set in step S400-23 above.
[0253] (Step S400-27) The main CPU 300a executes external information management processing to set output data for external information to be output externally from the game information output terminal board 312.
[0254] (Step S400-29) The main CPU 300a executes LED display setting processing, which sets display data for controlling the lighting of various indicators (LEDs) such as 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 shooting notification indicator 172 into the output buffer corresponding to each common.
[0255] (Step S400-31) The main CPU 300a performs solenoid output image synthesis processing to synthesize the solenoid output images of the ordinary electric mechanism solenoid 122c, the large prize slot solenoid 128c, and the movable member drive solenoid 142c, and store them in the output port buffer.
[0256] (Step S400-33) The main CPU 300a performs port output processing to output the values of the common output buffer stored in each output port buffer to the output port.
[0257] (Step S400-35) The main CPU 300a performs the process to disable interrupts.
[0258] (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.
[0259] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.
[0260] Figure 26 is a flowchart illustrating the above-mentioned setting-related processing (S450).
[0261] (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.
[0262] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a designated processing area.
[0263] (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.
[0264] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.
[0265] (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.
[0266] (Step S450-11) The main CPU 300a sets the processing area setting to 1.
[0267] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.
[0268] (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.
[0269] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.
[0270] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 23. That is, when setting-related processing is executed, the following commands are sent to the sub-control board 330 upon completion: 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.
[0271] (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.
[0272] As described above, according to this embodiment, 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 21). 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 25) are stopped and setting-related processes are executed.
[0273] 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.
[0274] 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.
[0275] In the settings-related processing, 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 system transitions to a state where the game can proceed, the risk of the registered setting value being acquired illegally can be reduced.
[0276] Furthermore, in this embodiment, 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 command is sent while the game is in progress, thus reducing the risk of registered setting values being illegally acquired.
[0277] 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.
[0278] Figure 27 is a flowchart illustrating the switch management process (step S500) in the main control board 300.
[0279] (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.
[0280] (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.
[0281] (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.
[0282] (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.
[0283] (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.
[0284] (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.
[0285] (Step S500-7) The main CPU 300a determines whether the big prize slot detection switch is ON, that is, whether a game ball has entered the first big prize slot 128 and a detection signal has been input from the big prize slot detection switch 128s. If it is determined that the big prize slot detection switch is ON, the process moves to step S500-9; if it is determined that the big prize slot detection switch is NOT ON, the process moves to step S500-11.
[0286] (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 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 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.
[0287] (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.
[0288] (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.
[0289] (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.
[0290] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.
[0291] (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.
[0292] (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.
[0293] Figure 28 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.
[0294] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.
[0295] (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.
[0296] (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".
[0297] (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.
[0298] (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.
[0299] (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.
[0300] Figure 29 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.
[0301] (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.
[0302] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0303] (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.
[0304] Figure 30 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.
[0305] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.
[0306] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.
[0307] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.
[0308] (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.
[0309] (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.
[0310] (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.
[0311] Figure 31 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is performed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.
[0312] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0313] (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.
[0314] (Step S535-5) The main CPU 300a loads the random numbers used to determine minor wins, which have been updated by the hardware random number generator.
[0315] (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.
[0316] (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".
[0317] (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 random number for determining the small win.
[0318] (Step S535-13) The main CPU 300a acquires the random number for determining the minor win loaded in step S535-5, the random number for determining the winning symbol updated in step S400-19, the random number for determining the reach group, the random number for determining the reach mode, and the random number for determining the variation pattern updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0319] (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.
[0320] (Step S536) The main CPU 300a performs an acquisition-time performance determination process based on the various random numbers stored in the target memory unit in step S535-13 above, which involves a preliminary lottery for major roles, a preliminary determination of winning symbols, and a preliminary determination of variation information. In this acquisition-time performance determination process, a pre-read specification command indicating the variation information to be determined when newly stored reserved information is read is sent to the sub-control board 330. This acquisition-time performance determination process will be described later.
[0321] (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.
[0322] (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.
[0323] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0324] (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.
[0325] (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).
[0326] Figure 32 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 according to this embodiment.
[0327] (Step S536-1) The main CPU 300a selects a corresponding minor win determination random number table based on the currently set settings. Specifically, it selects a corresponding minor win determination random number table based on the current game state and the currently set settings. Then, based on the selected table and the minor win 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 minor win or a loss.
[0328] (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 minor win, the main CPU 300a loads the winning symbol random number, winning type, and hold type stored in the target memory unit in step S535-13, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (type of minor win symbol). Also, if the result of the provisional big win lottery in step S536-1 is a miss, the main CPU 300a saves the predetermined special symbol determination data for misses (type of miss symbol).
[0329] (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.
[0330] (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 minor win. If it determines that it is a minor win, it moves to step S536-9; if it determines that it is not a minor win (i.e., a loss), it moves to step S536-11.
[0331] (Step S536-9) The main CPU 300a sets a random number determination table for determining the reach mode during a minor win (Figures 9(b), (c)) corresponding to the current game state and the selected variation pattern state, and then moves the process to step S536-19.
[0332] (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.
[0333] (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.
[0334] (Step S536-15) The main CPU 300a sets a random number determination table for determining the reach group (see Figure 9) that corresponds to the current game state and the selected variation pattern state. Although there are multiple types of random number determination tables for determining the reach group depending on the number of reserved balls, the table used when the number of reserved balls is 0 is selected here. Then, based on the set random number determination table for determining the reach group and the random number for determining the reach group stored in the target memory unit in step S535-13 above, the reach group (group type) is provisionally determined.
[0335] (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.
[0336] (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.
[0337] (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.
[0338] (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.
[0339] (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.
[0340] (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.
[0341] Figure 33 is a flowchart illustrating the process of passing through a specific region in step S540 described above.
[0342] (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.
[0343] 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 this embodiment, it is turned on at the start of a minor win game (the first round of gameplay).
[0344] (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.
[0345] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.
[0346] (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.
[0347] (Step S540-9) The main CPU 300a performs the prescribed error handling.
[0348] (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.
[0349] Figure 34 is a diagram illustrating the special game management phase. As already explained, in this embodiment, 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.
[0350] As shown in Figure 34, 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.
[0351] Figure 35 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0352] (Step S600-1) The main CPU 300a loads the special game management phase.
[0353] (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.
[0354] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.
[0355] (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.
[0356] Figure 36 is a flowchart illustrating the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".
[0357] (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.
[0358] (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.
[0359] (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.
[0360] (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.
[0361] (Step S610-9) The main CPU 300a loads the minor win determination random number and hold type transferred to the 0th memory unit, selects the corresponding minor win determination random number judgment table, performs a major win lottery, and executes a special symbol win determination process that stores the lottery result.
[0362] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the result of the major prize lottery in step S610-9 is a minor win, the system loads the winning symbol random number and hold type transferred to the 0th memory unit, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (type of minor win symbol). If the result of the major prize lottery in step S610-9 is a miss, the system saves the special symbol determination data for misses (type of miss symbol) corresponding to the hold type. Specifically, if the hold type is Special 1 hold, special symbol X is saved as the miss symbol, and if the hold type is Special 2 hold, special symbol Y is saved as the miss symbol. After saving the special symbol determination data in this way, the system sets the symbol type specification command corresponding to the special symbol determination data into the transmission buffer.
[0363] (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.
[0364] (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.
[0365] (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.
[0366] (Step S610-17) The main CPU 300a performs a spare area setting process in the spare area of the main RAM 300c to store the type of minor winning symbols (special symbol judgment data), etc.
[0367] (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.
[0368] (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.
[0369] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.
[0370] Figure 37 is a flowchart illustrating the special symbol variation number determination process in the main control board 300.
[0371] (Step S612-1) The main CPU 300a determines whether the result of the major prize draw in step S610-9 is a minor prize. If it determines that it is a minor prize, it proceeds to step S612-3; if it determines that it is not a minor prize (i.e., a loss), it proceeds to step S612-5.
[0372] (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 small win symbol, the type of held symbol, and the selected variation pattern.
[0373] (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.
[0374] (Step S612-7) The main CPU 300a sets up a 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 S610-7 above, it determines the reach group (group type).
[0375] (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.
[0376] (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.
[0377] (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.
[0378] (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.
[0379] (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.
[0380] Figure 38 is a flowchart illustrating the special symbol variation processing in the main control board 300. This special symbol variation processing is executed when the special game management phase is "01H".
[0381] (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.
[0382] (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.
[0383] (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.
[0384] (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.
[0385] (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.
[0386] (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.
[0387] (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.
[0388] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0389] (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.
[0390] (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.
[0391] (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.
[0392] Figure 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0393] (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 is "0", it moves to step S630-3.
[0394] (Step S630-3) 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.
[0395] (Step S631) The main CPU 300a performs the count limit management process. This count limit management process will be described later.
[0396] (Step S630-7) The main CPU 300a sets a count command in the transmission buffer to transmit the updated Special 1 time reduction count, Special 2 time reduction count, Special 1 small win time reduction termination operation count, and Special 2 small win time reduction termination operation count, which were recorded in the count reduction management process of step S631 above, to the sub-control board 330.
[0397] (Step S630-9) The main CPU 300a checks the results of the major role lottery.
[0398] (Step S630-11) 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 S630-15; if it determines that it is not a minor prize, it proceeds to step S630-13.
[0399] (Step S630-13) 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.
[0400] (Step S630-15) 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.
[0401] (Step S630-17) 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 S630-15 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 counter. This special electric mechanism maximum operation counter indicates the number of rounds ("1") that can be executed in the upcoming small win game. Meanwhile, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of each round game. At the start of the small win game, a process to reset the counter value of this special electric mechanism continuous operation counter (updating it to "0") is also executed.
[0402] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 above and saves a predetermined opening time as a timer value to the special game timer.
[0403] (Step S630-21) The main CPU 300a sets an opening specification command in the transmit buffer to inform the sub-control board 330 of the start of a minor win game. This opening specification command is set for each opening time, and in this case, the opening specification command corresponding to the opening time saved in step S630-19 above is set in the transmit buffer.
[0404] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and terminates the special symbol stop symbol display process. This initiates the minor win game.
[0405] Figure 40 is a flowchart illustrating the count limit management process in the main control board 300.
[0406] (Step S631-1) The main CPU 300a determines whether a minor prize has been won. If it determines that a minor prize has been won, the process moves to step S631-3; if it determines that a minor prize has not been won, the process moves to step S631-5.
[0407] (Step S631-3) The main CPU 300a stores the game state at the time of a minor win, that is, the current time-saving state flag, as the game state at the time of the win.
[0408] (Step S631-5) The main CPU 300a checks the current time-saving state flag to determine whether the game is currently in time-saving mode (01H~04H). If it determines that the game is in time-saving mode, it proceeds to step S631-7. If it determines that the game is not in time-saving mode, it terminates the game count management process.
[0409] (Step S631-7) The main CPU 300a determines whether a minor prize has been won. If it determines that a minor prize has been won, the process moves to step S631-9; if it determines that a minor prize has not been won, the process moves to step S631-17.
[0410] (Step S631-9) The main CPU 300a executes the process of updating the counter for the number of times the mini-bonus time-saving feature has ended. Here, if a special variation 1 is executed, the counter value of the special variation 1 mini-bonus time-saving feature end count counter (number of times special variation 1 mini-bonus time-saving feature has ended) is decremented, and if a special variation 2 is executed, the counter value of the special variation 2 mini-bonus time-saving feature end count counter (number of times special variation 2 mini-bonus time-saving feature has ended) is decremented.
[0411] (Step S631-11) In step S631-9, the main CPU 300a determines whether the counter value has been updated to 0. If it determines that the counter value has been updated to 0, it proceeds to step S631-13; otherwise, it proceeds to step S631-17.
[0412] (Step S631-13) The main CPU 300a sets the time-saving state flag to 00H. This sets the game state to the non-time-saving game state.
[0413] (Step S631-15) The main CPU 300a resets the special time-saving count limit counter 1 and the special time-saving count limit counter 2, and terminates the count limit management process.
[0414] (Step S631-17) The main CPU 300a executes the process of updating the time-saving count limit counter. Here, if a special variation 1 is executed, the counter value of the special time-saving count limit counter (special time-saving count 1) is decremented, and if a special variation 2 is executed, the counter value of the special time-saving count limit counter (special time-saving count 2) is decremented.
[0415] (Step S631-19) The main CPU 300a determines whether the counter value updated in step S631-17 is 1 or less. If it determines that the counter value is 1 or less, it proceeds to step S631-21. If it determines that the counter value is not 1 or less, it terminates the count limit management process.
[0416] (Step S631-21) The main CPU 300a determines whether the counter value updated in step S631-17 is 1. If it determines that the counter value is 1, it proceeds to step S631-23; otherwise, it proceeds to step S631-25.
[0417] (Step S631-23) The main CPU 300a sets the time-saving state flag to 02H. This sets the game state to the final time-saving state.
[0418] (Step S631-25) The main CPU 300a sets the time-saving state flag to 00H. This sets the game state to the non-time-saving game state.
[0419] (Step S631-27) The main CPU 300a resets the counter for the number of times the special bonus time-saving feature has ended for the first small win and the counter for the number of times the special bonus time-saving feature has ended for the second small win.
[0420] (Step S631-29) The main CPU 300a sets the game state change specification command in the transmission buffer and terminates the corresponding count management process.
[0421] Figure 41 is a flowchart illustrating the pre-processing for opening the main prize slot on the main control board 300. This pre-processing for opening the main prize slot is performed when the special game management phase is "03H" or "07H".
[0422] (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.
[0423] (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".
[0424] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slot 128 in the transmission buffer, which is used to transmit the start of the opening of the large prize slot 128 (start of round play) to the sub-control board 330.
[0425] (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.
[0426] (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.
[0427] (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.
[0428] (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.
[0429] (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.
[0430] Figure 42 is a flowchart illustrating the opening and closing switching process for the main prize slot on the main control board 300.
[0431] (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 special electric mechanism opening / closing switch count (the number of times the big prize opening 128 opens and closes during one round of gameplay). If it determines that the counter value is the upper limit, the big prize opening / closing switch process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S641-3.
[0432] (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 large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switching count counter.
[0433] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize slot solenoid power supply control process to either start or stop the power supply to the large prize slot solenoid 128c. This execution of the large prize slot solenoid power supply control process results in the control of starting or stopping the power supply to the large prize slot solenoid 128c in steps S400-31 and S400-33.
[0434] (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 of the large prize slot 128 in one go.
[0435] (Step S641-9) The main CPU 300a determines whether the large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the 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.
[0436] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the opening / closing process for the large prize slot.
[0437] Figure 43 is a flowchart illustrating the control process for opening the main prize slot on the main control board 300. This control process is executed when the special game management phase is "04H" or "08H".
[0438] (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.
[0439] (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.
[0440] (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 in step S641 above.
[0441] (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 not 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 large prize-winning ball 128. If it determines that the predetermined number has not been reached, it terminates the large prize-winning ball opening control process. If it determines that the predetermined number has been reached, it proceeds to step S650-7.
[0442] (Step S650-7) The main CPU 300a executes the necessary process to close the large prize opening 128 by stopping the power supply to the large prize opening solenoid 128c. As a result, the large prize opening 128 is closed.
[0443] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0444] (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").
[0445] (Step S650-13) The main CPU 300a sets a command to specify that the large prize slot 128 has been closed into the transmission buffer, and terminates the control process for opening the large prize slot.
[0446] Figure 44 is a flowchart illustrating the process for activating the closure of the main prize slot on the main control board 300. This process is executed when the special game management phase is "05H" or "09H".
[0447] (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.
[0448] (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 number of rounds of gameplay that have been set in advance has 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; if it is determined that they do not match, the process moves to step S660-5.
[0449] (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.
[0450] (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.
[0451] (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.
[0452] (Step S660-11) The main CPU 300a determines whether all the game balls that entered the 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 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 ends. If the determination result that ejection is not complete is continuously derived for a certain period of time, error handling is performed.
[0453] (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.
[0454] (Step S660-15) The main CPU 300a turns off the flag for entering a specific region.
[0455] (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.
[0456] (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.
[0457] (Step S660-21) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.
[0458] (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").
[0459] (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.
[0460] Figure 45 is a flowchart illustrating the jackpot completion wait processing in the main control board 300. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".
[0461] (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.
[0462] (Step S670-3) The main CPU 300a checks the game state at the time of winning, which was saved in step S631-3 above.
[0463] (Step S670-5) The main CPU 300a executes a state setting process to set the game state after the completion of a major game, which is executed based on the fact that a game ball entered a specific area 140b during a minor win game. Specifically, the main CPU 300a refers to the game state setting table (Figure 15) and sets the game state after the completion of the major game (time-saving state flag), the number of special time-saving rounds 1, the number of special time-saving rounds 2, the number of special time-saving rounds 1 to end, and the number of special time-saving rounds 2 to end.
[0464] Furthermore, if the game ball does not enter the specific area 140b during a minor win game, that is, if the special game management phase is "OAH", then no game state is set in step S670-5.
[0465] Furthermore, this process also sets the selection state of the variation pattern after the end of the major win game, based on the minor win symbols that triggered the minor win game.
[0466] (Step S670-7) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state and variation pattern selection state that are set after the end of a major game.
[0467] (Step S670-9) The main CPU 300a sets the number of counts of Special Time Shortening 1, Special Time Shortening 2, Special Time Shortening End Operation for Small Wins 1, and Special Time Shortening End Operation for Small Wins 2, which were saved in step S670-5 above, into the transmission buffer.
[0468] (Step S670-11) 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.
[0469] Figure 46 is a diagram illustrating the normal game management phase. As already explained, in this embodiment, 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.
[0470] As shown in Figure 46, 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.
[0471] Figure 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.
[0472] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0473] (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.
[0474] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.
[0475] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.
[0476] Figure 48 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0477] (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.
[0478] (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.
[0479] (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.
[0480] (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 this embodiment, 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.
[0481] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0482] (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.
[0483] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0484] (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.
[0485] (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.
[0486] (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.
[0487] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.
[0488] Figure 49 is a flowchart illustrating the processing during normal symbol variation in the main control board 300. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0489] (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.
[0490] (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.
[0491] (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.
[0492] (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.
[0493] (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.
[0494] (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.
[0495] (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.
[0496] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.
[0497] Figure 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0498] (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.
[0499] (Step S730-3) The main CPU 300a checks the results of the general lottery.
[0500] (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.
[0501] (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.
[0502] (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.
[0503] (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.
[0504] Figure 51 is a flowchart illustrating the pre-processing for opening the normal electric prize entry slot on the main control board 300. This pre-processing for opening the normal electric prize entry slot is executed when the normal game management phase is "03H".
[0505] (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.
[0506] (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.
[0507] (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.
[0508] Figure 52 is a flowchart illustrating the process of switching the opening and closing of the normal electric prize entry slot in the main control board 300.
[0509] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing count counter is the upper limit of the normal electric mechanism opening / closing count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it determines that the counter value is the upper limit, the normal electric mechanism prize entry opening / closing switching process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S741-3.
[0510] (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.
[0511] (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.
[0512] (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.
[0513] (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.
[0514] (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".
[0515] Figure 53 is a flowchart illustrating the control process for opening the normal electric prize winning slot on the main control board 300. This control process is executed when the normal game management phase is "04H".
[0516] (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.
[0517] (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.
[0518] (Step S741) In step S750-3 above, if the counter value of the normal electric mechanism opening / closing count counter is determined not to be the upper limit of the normal electric mechanism opening / closing count, the main CPU 300a executes the process of step S741 above.
[0519] (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.
[0520] (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.
[0521] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0522] (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.
[0523] Figure 54 is a flowchart illustrating the process for activating the closing of the normal electric prize entry slot in the main control board 300. This process for activating the closing of the normal electric prize entry slot is executed when the normal game management phase is "05H".
[0524] (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.
[0525] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0526] (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.
[0527] Figure 55 is a flowchart illustrating the normal electric prize entry point end-of-game wait processing in the main control board 300. This normal electric prize entry point end-of-game wait processing is executed when the normal game management phase is "06H".
[0528] (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.
[0529] (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.
[0530] 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. An example of an effect is described below.
[0531] Figure 56 is a diagram illustrating a non-story-based variation effect. When a major prize lottery is performed on the main control board 300, a variation effect is performed that suggests the result of the major prize lottery. In the variation effect, three effect symbols 210 are displayed in a variable manner and then stopped. The result of the major prize lottery is announced based on the combination of the three effect symbols 210 that are stopped during the variation effect. In addition, various images are displayed on the main effect display unit 200a during the variation effect to suggest the result of the major prize lottery.
[0532] The sub-control board 330 determines the execution pattern of the variation effect based on the variation command received from the main control board 300. In this embodiment, the execution patterns of the variation effect are broadly classified into a no-reach variation pattern and a reach variation pattern. The no-reach variation pattern is an execution pattern in which the variation effect ends without the effect symbols 210 becoming a so-called reach. Here, the variation effect of the no-reach variation pattern is executed only when the result of the big win lottery is a loss.
[0533] On the other hand, the reach variation pattern is an execution pattern in which the performance symbol 210 takes on a reach form, and then a reach development performance is executed. The variation performance of the reach variation pattern is executed both when a minor win is achieved and when a loss occurs, and the content of the reach development performance indicates the reliability of winning a minor win.
[0534] Here, the variation effects of the reach variation patterns that are performed in a non-time-saving game state are broadly divided into non-story-based variation effects and story-based variation effects. In non-story-based variation effects, as shown in Figure 56(a), the leftmost of the three effect symbols 210 (hereinafter referred to as the left symbol) is displayed, and then, as shown in Figure 56(b), the rightmost effect symbol 210 (hereinafter referred to as the right symbol) is displayed.
[0535] At this point, when the right symbol stops and displays the same performance symbol 210 as the left symbol, the word "Reach" is displayed on the main performance display unit 200a, as shown in Figure 56(c). Subsequently, as shown in Figure 56(d), the display patterns of the left and right symbols change, and the main performance display unit 200a gradually whites out, and the reach development performance begins.
[0536] In non-story-based variation sequences, a mission sequence is executed as a reach development sequence. Multiple mission sequences are available, and at the start of the reach development sequence, a mission is displayed as shown in Figure 56(e), and then images leading to the completion of the mission are displayed as shown in Figures 56(f) and (g).
[0537] Then, if the result of the major prize lottery is a minor prize, an image indicating the success of the mission will be displayed, as shown in Figure 56(h), and finally, as shown in Figure 56(i), three identical performance symbols 210 will stop and be displayed.
[0538] The reach variation patterns are broadly divided into winning patterns and losing patterns. In the winning pattern, as described above, three identical performance symbols 210 are ultimately displayed as the winning combination. On the other hand, in the losing pattern, a different performance symbol 210 from the left and right symbols is ultimately displayed as the losing combination in the center. Hereafter, of the three performance symbols 210, the performance symbol 210 displayed in the center in the width direction will be called the middle symbol. In addition, in the non-story variation patterns of the losing pattern, an image is displayed that shows that the mission cannot be completed.
[0539] Here, a mission sequence was described as an example of a non-story-based variation sequence, but the specific content of a non-story-based variation sequence is not particularly limited. In any case, a non-story-based variation sequence should be something that suggests a win or loss of a minor prize, and should be completed during the display of the variation of the symbols on the first special symbol display unit 160.
[0540] 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 variation of the special symbol is displayed. In other words, the variation effect is executed based on the hold for which the big win lottery was executed on the main control board 300. In this embodiment, a pre-read effect is executed based on the hold before the big win lottery and variation processing are executed. In other words, the pre-read effect is an effect that is executed based on the acquisition of a hold, and is executed targeting any one of the acquired holds. Note that there are multiple types of pre-read effects, and one or more types of pre-read effects may be executed for one target hold. Here, as an example of a pre-read effect, the hold display effect will be described.
[0541] Figure 57 illustrates an example of a hold display animation. A hold display area 211 is provided at the bottom of the main animation display unit 200a. Although not shown in Figure 56, the hold display area 211 is always displayed on the main animation display unit 200a, even during the variation animation and while the game is in standby mode. During the variation animation, the hold display animation is performed in this hold display area 211. In the hold display animation, 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 unit or the 2nd special symbol hold memory unit, respectively, are displayed in the hold display area 211.
[0542] The hold display animation is performed for each game state, but the target hold type and the display method of the hold display 212 differ depending on the game state. Specifically, in the non-time-saving game state, special hold 1 is the target of the hold display animation, and in the time-saving game state, special hold 2 is the target of the hold display animation. Therefore, in the non-time-saving game state, the first hold display 212b to the fourth hold display 212e indicate the holds stored in the first to fourth memory units of the first special symbol hold memory area, respectively. Also, in the time-saving game state, the first hold display 212b to the fourth hold display 212e indicate the holds stored in the first to fourth memory units of the second special symbol hold memory area, respectively. The hold display animation is performed in the non-time-saving game state, lower mode, and upper mode, but not in the highest mode. Figure 57 illustrates the hold display animation performed in the lower mode as an example.
[0543] For example, when a special symbol is being displayed and four special 2-reserve symbols are stored in the main RAM 300c, a total of five reserve symbols 212, including the reserve symbol 212a and the first reserve symbols 212b to the fourth reserve symbols 212e, are displayed in the reserve symbol area 211, as shown in Figure 57(a). Then, when the special symbol display ends and the special 2-reserve symbols stored in the first memory unit are read into the processing area (0th memory unit) to perform the big prize lottery, and the shift processing of the main RAM 300c is executed, the reserve symbol 212a is erased, and the first reserve symbols 212b to the fourth reserve symbols 212e are moved one position to the left, as shown in Figure 57(b). Furthermore, when the next special 2-reserve symbol is read from this state, each reserve symbol 212 is moved further, as shown in Figure 57(c). Thus, the hold display effect is a way of informing the player of the number of special 2 hold symbols stored in the main RAM 300c.
[0544] 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 (pre-read symbol type specification command, pre-read specification variation mode command, pre-read specification variation pattern 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.
[0545] In the sub-control board 330, upon receiving a pre-read specification command, the display pattern of the hold display corresponding to the newly stored hold is determined based on the received command. At this time, a selection ratio for each display pattern is set for each pre-read specification command, that is, for each variation information determined when the newly stored hold is read out in the major prize lottery. In other words, since the selection ratio of each display pattern is set according to whether or not a minor win is achieved and the execution pattern of the variation effect, the display pattern of the hold display 212 suggests the reliability (expected value) of a minor win.
[0546] Figure 58(a) is a diagram illustrating the final hold display pattern determination table, and Figure 58(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.
[0547] According to the final hold display pattern determination table shown in Figure 58(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 58(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.
[0548] For example, suppose that in the main control board 300, when a hold is stored in the second storage unit of the second 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.
[0549] 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.
[0550] 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.
[0551] As described above, the hold display effect indicates the likelihood of winning a minor prize based on the display pattern of the hold display 212. The hold display 212 corresponds to the hold acquired by the main control board 300 and is displayed before the major prize lottery or variation processing is executed based on the corresponding hold. In other words, the hold display effect can function as a pre-announcement effect.
[0552] As described above, the pre-read animation is executed based on a pre-read specification command transmitted from the main control board 300. Since the pre-read specification command is determined based on the currently set game state and variation pattern selection state, if the game state changes during the pre-read animation, the reliability of the pre-read animation may be compromised. For example, even if the held values acquired by the main control board 300, i.e., various random values, are the same, if the game state and variation pattern selection state when executing the lottery using those random values are different, the special symbols and variation information determined will be different. Therefore, if the pre-read animation is executed after the game state has changed, based on a pre-read specification command transmitted before the game state changed, it is possible that, for example, a highly reliable pre-read animation that definitively guarantees a minor win may be executed, but the player does not win a minor win.
[0553] Therefore, generally, when the game state is set or changed, such as after a major win, a prohibited section is set in which pre-read effects are prohibited until a predetermined number of variation processes are completed. However, when a prohibited section is set, the opportunities for pre-read effects to be executed are limited, and the effect of the effects is reduced. In particular, in game states where the number of special time reductions 1 and 2, as in the lower mode of this embodiment, are set to be small, the possibility of pre-read effects being executed becomes extremely limited. Therefore, in this embodiment, in order to ensure the reliability of pre-read effects while securing opportunities for them to be executed, the sub-control board 330 performs the following processing.
[0554] Figure 59 illustrates an example of a look-ahead information storage area provided on the sub-control board 330. The sub-RAM 330c of the sub-control board 330 is provided with a look-ahead information storage area. The look-ahead information storage area has five storage sections: the 0th storage section, the 1st storage section, the 2nd storage section, the 3rd storage section, and the 4th storage section. Look-ahead information is stored in each storage section. Here, the look-ahead information stored includes look-ahead symbol information, a look-ahead variation mode number, and a look-ahead variation pattern number. The look-ahead symbol information indicates the type of special symbol and corresponds to the look-ahead symbol type specification command. The look-ahead variation mode number and look-ahead variation pattern number are the variation mode number and variation pattern number, respectively, and correspond to the look-ahead specified variation mode command and the look-ahead specified variation pattern command.
[0555] For example, in the main control board 300, if a hold is stored in the third memory section of the first special feature hold storage area or the second special feature hold storage area, and the acquisition time performance determination process is executed based on this hold, then the pre-read information is stored in the third memory section of the pre-read information storage area of the sub-RAM 330c. Subsequently, when the hold is read out and a shift process is executed in the main control board 300, a similar shift process is performed in the pre-read information storage area.
[0556] Figure 60 illustrates an example of the conditions for deleting pre-read information. As described above, when a major win game is executed, the game state after the major win game is set, and in S670-7, a game state change specification command corresponding to the set game state is set in the transmission buffer. When the sub-control board 330 receives the game state change specification command, the pre-read information in the pre-read information storage area is deleted based on the game state before the major win game, i.e., the game state at the time of winning, and the game state set after the major win game.
[0557] Specifically, if the game state after a major win is a non-time-saving game state (00H), all pre-read information stored in the pre-read information storage area is deleted, regardless of the game state at the time of winning. Conversely, if the game state after a major win is a lower mode (01H), and the game state at the time of winning is not a lower mode (01H), all pre-read information stored in the pre-read information storage area is deleted. On the other hand, if the game state after a major win is a lower mode (01H) AND the game state at the time of winning is a lower mode (01H), all pre-read information stored in the pre-read information storage area is retained. In other words, if the game state is a lower mode (01H) both before and after a major win, the pre-read information stored in the pre-read information storage area is retained without being deleted.
[0558] Furthermore, if the game state after a major win is the highest mode (03H), and the game state at the time of winning is a lower mode (01H) or the final variation state (02H), all pre-read information stored in the pre-read information storage area is deleted. Also, if the game state after a major win is a higher mode (04H), and the game state at the time of winning is a non-time-saving game state (00H) or a lower mode (01H), all pre-read information stored in the pre-read information storage area is deleted. Conversely, if the game state after a major win is a higher mode (04H), and the game state at the time of winning is the highest mode (03H) or a higher mode (04H), then information other than the pre-read symbol information stored in the pre-read information storage area, namely the pre-read variation mode number and the pre-read variation pattern number, is deleted. Note that in Figure 60, combinations that cannot occur in the game state transitions in this embodiment are shown with diagonal lines.
[0559] In this embodiment, when pre-read information is stored in the pre-read information storage area, the pre-read performance can be executed on the condition that all of the pre-read information is stored in all of the storage units with a smaller number than the storage unit in which the new pre-read information was stored. In other words, a pre-read condition is provided for executing the pre-read performance, which is that all of the pre-read information is stored in all of the storage units with a smaller number than the storage unit in which the new pre-read information was stored.
[0560] Therefore, if some or all of the pre-read information stored in the pre-read information memory area is deleted after a major win, the pre-read effect will become unavailable for a certain period of time. For example, suppose that when transitioning from the highest mode (03H) to a higher mode (04H) via a major win, four special 2 reserves are stored. In this case, all of the pre-read information stored in the first to fourth memory sections of the pre-read information memory area will be deleted.
[0561] Then, in the higher mode (04H), after the first special 2 variation is executed, if a new special 2 hold is acquired during that special 2 variation, the pre-read information is stored in the fourth memory section of the pre-read information storage area. When new pre-read information is stored in this way, normally the execution of the pre-read effect and its execution pattern would be determined. However, since the pre-read information is not stored in the 0th to 3rd memory sections, the pre-read condition is not met, and the pre-read effect is not executed. Therefore, in this case, the pre-read effect will not be executed in the higher mode (04H) until the four special 2 variations are completed.
[0562] In contrast, suppose the game is set back to lower mode (01H) after going through a major role game. At this time, suppose that four special 2 reserves are stored at the end of the major role game. In this case, all the pre-read information is stored in the first to fourth memory units of the pre-read information storage area.
[0563] Then, when the first special 2 variation is executed in lower mode (01H), a shift process is performed in the pre-read information storage area, and the pre-read information stored in the 1st to 4th storage units is shifted to the 0th to 3rd storage unit. After this, if a new special 2 hold is acquired during the first special 2 variation, the pre-read information is stored in the 4th storage unit of the pre-read information storage area. In this case, since pre-read information is stored in all of the 0th to 3rd storage units, the execution of the pre-read effect and its execution pattern are determined based on the pre-read information stored in the 4th storage unit.
[0564] As described above, according to this embodiment, if the game state is different before and after a major win, the pre-announcement effect based on the reserved symbols used for the major win lottery (which may be a symbol determination process or a variation process) within a predetermined number of rounds (here, the same number as the number of reserved symbols stored at the end of the major win) after the major win will not be executed. On the other hand, if the game state is the same before and after a major win, the pre-announcement effect based on the reserved symbols used for the major win lottery within a predetermined number of rounds after the major win will be able to be executed. This ensures the reliability of the pre-announcement effect while also ensuring opportunities for the pre-announcement effect to be executed.
[0565] Here, pre-announcement information is not deleted only when the game state before and after a major win is in a lower mode. However, in other game states, such as when the game state before and after a major win is in a higher mode or when the game is not in a time-saving mode, pre-announcement information may not be deleted, and pre-announcement effects may be executed soon after a major win.
[0566] Furthermore, while it is stated here that pre-announcement information is deleted when a major winning combination is executed, all pre-announcement information may also be deleted in the same manner as above if the game state changes, for example, due to the end of a time-saving mode.
[0567] Next, the control processing for the effects on the sub-control board 330 will be explained. However, only the processing related to the pre-read effect described above will be explained here, and other processing will be omitted.
[0568] (Sub-CPU initialization process of sub-control board 330) Figure 61 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.
[0569] (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.
[0570] (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.
[0571] (Sub-timer interrupt processing on sub-control board 330) Figure 62 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330. 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.
[0572] (Step S1100-1) Sub-CPU 330a saves the registers.
[0573] (Step S1100-3) Sub-CPU 330a performs the processing required to enable interrupts.
[0574] (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.
[0575] (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.
[0576] (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.
[0577] (Step S1100-9) Sub-CPU 330a restores the registers and terminates the sub-timer interrupt processing.
[0578] Figure 63 is a flowchart illustrating the pre-read command reception process, which 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 step S536 on the main control board 300 and then transmitted to the sub-control board 330 by the sub-command transmission process in steps S100-65.
[0579] (Step S1210-1) When sub-CPU 330a receives a pre-read command, it parses the received command.
[0580] (Step S1210-3) Based on the results of the analysis in step S1210-1, the sub-CPU 330a stores the look-ahead information in a predetermined storage unit of the look-ahead information storage area.
[0581] (Step S1210-5) Sub-CPU 330a determines whether all the look-ahead information is stored in all memory units with smaller numbers than the memory unit that stored the look-ahead information in step S1210-3. If it determines that all the look-ahead information is stored, it proceeds to step S1210-9; if it determines that not all the look-ahead information is stored, it proceeds to step S1210-7.
[0582] (Step S1210-7) Sub-CPU 330a determines the default display pattern for all pending display 212, from the last display pattern to the first display pattern.
[0583] (Step S1210-9) Sub-CPU 330a determines whether all pre-read conditions other than those determined in step S1210-5 are met. Examples of pre-read conditions include whether a pre-read animation has already been performed or whether the execution of a pre-read animation has been decided. If it is determined that all pre-read conditions are met, the process moves to step S1210-11; if it is determined that none of the pre-read conditions are met, the process moves to step S1210-7.
[0584] (Step S1210-11) The sub-CPU 330a refers to the final hold display pattern determination table shown in Figure 58(a) and determines and stores the display pattern of the final hold display 212 based on the look-ahead information newly stored in step S1210-3 and the acquired random value.
[0585] (Step S1210-13) The sub-CPU 330a refers to the previous hold display pattern determination table shown in Figure 58(b), and determines and stores the display patterns from the first hold display 212b to the fourth hold display 212e based on the display pattern determined in step S1210-11 and the acquired random value.
[0586] (Step S1210-15) Sub-CPU 330a determines and stores whether or not to execute other pre-announcement effects besides the hold display effect, as well as the execution pattern.
[0587] (Step S1210-17) Sub-CPU 330a performs processing to execute the pre-read animation determined in step S1210-15.
[0588] (Step S1210-19) Sub-CPU 330a executes a hold display process that displays a hold display 212 corresponding to the newly acquired hold in the hold display area 211, and then terminates the pre-read command reception process.
[0589] Figure 64 is a flowchart illustrating the process of receiving the special symbol confirmation game state confirmation command, which is executed when the special symbol confirmation game state confirmation command is received, as part of the command analysis process described above. As described above, the special symbol confirmation game state confirmation command is set in step S630-3 on the main control board 300, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.
[0590] (Step S1220-1) When the sub-CPU 330a receives a command to specify the game state confirmation at the time of special symbol confirmation, it analyzes the received command.
[0591] (Step S1220-3) The sub-CPU 330a stores the game state at the time of confirmation (winning) based on the results of the analysis in step S1220-1.
[0592] (Step S1220-5) The sub-CPU 330a determines whether all pre-read information is stored in all memory units corresponding to the hold stored in the main control board 300. If it determines that all pre-read information is stored, the process moves to step S1220-7. If it determines that not all pre-read information is stored, the process of receiving the special symbol confirmation game state confirmation command ends.
[0593] (Step S1220-7) Sub-CPU 330a determines whether all pre-reading conditions other than those determined in step S1220-5 are met. If it determines that all pre-reading conditions are met, it proceeds to step S1220-9. If it determines that none of the pre-reading conditions are met, it terminates the process of receiving the command to confirm the game state at the time of special symbol confirmation.
[0594] (Step S1220-9) Sub-CPU 330a determines and stores whether or not to execute and the execution patterns of pre-read animations other than the hold display animation. Here, first, whether or not to execute a pre-read animation is determined based on the pre-read information stored in the first memory unit. If it is determined that a pre-read animation will not be executed, then the decision on whether or not to execute a pre-read animation is made based on the pre-read information stored in the second memory unit. In this way, the decision on whether or not to include a pre-read animation is made in the order in which the holds are consumed, from those consumed relatively earlier to those consumed relatively later.
[0595] (Step S1220-11) In step S1220-9, if it is decided that a pre-read animation targeting any of the pending symbols will be executed, the sub-CPU 330a will perform the processing necessary to execute the pre-read animation and then terminate the processing of receiving the command to confirm the game state at the time of the special symbol confirmation.
[0596] Figure 65 is a flowchart illustrating the game state change specification command reception process, which is executed when a game state change specification command is received as part of the command analysis process described above. As described above, the game state change specification command is set in step S670-7 on the main control board 300 and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65. Note that the process shown in Figure 65 may also be executed when the game state change specification command is set in step S631-29.
[0597] (Step S1230-1) When the sub-CPU 330a receives a command to specify a change in the game state, it analyzes the received command.
[0598] (Step S1230-3) Sub-CPU 330a compares the game state before the big win (game state at the time of confirmation) with the results of the analysis in step S1230-1 to determine if both are in the lower mode (01H). If it is determined that both are in the lower mode (01H), the process moves to step S1230-11; if it is determined that neither is in the lower mode (01H), the process moves to step S1230-5.
[0599] (Step S1230-5) SubCPU 330a determines whether the game state before a big win is in the most advantageous mode (03H) or higher mode (04H), and whether the result of the analysis in step S1230-1 is in the higher mode (04H). If it is determined that the game state before a big win is in the most advantageous mode (03H) or higher mode (04H), and the result of the analysis in step S1230-1 is in the higher mode (04H), the process moves to step S1230-7. If it is determined that the game state before a big win is in the most advantageous mode (03H) or higher mode (04H), and the result of the analysis in step S1230-1 is not in the higher mode (04H), the process moves to step S1230-9.
[0600] (Step S1230-7) Sub-CPU 330a deletes all pre-read information except for the pre-read symbol information stored in all memory units of the pre-read information storage area.
[0601] (Step S1230-9) Sub-CPU 330a deletes all pre-fetch information stored in all memory units of the pre-fetch information storage area.
[0602] (Step S1230-1) Sub-CPU 330a stores the result of the analysis in step S1230-1 as the current game state and terminates the game state change specification command reception processing.
[0603] As described above, in this embodiment, a pre-reading process (receiving a pre-reading specification command) is performed to determine whether or not to execute a pre-reading performance targeting the held based on the acquisition of the held, and a re-pre-reading process (receiving a special symbol confirmation game state specification command) is performed to determine whether or not to execute a pre-reading performance targeting the held that was stored when the variable process was completed, based on the completion of the variable process. If the game state is the same before and after a big win game, the re-pre-reading process can determine whether or not to execute a pre-reading performance targeting the held that will be used for big win lotteries (which may be symbol determination processing or variable processing) within a predetermined number of times after the big win game.
[0604] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0605] In the above embodiment, an example of when the present invention is applied to a Type II gaming machine was described, but the gameplay of gaming machines to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention is also applicable to Type I gaming machines and Type I and Type II mixed machines. Therefore, although the above embodiment described a case in which no jackpot symbols are provided, for example, in Special 1 Reserve, no minor wins may be provided and only jackpots may be provided. Also, for example, no minor wins may be provided and only jackpots may be provided.
[0606] Furthermore, the above embodiment described a case in which three modes with different degrees of advantage (lower mode, upper mode, and top mode) are provided as time-saving game states. However, the content and number of game states are merely examples, and the gameplay is not particularly limited. For example, a normal state and a so-called probability-increasing state in which the probability of winning a jackpot is higher than in the normal state may be provided.
[0607] Furthermore, in the above embodiment, four minor winning symbols are provided, and the case where the set state differs depending on the type of minor winning symbol has been described. However, the number and types of minor winning symbols can be set as appropriate.
[0608] In any case, the present invention is broadly applicable to a game machine comprising: a game board provided with a starting area into which a game ball can enter; information acquisition means for acquiring predetermined information (hold) based on the entry of a game ball into the starting area; symbol determination means for executing a symbol determination process to determine a stop symbol (special symbol) based on the predetermined information; variation processing means for causing symbols to change and display on a symbol display unit (first special symbol display unit 160, second special symbol display unit 162), and for causing a stop symbol to stop and display on the symbol display unit when a predetermined variation time has elapsed; a big prize opening control means for executing a big prize opening opening game in which the big prize opening is opened when a predetermined stop symbol is displayed on the symbol display unit; state setting means for setting the game state after the big prize opening opening game to one of a plurality of game states with different degrees of advantage; and performance execution means for executing a pre-read performance based on predetermined information before the symbol determination process is executed.
[0609] In the above embodiment, both a pre-fetch process executed based on the acquisition of a hold and a re-pre-fetch process executed based on the completion of the change process are performed. However, only one of these processes may be performed.
[0610] Furthermore, in the above embodiment, if the game state differs before and after a major win, the pre-read information is deleted, thereby making it impossible to execute the pre-read animation for a certain period of time. However, the process of not executing the pre-read animation for a certain period of time is not limited to this. For example, the pre-read information may be retained regardless of the game state before and after a major win. If the game state changes before and after a major win, the period until all reserved balls stored at the end of the major win are consumed is set as a prohibition period, and the pre-read animation is not executed during this time. In any case, if the game state differs before and after a major win, the pre-read animation based on predetermined information used in the symbol determination process within a predetermined number of times after the major win is not executed, and if the game state is the same before and after the major win, the pre-read animation based on predetermined information used in the symbol determination process within a predetermined number of times after the major win becomes executable, and the specific process is not limited. Furthermore, the number of times the pre-announcement animation is not executed does not necessarily have to match the number of reserved balls at the end of the big win game; it may be a predetermined number, such as 5 times.
[0611] Furthermore, in the above embodiment, the re-pre-reading process is performed at the end of the variation process, that is, when the special symbol is determined. However, the re-pre-reading process may also be performed at the start of the variation. In this case, for example, the process shown in Figure 64 may be performed based on the reception of the variation command.
[0612] In addition, the internal region of the first start port 120 or the second start port 122 in the above embodiment corresponds to the start region of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing in step S535 corresponds to the information acquisition means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing in step S610-9 corresponds to the pattern determination means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing shown in Figure 38 corresponds to the variable processing means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing shown in Figures 41 to 44 corresponds to the grand prize control means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing shown in Figure 45 corresponds to the state setting means of the present invention. Furthermore, in the above embodiment, the sub-CPU 330a that executes the processing shown in Figures 63 to 65 corresponds to the performance execution means of the present invention. [Explanation of symbols]
[0613] 100 gaming machines 120 First Starter Port 122 Second Starter Port 128 Grand Prize Entrance 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM 330 Sub-control board 330a Sub-CPU 330b Sub-ROM 330c Sub-RAM
Claims
[Claim 1] A game board is provided with a starting area into which game balls can enter, Information acquisition means that acquires predetermined information based on the entry of a game ball into the starting area, A symbol determination means that performs a symbol determination process to determine the stop symbol based on the predetermined information, A variation processing means that performs a variation process to display a variation in the pattern display section and, when a predetermined variation time has elapsed, displays the stopped pattern as stopped in the pattern display section. A grand prize opening control means that executes a grand prize opening opening game in which a predetermined stop symbol is stopped and displayed on the symbol display unit, A state setting means for setting the game state after the opening and closing of the aforementioned prize-winning slot to one of several game states with different degrees of advantage, A pre-read information storage means that derives pre-read information based on the predetermined information before the pattern determination process is executed and stores it in the storage unit, An effect execution means that executes a pre-read effect based on the aforementioned pre-read information, A pre-reading information erasure means for erasing the pre-reading information stored in the memory unit when the game state differs before and after the opening and closing of the large prize slot, Equipped with, The aforementioned performance execution means is When the predetermined information is acquired and the pre-read information is derived based on the predetermined information, the pre-read performance can be executed, provided that after the acquisition of the predetermined information, all of the pre-read information derived based on the predetermined information that determines the stop symbol before the predetermined information is stored. A gaming machine characterized by the following features.