Game machine

JP2025020728AActive Publication Date: 2025-02-13HEIWA CORP
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Patent Information

Application Number
JP2023124274
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2025-02-13
Estimated Expiration
2043-07-31

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Benefits of technology

【0008】 本発明によれば、新たな遊技性を実現することが可能となる。

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Abstract

To achieve new game properties.SOLUTION: A non-easy winning state and a plurality of types of easy winning states in which a game ball can enter a start area more easily than in the non-easy winning state are provided as game states. A specific easy winning state is finished when a display frequency of specific losing patterns reaches a pre-set specific frequency (twice) in the specific easy winning state (time-shortening frequency being 10000 times, and specific losing frequency being twice) of the plurality of types of easy winning states.SELECTED DRAWING: Figure 13
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Description

[Technical field]

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

[0002] Conventionally, there is known a gaming machine in which, when a gaming ball enters a starting hole, reserved information is acquired, and when a starting condition is established, a lottery for a big prize is performed based on the reserved information acquired, and when a big prize is won, a big prize game in which a large number of prize balls can be acquired is executed. For example, Patent Document 1 proposes a gaming machine in which an easy-to-win state in which a gaming ball is easy to enter the starting hole is provided, and when a predetermined pattern is won, the easy-to-win state ends. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-191558 A Summary of the Invention [Problem to be solved by the invention]

[0004] As described above, gaming machines that are provided with a plurality of gaming states with different game progress conditions are known, but there is a demand for the development of gaming machines that provide completely new gameplay.

[0005] An object of the present invention is to provide a gaming machine that can realize new gameplay. [Means for solving the problem]

[0006] In order to solve the above problems, the gaming machine of the present invention comprises: A gaming machine having a non-easy-to-win state and a plurality of types of easy-to-win states in which a gaming ball is more likely to enter a starting area than in the non-easy-to-win state, A symbol determination means for determining one of a plurality of types of symbols including a winning symbol and a specific symbol based on the entry of the gaming ball into the starting area; A symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting a game state to the easy-to-win state when the advantageous game is executed or when the specific symbol is displayed on the symbol display section; a state changing means for ending a specific easy-to-win state among the plurality of types of easy-to-win states when the number of times the specific symbol is determined or displayed reaches a predetermined number of times; The present invention is characterized by comprising:

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: A gaming machine having a non-easy-to-win state and a plurality of types of easy-to-win states in which a gaming ball is more likely to enter a starting area than in the non-easy-to-win state, A symbol determination means for determining one of a plurality of types of symbols including a winning symbol and a specific symbol based on the entry of the gaming ball into the starting area; A symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting a game state to the easy-to-win state when the advantageous game is executed or when the specific symbol is displayed on the symbol display section; a state changing means for ending a specific easy-to-win state among the plurality of types of easy-to-win states when the number of times the specific symbol is determined or displayed reaches a predetermined number of times, and for setting the specific easy-to-win state to another easy-to-win state different from the specific easy-to-win state; The present invention is characterized by comprising: Effect of the Invention

[0008] According to the present invention, it is possible to realize new gameplay. [Brief description of the drawings]

[0009] [Figure 1] 1 is an oblique view of a gaming machine showing a state in which a door according to an embodiment is open. [Diagram 2] FIG. 2 is a front view of the gaming machine according to the embodiment. [Diagram 3] 1 is a block diagram of a gaming machine according to an embodiment. [Figure 4] 4 is an address map of a memory area used by a main CPU according to the embodiment. [Diagram 5] A diagram explaining a random number judgment table for determining a jackpot at low probability in an embodiment. [Figure 6] A diagram explaining a random number judgment table for determining a high probability jackpot in an embodiment. [Figure 7] 13 is a diagram illustrating a winning symbol random number determination table according to an embodiment. FIG. [Figure 8] 13 is a diagram illustrating a reach group determination random number judgment table according to the embodiment. FIG. [Figure 9] 13 is a diagram illustrating a reach mode determination random number judgment table according to the embodiment. FIG. [Figure 10] A figure explaining a fluctuation pattern random number determination table according to an embodiment. [Figure 11] FIG. 13 is a diagram illustrating a variable time determination table according to the embodiment. [Figure 12] A diagram explaining a special electric role activation ram set table according to an embodiment. [Figure 13] 13 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to the embodiment. FIG. [Figure 14] FIG. 13 is a diagram illustrating a random number judgment table for determining a winning combination according to an embodiment. [Figure 15]FIG. 1A is a diagram for explaining a normal pattern fluctuation time data table according to an embodiment, and FIG. 1B is a diagram for explaining an opening / closing control pattern table according to an embodiment. [Figure 16] 13 is a diagram illustrating a gaming machine status flag according to the embodiment. FIG. [Figure 17] 11 is a first flowchart illustrating a CPU initialization process in a main control board according to the embodiment. [Figure 18] 11 is a second flowchart illustrating a CPU initialization process in the main control board according to the embodiment. [Figure 19] 13 is a flowchart illustrating a sub-command group set process in a main control board according to the embodiment. [Figure 20] 11 is a flowchart illustrating a power-off save process in a main control board according to the embodiment. [Figure 21] 11 is a flowchart illustrating a timer interrupt process in a main control board according to an embodiment. [Figure 22] 11 is a flowchart illustrating setting-related processing in a main control board according to the embodiment. [Diagram 23] 11 is a flowchart illustrating a switch management process in a main control board according to an embodiment. [Figure 24] 11 is a flowchart illustrating a gate passing process in a main control board according to an embodiment. [Diagram 25] 11 is a flowchart illustrating the first starting port passing process in the main control board according to the embodiment. [Figure 26] 11 is a flowchart illustrating the second starting port passing process in the main control board according to the embodiment. [Figure 27] 13 is a flowchart illustrating the special pattern random number acquisition process in the main control board according to the embodiment. [Figure 28] 13 is a diagram illustrating a special game management phase according to the embodiment. FIG. [Figure 29] 13 is a flowchart illustrating special game management processing in a main control board according to an embodiment. [Diagram 30]13 is a flowchart illustrating the special pattern change waiting process in the main control board according to the embodiment. [Diagram 31] 13 is a flowchart illustrating the special pattern winning determination process in the main control board according to the embodiment. [Diagram 32] 13 is a flowchart illustrating the special pattern variable number determination process in the main control board according to the embodiment. [Diagram 33] 13 is a flowchart explaining processing during special pattern fluctuation in the main control board according to the embodiment. [Diagram 34] 13 is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Diagram 35] 11 is a flowchart illustrating a number of cutoff management process in a main control board according to an embodiment. [Diagram 36] 10 is a flowchart illustrating a state change process in a main control board according to the embodiment. [Figure 37] A flowchart explaining the processing before opening the large prize opening on the main control board of the embodiment. [Figure 38] 13 is a flowchart explaining the large prize opening / closing switching process in the main control board according to the embodiment. [Figure 39] 13 is a flowchart explaining the large prize opening control process in the main control board according to the embodiment. [Diagram 40] 13 is a flowchart explaining the large prize opening closure activation process in the main control board according to the embodiment. [Diagram 41] A flowchart explaining the large prize opening end wait processing in the main control board of the embodiment. [Diagram 42] 10 is a flowchart illustrating a state setting process in a main control board according to the embodiment. [Diagram 43] FIG. 13 is a diagram illustrating the normal game management phase according to the embodiment. [Diagram 44] 13 is a flowchart illustrating normal game management processing in a main control board according to an embodiment. [Diagram 45]13 is a flowchart explaining the normal pattern change waiting process in the main control board according to the embodiment. [Figure 46] 13 is a flowchart explaining the processing during normal pattern fluctuation in the main control board according to the embodiment. [Figure 47] 13 is a flowchart illustrating the normal pattern stop pattern display processing in the main control board according to the embodiment. [Figure 48] This is a flowchart explaining the processing before opening the winning opening of a normal electric device on the main control board of an embodiment. [Figure 49] A flowchart explaining the normal electric device prize opening / closing switching process in the main control board of the embodiment. [Figure 50] A flowchart explaining the control process for opening the winning port of a normal electric device in the main control board of an embodiment. [Figure 51] This is a flowchart explaining the normal electric device winning hole closure activation processing in the main control board of the embodiment. [Figure 52] This is a flowchart explaining the normal electric gimmick winning slot end wait processing in the main control board of the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0011] In order to facilitate understanding of the embodiment of the present invention, first, the mechanical and electrical configurations of a so-called one-type gaming machine and the specific processing on each board will be described as an embodiment. Next, specific effects that can be executed on the one-type gaming machine and specific processing related to the effects will be described as an embodiment.

[0012] 1 is a perspective view of a gaming machine 100 according to an embodiment, showing a state in which the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled into a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be freely opened and closed, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be freely opened and closed.

[0013] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel to each other while maintaining a predetermined distance therebetween, and the game board 108 can be seen from the front side of the gaming machine 100 through the transparent plate 110.

[0014] 2 is a front view of the gaming machine 100 according to the embodiment. As shown in this figure, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by the player, and when the player rotates the operating handle 112 to perform a launch operation, a gaming ball is launched by a launch mechanism (not shown) with a strength according to the rotation angle of the operating handle 112. The gaming ball launched in this manner rises between rails 114a and 114b provided on the game board 108 and is guided to the playing area 116.

[0015] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area in which the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided to the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.

[0016] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the game machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.

[0017] In addition, the game area 116 is provided with a general winning hole 118, a first starting hole 120, and a second starting hole 122 through which game balls can enter, and when game balls enter the general winning hole 118, the first starting hole 120, and the second starting hole 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out from the general winning hole 118, the first starting hole 120, and the second starting hole 122 may be different or may be set to the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first starting hole 120 to be less than the number of prize balls paid out when a game ball enters the second starting hole 122.

[0018] In addition, as will be described later in detail, a first starting area is provided in the first starting hole 120, and a second starting area is provided in the second starting hole 122. When a game ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of special patterns provided in advance. Each special pattern is associated with various game benefits, such as whether or not a big role game or a small winning game that is advantageous to the player can be executed, and what kind of game state the game state will be from then on. Therefore, when a game ball enters the first starting hole 120 or the second starting hole 122, the player will acquire a predetermined prize ball and at the same time, will acquire the opportunity to acquire the right to receive various game benefits.

[0019] The first starting hole 120 is located at the bottom of the game area 116, and is either capable of being entered by game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.

[0020] The second starting hole 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter, or is located in a position where game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting hole 122 is configured by a variable starting hole (a variable starting winning device) having a movable piece 122b, and the ease of entry of game balls into the second starting hole 122 can be changed.

[0021] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for a game ball to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is recessed into the back side of the game board 108 in the closed state, and protrudes into the front side of the game board 108 in the open state. In the closed state with the movable piece 122b recessed, the second starting opening 122 is closed, and the game ball flows down the front side of the second starting opening 122.

[0022] On the other hand, when a game ball passes through the gate 124 provided in the first game area 116a and the second game area 116b, or when a game ball enters the normal symbol operation port 125 provided in the second game area 116b, it is determined whether or not to execute the auxiliary game in which the second start port 122 is opened, and when it is determined that the auxiliary game is executed, the auxiliary game in which the second start port 122 is controlled to open and close is executed. More specifically, on the condition that the game ball has passed through the gate 124 or entered the normal symbol operation port 125, a lottery for a normal symbol, which will be described later, is held, and when a normal symbol is selected by this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.

[0023] In the open state where the movable piece 122b protrudes, a game ball flowing down the front side of the second starting hole 122 falls onto the movable piece 122b. The game ball that falls onto the movable piece 122b is guided by the movable piece 122b and guided to the second starting hole 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that guides the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.

[0024] Further, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the game area 116. The first large prize opening 126 and the second large prize opening 128 are arranged at positions where at least game balls flowing down the second game area 116b can enter. The first large prize opening 126 is provided with an openable / closable door 126b, and the openable / closable door 126b normally closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. In contrast, when the above-mentioned small prize game is executed, the openable / closable door 126b is opened and functions as a tray, making it possible for game balls to enter the first large prize opening 126. Then, when a game ball enters the first large prize opening 126, a predetermined prize ball is paid out to the player.

[0025] In addition, the second large prize opening 128 is provided with an opening / closing door 128b that can be opened and closed, and the opening / closing door 128b normally closes the second large prize opening 128, making it impossible for game balls to enter the second large prize opening 128. In contrast, when the above-mentioned big prize game is executed, the opening / closing door 128b is opened and functions as a tray, making it possible for game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined prize ball is paid out to the player. The first large prize opening 126 and the second large prize opening 128 are also collectively simply referred to as the large prize openings.

[0026] In addition, at the bottom of the game area 116, there is a discharge outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.

[0027] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts operation by the player, as performance devices that perform performance while the game is in progress.

[0028] The performance display device 200 includes a main performance display section 200a and a sub-performance display section 201a, which are composed of an image display section that displays an image. The main performance display section 200a is arranged in the approximate center of the game board 108 so as to be visible from the front side of the gaming machine 100. As shown in the figure, the main performance display section 200a displays performance symbols 210a, 210b, and 210c in a variable manner, and a variable performance is executed in which the big role lottery result is notified to the player according to the stop display mode of each of the performance symbols 210a, 210b, and 210c. The sub-performance display section 201a is provided above the main performance display section 200a, and displays auxiliary performance images during the variable performance.

[0029] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing state, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.

[0030] The effect lighting device 204 is provided on the effect part device 202, the game board 108, etc., and is controlled to light in various ways in accordance with the images displayed on the main effect display section 200a.

[0031] The audio output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.

[0032] The effect button 208 is composed of a button that accepts a press operation by the player, and is provided at approximately the center position in the width direction of the gaming machine 100, and at a position lower than the transparent plate 110. This effect button 208 is activated according to the image displayed on the main effect display section 200a, and when the operation of the player is accepted within the operation effective time, various effects are executed according to the operation.

[0033] The cross key 209 is composed of four buttons, an up button, a down button, a left button, and a right button, which are pressed by the player, and is provided near the effect button 208. The effect button 208 and the cross key 209 may be used when making various settings.

[0034] In addition, the reference numeral 132 in the figure denotes an upper tray to which prize balls paid out from the gaming machine 100 and gaming balls lent out from the gaming ball lending device are guided, and when this upper tray 132 is filled with gaming balls, the gaming balls are guided to a lower tray 134. A ball ejection hole (not shown) for ejecting gaming balls from the lower tray 134 is formed in the bottom surface of the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject gaming balls from the ball ejection hole to the bottom of the lower tray 134.

[0035] In addition, on the game board 108, a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right hit notification display 172 are provided outside the game area 116 and at positions visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and the details thereof will be described later.

[0036] (Internal configuration of control means) FIG. 3 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to the embodiment.

[0037] 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 out the programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.

[0038] The gaming machine 100 of the embodiment is broadly divided into a special game that is started by a game ball entering the first start hole 120 or the second start hole 122, and a normal game that is started by a game ball passing through the gate 124 (entering the normal operation hole 125). The main ROM 300b of the main control board 300 stores various programs for proceeding with the special game and the normal game, as well as data and tables required for various games.

[0039] The main control board 300 is connected to a general winning opening detection switch 118s that detects when a game ball enters the general winning opening 118, a first starting opening detection switch 120s that detects when a game ball enters the first starting opening 120, a second starting opening detection switch 122s that detects when a game ball enters the second starting opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a general operation opening detection switch 125s that detects when a game ball enters the general operation opening 125, a first large winning opening detection switch 126s that detects when a game ball enters the first large winning opening 126, a second large winning opening detection switch 128s that detects when a game ball enters the second large winning opening 128, and an out ball detection switch 130s that detects when a game ball is discharged from the game area 116. Detection signals are input from each of these detection switches to the main control board 300.

[0040] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning hole 118, the first starting hole 120, the second starting hole 122, the first large winning hole 126, and the second large winning hole 128 join with game balls guided to the back side from the discharge hole 130 at the junction passage and are guided to the facilities of the game center. The out ball detection switch 130s is provided in the junction passage, and all game balls discharged from the game area 116, in other words, all game balls shot into the game area 116, are detected by the out ball detection switch 130s.

[0041] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second large prize opening 128, and the opening and closing of the second starting opening 122, the first large prize opening 126 and the second large prize opening 128 are controlled by the main control board 300.

[0042] Furthermore, the first special pattern display device 160, the second special pattern display device 162, the first special pattern reserved indicator device 164, the second special pattern reserved indicator device 166, the normal pattern display device 168, the normal pattern reserved indicator device 170, and the right hit notification indicator device 172 are connected to the main control board 300, and the display of each of these indicators is controlled by the main control board 300.

[0043] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.

[0044] 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, the operation of changing and checking the setting value becomes possible. As will be described in detail later, in the gaming machine 100 of the embodiment, one of six setting values ​​with different advantageous degrees is stored as a registered setting value in the setting value buffer, and the game progresses according to the stored registered setting value.

[0045] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a 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. When the RAM clear operation signal is input from the RAM clear switch 182s at power-on, the main CPU 300a clears the main RAM 300c.

[0046] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values ​​and the base ratio.

[0047] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0048] The payout control board 310 performs control for launching game balls and control for paying out prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so as to be able to communicate in both directions. This payout control board 310 is connected to a game information output terminal board 312, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming establishment via the payout control board 310 and the game information output terminal board 312.

[0049] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the payout motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball count switch 316s, and it is possible to know whether the prize balls to be paid out have been paid out to the player.

[0050] In addition, a tray full detection switch 318s that detects the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in a passage that leads the game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.

[0051] Then, when a predetermined amount or more of game balls are stored in the lower tray 134 and the tray is in a full state, game balls are retained in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives the game ball detection signals continuously for a predetermined time, it determines that the lower tray 134 is in a full state, and transmits a tray full command to the main control board 300. On the other hand, when the continuous input of the game ball detection signals is interrupted after transmitting the tray full command, it determines that the full state has been released, and transmits a tray full release command to the main control board 300.

[0052] In addition, the launch control circuit 320 is connected to the payout control board 310 so as to be able to communicate in both directions. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. To the launch control circuit 320, a touch sensor 112s that is provided on the operating handle 112 and detects that the player has touched the operating handle 112, and an operation volume 112a that detects the operation angle of the operating handle 112 are connected. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of the launch solenoid 112c provided on the game ball launching device to launch the game ball.

[0053] The sub-control board 330 mainly controls each presentation during gameplay, standby, etc. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 so as to be able to communicate in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300 and input signals from a timer, and also controls the execution of presentations. At this time, the sub-RAM 330c functions as a work area for data during arithmetic processing by the sub-CPU 330a.

[0054] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) to control the image display on the main performance display unit 200a and the sub performance display unit 201a.

[0055] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, and also performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from a stage button detection switch 208s that detects that the stage button 208 has been pressed, and from a cross key detection switch 209s that detects that the cross key 209 has been pressed, the sub-control board 330 performs a predetermined process.

[0056] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. A backup power supply consisting of a capacitor is also provided on the power supply board. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.

[0057] Fig. 4 is an address map of the memory area used by the main CPU 300a according to the embodiment. In Fig. 4, the addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 4, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.

[0058] The memory area of ​​the main ROM 300b is provided with a used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and a non-used area (2000H to 2BFFH) which is an area other than the used area and stores programs and data for executing processes for conducting tests stipulated in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).

[0059] The used area of ​​the main ROM 300b includes a program area (0000H-0A89H) in which a program for controlling the progress of a game is stored, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) in which data other than the program is stored. Note that the used area may not include the unused area (0A8AH-0FFFH).

[0060] The unused area of ​​the main ROM 300b includes a program area (2000H to 27FFH) in which programs for executing processes for performing tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) in which data other than these programs are stored.

[0061] In addition to the used area and unused area, the memory area of ​​the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.

[0062] The memory area of ​​the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and a non-used area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processes for performing tests defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.

[0063] The used area of ​​the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) for temporarily saving data during execution of a program for controlling the progress of a game. The used area may not include the unused area (F12BH-F1D7H).

[0064] The unused area of ​​the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in the gaming machine regulations and processing for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) in which data is temporarily saved when these programs are being executed.

[0065] In addition to the used area and unused area, the memory area of ​​the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).

[0066] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.

[0067] 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 that separates the used area and the unused area, making the boundary between the used area and the unused area clear, and prevents the unused area from being used when a program for controlling the progress of a game is being executed, and prevents the used area from being used when a program for performing a process for performing a test specified by the gaming machine rules or a process for controlling the display of the performance display monitor 184 is being executed.

[0068] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it is 4 bytes or more, and more preferably set to 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.

[0069] Next, a game in the gaming machine 100 of the embodiment will be described together with various tables stored in the main ROM 300b.

[0070] As described above, in the gaming machine 100 of the embodiment, two types of games, a special game and a normal game, proceed in parallel. When these two games proceed, the game proceeds in any of the game states that combine either a low probability game state or a high probability game state with either a non-time-saving game state, a minute time-saving game state, or a time-saving game state.

[0071] Details of each game state will be described later, but the low probability game state is a game state in which the probability of acquiring the right to play a big role game in which the first large prize slot 126 and the second large prize slot 128 are opened is set low, and the high probability game state is a game state in which the probability of acquiring the right to play a big role game is set high.

[0072] In addition, the non-time-saving game state is a game state in which the movable piece 122b is less likely to be in an open state and a game ball is less likely to enter the second start opening 122, and the time-saving game state is a game state in which the movable piece 122b is more likely to be in an open state than in the non-time-saving game state and a game ball is more likely to enter the second start opening 122. In addition, although the minute time-saving game state differs from the non-time-saving game state in some of the conditions related to the progress of normal play, the ease of a game ball entering the second start opening 122 is almost the same as in the non-time-saving game state, and the player cannot distinguish the difference between the non-time-saving game state and the minute time-saving game state. Therefore, from the viewpoint of playability, the minute time-saving game state and the non-time-saving game state are substantially the same game state and the progress of the game is controlled. The initial state of the gaming machine 100 is set to a low probability gaming state and a non-time-saving gaming state, and this gaming state is referred to as a normal gaming state in the embodiment.

[0073] When the player operates the operating 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 port 120 or the second start port 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a game profit. In this big prize lottery, if a big prize or a small prize is won, the first big prize port 126 and the second big prize port 128 are opened and a big prize game or a small prize game is executed in which the game ball can enter the first big prize port 126 and the second big prize port 128. In addition, the game state after the big prize game is ended is set to one of the game states described above. The big prize lottery method will be described below.

[0074] Although the details will be described later, when a game ball enters the first start hole 120 or the second start hole 122, various random number values ​​related to the big role lottery (jackpot determining random number, winning symbol random number, reach group determining random number, reach mode determining random number, and variable pattern random number) are obtained, and each of these random number values ​​is stored in the special symbol reservation memory area of ​​the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reservation memory area when a game ball enters the first start hole 120 are collectively referred to as special 1 reservation, and the various random numbers stored in the special symbol reservation memory area when a game ball enters the second start hole 122 are collectively referred to as special 2 reservation.

[0075] The special chart reservation memory area of ​​the main RAM 300c includes a first special chart reservation memory area and a second special chart reservation memory area. The first special chart reservation memory area and the second special chart reservation memory area each have four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special 1 reservation is stored in order from the first memory section of the first special chart reservation memory area, and when a game ball enters the second starting hole 122, the special 2 reservation is stored in order from the first memory section of the second special chart reservation memory area.

[0076] For example, when a game ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, the special 1 reservation is stored in the first storage section. Also, for example, when the special 1 reservation is stored in the first to third storage sections and the game ball enters the first starting hole 120, the special 1 reservation is stored in the fourth storage section. Also, when a game ball enters the second starting hole 122, the special 2 reservation is stored in the smallest numbered (ordinal) storage section among the first to fourth storage sections of the second special chart reservation storage area in the same manner as above.

[0077] However, the number of special 1 reservations (X1) and the number of special 2 reservations (X2) that can be stored in the first special chart reservation memory area and the second special chart reservation memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start hole 120, if four special 1 reservations are already stored in the first special chart reservation memory area, the entry of the game ball into the first start hole 120 will not cause a new special 1 reservation to be stored. Similarly, when a game ball enters the second start hole 122, if four special 2 reservations are already stored in the second special chart reservation memory area, the entry of the game ball into the second start hole 122 will not cause a new special 2 reservation to be stored.

[0078] 5 is a diagram illustrating a low probability jackpot determination random number judgment table according to the embodiment. When a game ball enters the first start hole 120 or the second start hole 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the big win lottery is started, that is, according to the game state when the jackpot is judged, a jackpot determination random number judgment table is selected, and the big win lottery is performed based on the selected jackpot determination random number judgment table and the acquired jackpot determination random number.

[0079] In the low probability game state, when starting the big role lottery for the special 1 reserve and the special 2 reserve, the low probability big win determination random number judgment table is referenced. Here, in the embodiment, six setting values ​​with different advantageous degrees are provided, and a low probability big win determination random number judgment table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big role lottery is performed by referring to the low probability big win determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).

[0080] In the low probability game state, when the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table a shown in Figure 5 (a). According to this low probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10329, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, if the jackpot determination random number is 30001 to 30437, it is judged as a specific miss, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 199.2, the small jackpot probability is about 1 / 50, and the specific miss probability is about 1 / 150.0.

[0081] In addition, when the game is in a low probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big role lottery is performed by referring to the low probability jackpot determination random number judgment tables b to f shown in Figures 5 (b) to (f). According to these low probability jackpot determination random number judgment tables b to f, the higher the setting value, the higher the jackpot probability, while the small jackpot probability and the specific miss probability are constant regardless of the setting value.

[0082] 6 is a diagram explaining the high probability jackpot determination random number judgment table according to the embodiment. In the high probability game state, when starting the big role lottery for special 1 reserve and special 2 reserve, the high probability jackpot determination random number judgment table is referenced. The high probability jackpot determination random number judgment table is also provided for each setting value, similar to the low probability jackpot determination random number judgment table.

[0083] In the high probability game state, when the setting value is set to 1 (registered setting value = 1), a big role lottery is performed by referring to the high probability jackpot determination random number judgment table a shown in Figure 6 (a). According to this high probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10780, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 84.0, and the small jackpot probability is about 1 / 50.

[0084] Similarly, when the game is in a high probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big role lottery is performed by referring to the high probability jackpot determination random number judgment tables b to f shown in Figures 6 (b) to (f). According to these high probability jackpot determination random number judgment tables b to f, the higher the setting value, the higher the jackpot probability, while the small jackpot probability and the specific miss probability are constant regardless of the setting value.

[0085] As described above, the big prize lottery is performed according to the registered setting value. At this time, the winning probability of the big prize differs according to the registered setting value, and when the registered setting value is large, it is easier to win the big prize than when the registered setting value is small. Here, even if the registered setting value differs, the winning probability of the small prize does not change, but the winning probability of the small prize may be made different for each registered setting value. Also, even if the registered setting value differs, the winning probability of the specific miss does not change, but the winning probability of the specific miss may be made different for each registered setting value. Also, the small prize and the miss are not essential, and only either the big prize or the specific miss may be determined in the big prize lottery.

[0086] Also, here, the probability of winning a jackpot in both the low-probability game state and the high-probability game state is set to differ depending on the registered setting value, but it is also possible to set it so that only the probability of winning a jackpot in either the low-probability game state or the high-probability game state differs depending on the registered setting value.

[0087] 7 is a diagram illustrating a winning symbol random number determination table according to the embodiment. When a game ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained within the range of 0 to 99. When the result of the determination of "big win", "small win", or "specific miss" is derived by the big role lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table.

[0088] At this time, if a "big win" is won by the special 1 reservation, the special 1 winning pattern random number determination table a is selected as shown in Figure 7(a), if a "small win" is won by the special 1 reservation, the special 1 winning pattern random number determination table b is selected as shown in Figure 7(b), and if a "specific miss" is won by the special 1 reservation, the special 1 winning pattern random number determination table c is selected as shown in Figure 7(c).

[0089] In addition, if a "big win" is won by the special 2 reservation, the special 2 winning pattern random number determination table a is selected as shown in Figure 7(d), if a "small win" is won by the special 2 reservation, the special 2 winning pattern random number determination table b is selected as shown in Figure 7(e), and if a "specific miss" is won by the special 2 reservation, the special 2 winning pattern random number determination table c is selected as shown in Figure 7(f).

[0090] In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a big win determination result is obtained, will be referred to as the big win pattern, the special pattern determined when a small win determination result is obtained will be referred to as the small win pattern, the special pattern determined when a specific miss determination result is obtained will be referred to as the specific miss pattern, and the special pattern determined when a miss determination result is obtained will be referred to as the miss pattern.

[0091] According to the special 1 winning symbol random number determination table a shown in FIG. 7(a) and the special 2 winning symbol random number determination table a shown in FIG. 7(d), the type of special symbol (jackpot symbol) is determined according to the acquired winning symbol random number value, as shown in the figure. Specifically, according to the special 1 winning symbol random number determination table a, the special symbols A and B, which are the jackpot symbols, are determined with a probability of 50%, respectively. Also, according to the special 2 winning symbol random number determination table a, the special symbols C and D, which are the jackpot symbols, are determined with a probability of 20% and 80%, respectively.

[0092] In addition, according to the special 1 winning pattern random number determination table b shown in FIG. 7(b) and the special 2 winning pattern random number determination table b shown in FIG. 7(e), regardless of the value of the acquired winning pattern random number, the type of special pattern (small winning pattern) is determined to be special pattern a, which is a small winning pattern, as shown in the figure.

[0093] According to the special 1 winning pattern random number determination table c shown in FIG. 7(c), the special pattern Xa, which is a specific losing pattern, is determined regardless of the value of the obtained winning pattern random number, and according to the special 2 winning pattern random number determination table c shown in FIG. 7(f), the special patterns Ya and Yb, which are specific losing patterns, are determined with probabilities of 10% and 90%, respectively.

[0094] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, the special pattern X is determined as the losing pattern without drawing. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, the special pattern Y is determined as the losing pattern without drawing.

[0095] In other words, the winning symbol random number determination table is referenced only when the big role lottery result is a "big win", "small win", or "specific miss", and is not referenced when the big role lottery result is a "miss". Here, different big win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, the same type of big win symbol may be determined in both tables, or the type of special symbol (big win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0096] In this embodiment, the selection ratio of the big win symbol and the small win symbol is common to all the setting values, but either one or both of the big win symbol and the small win symbol may be different for each setting value.

[0097] FIG. 8 is a diagram illustrating a reach group determination random number judgment table according to the embodiment. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected according to the reserved type, reserved number, game state, and the like. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is acquired from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern that notifies the big role lottery result. In the embodiment, when the big role lottery result is a "miss" or a "specific miss", in determining the variable performance pattern, first, a group type is determined by the reach group determination random number and the reach group determination random number judgment table.

[0098] For example, when the game state is set to the non-time-saving game state, if the "miss" big role lottery result is derived based on the special 1 reservation, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, the reach group determination random number judgment table A1 is selected as shown in FIG. 8(a). Similarly, when the game state is set to the normal game state, if the "miss" big role lottery result is derived based on the special 1 reservation, and the number of reserved special roles when the big role lottery is performed is 1 to 2, the reach group determination random number judgment table A2 is selected as shown in FIG. 8(b), and if the number of reserved special roles is 3, the reach group determination random number judgment table A3 is selected as shown in FIG. 8(c). In FIG. 8, the group x described in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number judgment table to be referred to.

[0099] Here, we have explained the reach group determination random number judgment table that is referenced when a "miss" major role lottery result is derived based on the special 1 reservation in a non-time-saving game state, but many other reach group determination random number judgment tables are stored in the main ROM 300b.

[0100] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss" or a "specific miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win". In addition, if the result of the big role lottery is a "specific miss", the group type does not have to be determined, just like when it is a "big win" or a "small win".

[0101] 9 is a diagram for explaining the reach mode determination random number judgment table according to the embodiment. The reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of a miss, which is selected when the big role lottery result is "miss" or "specific miss", a reach mode determination random number judgment table at the time of a big win, which is selected when the big role lottery result is "big win", and a reach mode determination random number judgment table at the time of a small win, which is selected when the big role lottery result is "small win". The reach mode determination random number judgment table at the time of a miss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of a big win and the reach mode determination random number judgment table at the time of a small win are provided for each reserved type.

[0102] In addition, each reach mode determination random number judgment table is also provided for each game state and type of pattern. Here, an example of a reach mode determination random number judgment table for group x when it is lost, which is referred to in a predetermined game state and type of pattern, is shown in Fig. 9(a), an example of a reach mode determination random number judgment table for special 1 when it is a big win, an example of a reach mode determination random number judgment table for special 2 when it is a big win, an example of a reach mode determination random number judgment table for special 1 when it is a small win, and an example of a reach mode determination random number judgment table for special 2 when it is a small win, are shown in Fig. 9(e).

[0103] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained within the range of 0 to 250. If the result of the big role lottery is "miss" or "specific miss", as shown in FIG. 9(a), a reach mode determination random number judgment table at miss corresponding to the group type determined by the lottery of the group type is selected, and a variable mode number is determined based on the selected reach mode determination random number judgment table at miss and the reach mode determination random number. If the result of the big role lottery is "jackpot", as shown in FIG. 9(b) and (c), a reach mode determination random number judgment table at jackpot corresponding to the read-out reserve type is selected, and a variable mode number is determined based on the selected reach mode determination random number judgment table at jackpot and the reach mode determination random number.

[0104] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," then as shown in Figures 9(d) and (e), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.

[0105] In addition, in each reach mode determination random number judgment table, the reach mode determination random number is associated with a variation pattern random number judgment table described later together with the variation mode number, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. In addition, in FIG. 9, table x described in the column of the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of the reach mode determination random number judgment table to be referred to. In addition, in the embodiment, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is added when indicating a hexadecimal number, but ○○H described in FIG. 9 to FIG. 11 indicates an arbitrary value indicated in hexadecimal.

[0106] As described above, when the big role lottery result is "miss" or "specific miss", the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Fig. 8. Then, according to the determined group type and game state, the variation mode number and the variation pattern random number judgment table are determined by the reach mode determination random number judgment table at the time of miss and the reach mode determination random number shown in Fig. 9(a).

[0107] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., is referenced, and the reach mode determination random number is used to determine the fluctuation mode number and the fluctuation pattern random number judgment table.

[0108] 10 is a diagram illustrating a fluctuation pattern random number determination table according to an embodiment. Here, a fluctuation pattern random number determination table x of a predetermined table number x is shown, but a large number of fluctuation pattern random number determination tables are provided for each table number.

[0109] When a game ball enters the first start hole 120 or the second start hole 122, one fluctuation pattern random number is obtained from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the obtained fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.

[0110] In this way, when the big role lottery is performed, the change mode number and the change pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the reserved number, the reserved type, etc. These change mode numbers and change pattern numbers specify the change performance pattern, and each of them is associated with the mode and time of the change performance.

[0111] Fig. 11 is a diagram for explaining a variation time determination table according to the embodiment. As described above, when the variation mode number is determined, the variation time 1 is determined according to the variation time 1 determination table shown in Fig. 11(a). According to this variation time 1 determination table, the variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.

[0112] In addition, as described above, when the variation pattern number is determined, the variation time 2 is determined according to the variation time 2 determination table shown in Fig. 11(b). According to this variation time 2 determination table, the 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 total time of the variation times 1 and 2 determined in this way is the time of the variation performance that notifies the big role lottery result, that is, the variation time.

[0113] When the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. In the sub-control board 330, the first half of the variation performance is mainly determined based on the received variation mode command, and the second half of the variation performance is mainly determined based on the received variation pattern command, but the details will be described later. In the following, the variation mode number and the variation pattern number are collectively referred to as variation information, and the variation mode command and the variation pattern command are collectively referred to as variation command.

[0114] 12 is a diagram illustrating a special electric role operation ram set table according to the embodiment. This special electric role operation ram set table stores various data for controlling a big role game or a small win game, and during a big role game and a small win game, the first big win port solenoid 126c and the second big win port solenoid 128c are controlled to be energized by referring to this special electric role operation ram set table. In reality, a plurality of special electric role operation ram set tables are provided for each type of special symbol (big win symbol and small win symbol), and a corresponding table is set at the start of a big role game or a small win game according to the type of the determined special symbol, but here, for convenience of explanation, the control data of all the special symbols is shown in one table.

[0115] When the special symbols A, B, C, and D, which are the big win symbols, or the special symbol a, which is the small win symbol, are determined, an opening / closing process is executed to control the opening / closing of the first big win opening 126 and the second big win opening 128 in a predetermined opening / closing pattern by referring to the special electric role operation ram set table, as shown in Fig. 12. The big win game is composed of multiple round games in which the second big win opening 128 is opened and closed a predetermined number of times, and the small win game is executed by only one round game in which the first big win opening 126 is opened and closed a predetermined number of times.

[0116] According to this special electric device operation ram set table, the opening time (waiting time until the first round of play starts), the maximum number of times the special electric device operates (the number of rounds of play executed during one big prize play or one small prize play), the open large prize winning hole (the first large prize winning hole 126 and the second large prize winning hole 128 opened in each round of play), the number of times the special electric device opens and closes (the number of times the first large prize winning hole 126 and the second large prize winning hole 128 are opened during one round of play), the solenoid energizing time (the number of times the first large prize winning hole solenoid 126c and the second large prize winning hole solenoid 126c are energized for each number of times the first large prize winning hole 126 and the second large prize winning hole 128 are opened), the number of times the special electric device opens and closes ... special electric device opens and closes) (the number of times the special electric device opens and closes) (the number of times the special electric device opens and closes) (the number of times the special electric device opens and closes) The power supply time of the resonoid 128c, i.e., the opening time of the first large prize opening 126 and the second large prize opening 128 in one play), the specified number (the maximum number of wins possible in the first large prize opening 126 and the second large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the first large prize opening 126 and the second large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the resumption of normal special play) are pre-stored as control data for the big prize play for each type of big prize pattern and small prize pattern as shown in the figure.

[0117] In the embodiment, when the special symbols A and C, which are the big win symbols, are determined, a big win game consisting of four rounds is executed, and when the special symbols B and D are determined, a big win game consisting of ten rounds is executed. Each round game ends when a prescribed number (10) of game balls enter the second big win opening 128 or when a predetermined time (here, 29.0 seconds) has elapsed since the second big win opening 128 was opened. The number of rounds executed in one big win game can be appropriately designed, but as an example, the number of rounds is set to 10 or less.

[0118] In addition, when the special symbol a, which is the small prize symbol, is determined, a small prize game consisting of one round of play is executed. In the small prize game executed when the special symbol a is determined, the first large prize opening 126 is opened twice for 0.9 seconds with a predetermined pause between them in the first round of play.

[0119] Fig. 13 is a diagram for explaining a game state setting table for setting the game state after the end of the big win game according to the embodiment. In the embodiment, when the big win game is executed, the game state after the end of the big win game is set according to the type of special symbol determined at the time of winning the big win, with reference to the game state setting table a shown in Fig. 13(a). In the following, the game state is described assuming that the registration setting value is set to "1".

[0120] As shown in FIG. 13(a), according to the game state setting table a, if the special symbols A and C are selected as the jackpot symbols, the game state is set to a low probability game state after the big win game ends, and if the special symbols B and D are selected as the jackpot symbols, the game state is set to a high probability game state after the big win game ends. When the high probability game state is set, the end condition of the high probability game state is set. When the end condition of the high probability game state is established, the high probability game state ends and the game state transitions to a low probability game state.

[0121] Here, the high probability number of times is set to 120 times as a condition for ending the high probability game state. This means that the high probability game state continues until the big role lottery result is determined 120 times. In other words, when the big role lottery result is determined 120 times in the high probability game state, the high probability game state ends.

[0122] However, the number of high probability times mentioned above indicates the maximum number of times that the high probability game state of 1 can continue, and if a jackpot is won before the number of times that the high probability game state continues is reached, the game state will be set again. Therefore, if the high probability game state is set after the end of the big role game, and if the lottery result other than the jackpot is confirmed 120 times without the lottery result of the jackpot being derived in the high probability game state, the game state will be changed to the low probability game state.

[0123] After the big win game ends, the game is set to a time-saving game state regardless of the type of the jackpot symbol. In addition, when the time-saving game state is set, the end condition of the time-saving game state is set according to the jackpot symbol that was won. When the end condition of the time-saving game state is established, the time-saving game state ends. Here, the end conditions of the time-saving game state include a variable number end condition and a specific end condition.

[0124] The variable count end condition is met when the number of times that a special symbol other than the big win symbol is determined or displayed reaches the upper limit. Here, the upper limit set as the variable count end condition of the time-saving game state is called the time-saving count. In other words, the time-saving count means the number of times that the big win lottery result is determined until the time-saving game state ends. Also, the specific end condition is met when the number of times that a specific losing symbol is determined or displayed reaches a specific number. Here, the specific number set as the specific end condition of the time-saving game state is called the specific losing count. In other words, the specific losing count means the number of times that a specific losing symbol is won (determined) until the time-saving game state ends.

[0125] In this embodiment, depending on the type of the jackpot pattern, both the variable count end condition and the specific end condition may be set, or only the variable count end condition may be set. Specifically, when the special pattern A or C is won as the jackpot pattern, the time-saving count is set to 10,000 times as the variable count end condition, and the specific miss count is set to 2 times, which is less than the time-saving count, as the specific end condition. This means that the time-saving game state continues until the result of the big role lottery other than the jackpot is determined 10,000 times or the result of the big role lottery of the specific miss is determined twice. In other words, when the result of the big role lottery of 10,000 times is determined in the time-saving game state, or the specific miss is won twice, the time-saving game state ends.

[0126] In other words, if the special symbols A and C are won, the game state after the big win is set to a low probability game state and a time-saving game state, and the time-saving game state is terminated under the conditions that the time-saving game state is terminated with 10,000 times of time-saving and 2 times of specific misses. As mentioned above, the probability of winning a specific miss in the low probability game state is about 1 / 150. Therefore, the time-saving game state that is set by winning the special symbols A and C is terminated when the specific miss is won twice.

[0127] In other words, the game state that is set when the special patterns A and C are won is that of a so-called falling machine, in which the aim is to win a jackpot with a winning probability of approximately 1 / 199.2 before winning a specific miss twice with a winning probability of approximately 1 / 150.

[0128] If the result of the lottery for the big prize is determined 10,000 times in the time-saving game state and the variable number end condition is satisfied, the time-saving game state ends and transitions to a non-time-saving game state. On the other hand, if the specific loss is won twice in the time-saving game state and the specific end condition is satisfied, the time-saving game state ends and transitions to a minute time-saving game state or the time-saving game state is reset.

[0129] In the low probability game state and the time-saving game state, when a specific miss is won twice and a specific end condition is established, the game state is set based on the type of the specific miss symbol won the second time by referring to the game state setting table b shown in FIG. 13(b). Specifically, when the specific symbol, Ya, is won, after the special symbol Ya is confirmed, the game state is set to the low probability game state and the time-saving game state. At this time, as the end condition of the time-saving game state, the time-saving number of times that is the variable number end condition is set to 10,000 times, and the specific miss number of times that is the specific end condition is set to 2 times. In other words, if the specific miss symbol won the second time is the special symbol Ya, the game state is reset to the same as when the specific miss symbol was won.

[0130] On the other hand, if the specific losing symbol won the second time is the specific symbol Yb, the game is set to a low probability game state and a small time-saving game state after the special symbol Yb is determined. In addition, the number of time-saving times is set to 10,000 times as a variable number end condition for the small time-saving game state. As described above, the small time-saving game state is substantially the same game state as the non-time-saving game state. Therefore, if the specific losing symbol won the second time is the special symbol Yb, the time-saving game state that is relatively advantageous to the player ends, and the game is shifted to a small time-saving game state that is relatively disadvantageous to the player and is equivalent to the non-time-saving game state.

[0131] In the time-saving game state, as long as the game is being played properly, the player shoots the game ball toward the second game area 116b, and the big role lottery based on the special 2 reservation is executed. Therefore, the specific losing symbols that are won in the low probability game state and the time-saving game state are basically the special symbols Ya and Yb that can be won based on the special 2 reservation. As described above, when a specific losing symbol is won by the special 2 reservation, the selection ratios of the special symbols Ya and Yb are 10% and 90%, respectively. Therefore, when the specific ending condition is established, the probability that the time-saving game state is reset is 10%, and the probability that the time-saving game state ends and the minute time-saving game state is set is 90%.

[0132] In contrast, when the special symbols B and D are selected as the jackpot symbols, only the variable number of times end condition is set as the end condition of the time-saving game state, and the specific end condition is not set. Specifically, when the special symbols B and D are selected, the game state after the big win is set to a high probability game state and a time-saving game state, and the high probability number of times and the time-saving number of times are both set to 120 as the end conditions of the high probability game state and the time-saving game state. At this time, the end condition of the time-saving game state (high probability game state) does not include winning the specific number of times.

[0133] As mentioned above, the probability of winning in the high probability game state is about 1 / 84. Therefore, the game state set when the special symbols B and D are won is the so-called ST machine gameplay, in which the aim is to win the jackpot with a probability of about 1 / 84 in 120 big role draws.

[0134] In this way, in this embodiment, two game states with completely different gameplay characteristics are provided: a game state in which the player aims to win a jackpot in a predetermined number of big win lotteries (120 times), and a game state in which the player aims to win a jackpot before winning a specific miss a predetermined number of times (2 times). In addition, these two game states have different so-called consecutive win continuation rates. As described above, according to this embodiment, a new gameplay characteristic never before seen is realized, and the interest in the game is improved.

[0135] In this embodiment, the specific miss cannot be won in the high probability game state, and the specific miss can be won only in the low probability game state, but the specific miss may be won in the high probability game state. In this case, for example, the specific miss count set as the end condition when the high probability game state and the time-saving game state are set may be set to a number equal to or greater than the high probability number or the time-saving number, or set to 0, so that the specific end condition is not established. According to the process in the main control board 300 described later, even if the specific miss count is set to 0, the number of wins of the specific miss does not establish the end condition.

[0136] In addition, in this embodiment, when a specific miss is won based on the special 1 reservation, the special symbol Xa is always determined. When the special symbol Xa is won in a non-time-saving game state, as shown in FIG. 13(b), after the special symbol Xa is determined, the game is set to the same micro-time-saving game state as when the special symbol Yb is won. By configuring in this way, when the high probability game state or the time-saving game state ends, a situation is intentionally created in which there is no special 2 reservation, and a big role lottery based on the special 1 reservation is executed, which prevents the game from being more advantageous than when the big role lottery based on the special 2 reservation is executed.

[0137] Furthermore, in this embodiment, a play time is provided. The play time indicates a game state set to a low probability game state or a time-saving game state by the establishment of a predetermined start condition, or a game proceeding in that game state. Here, the game progress conditions such as the probability of winning a big win during the play time and the opening condition of the second start port 122 are the same as the game state set after the special patterns A and C are won and the big role is played. However, a plurality of time-saving game states with different game progress conditions are provided, and the game progress conditions may be different between the time-saving game state during the play time and the time-saving game state set after the big role is played (for example, the game is not ended by winning a specific miss when the number of specific misses is "0" times).

[0138] Here, as shown in FIG. 13(c), the start condition of the play time is set to be that the main RAM 300c is cleared when the power is turned on, or the high probability game state ends, and the big prize lottery result is determined 500 times without winning a big prize or a specific miss. That is, in the low probability game state and in the non-time-saving game state or the minute time-saving game state, if the big prize is won in 500 big prize lotteries or the specific miss is not won, the play time is started, and the game state is set to the time-saving game state. Note that, although the case where the play time is provided has been described here, the play time is not essential.

[0139] 14 is a diagram illustrating a random number judgment table for determining a winning regular symbol according to the embodiment. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the regular symbol operation port 125), a judgment process for a regular symbol (hereinafter referred to as a "regular symbol lottery") is performed, which corresponds to whether or not to control the movable piece 122b of the second start port 122 to be energized.

[0140] In addition, as will be described later in detail, when the game ball passes through the gate 124 (the game ball enters the normal map operation port 125), one normal map per decision random number is obtained from the range of 0 to 99, and this random number value is stored in the normal map reserve memory area of ​​the main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four storage units that save the normal map per decision random numbers. Therefore, when the game ball passes through the gate 124 (the game ball enters the normal map operation port 125) with the normal map per decision random numbers stored in all four storage units of the normal map reserve memory area, the normal map per decision random number is not stored based on the passage of the game ball. In the following, the normal map per decision random number stored in the normal map reserve memory area after the game ball passes through the gate 124 (the game ball enters the normal map operation port 125) is called the normal map reserve.

[0141] When starting the normal symbol lottery in the non-time-saving game state, as shown in FIG. 14(a), the non-time-saving game state normal symbol winning random number determination table is referenced. According to this non-time-saving game state normal symbol winning random number determination table, when the normal symbol winning random number is 0, the normal symbol winning symbol is determined as the type of normal symbol, and when the normal symbol winning random number is 1 to 99, the normal symbol losing symbol is determined as the type of normal symbol. Therefore, the probability that the normal symbol winning symbol is determined in the non-time-saving game state, that is, the winning probability, is 1 / 100. As will be described in detail later, when the normal symbol winning symbol is determined in this normal symbol lottery, the second start hole 122 is controlled to be in the open state, and when the normal symbol losing symbol is determined, the second start hole 122 is maintained in the closed state.

[0142] In addition, when starting the normal symbol lottery in the short time play state, as shown in Fig. 14 (b), the normal symbol winning determination random number judgment table for the short time play state is referenced. According to this normal symbol winning determination random number judgment table for the short time play state, when the normal symbol winning determination random number is 0 to 1, the normal symbol winning symbol is determined as the type of normal symbol, and when the normal symbol winning determination random number is 2 to 99, the normal symbol losing symbol is determined as the type of normal symbol. Therefore, the probability that the normal symbol winning symbol is determined in the time-saving play state, that is, the probability of winning, is 2 / 100.

[0143] In addition, when starting the normal symbol lottery in the time-saving game state, the time-saving game state normal symbol winning random number determination table is referenced as shown in Fig. 14 (c). According to this time-saving game state normal symbol winning random number determination table, when the normal symbol winning random number is 0 to 98, the normal symbol winning symbol is determined as the type of normal symbol, and when the normal symbol winning random number is 99, the normal symbol losing symbol is determined as the type of normal symbol. Therefore, the probability that the normal symbol winning symbol is determined in the time-saving game state, that is, the winning probability, is 99 / 100.

[0144] In addition, the normal symbol lottery according to the embodiment has been described in such a manner that the probability of winning the normal symbol varies depending on the game state, but the probability of winning the normal symbol between game states can be the same (uniform 99 / 100), and depending on the type of the winning normal symbol, a symbol that makes it easy for the second starting hole 122 to score for a long time can be a winning symbol (long opening winning symbol), and a symbol that opens the second starting hole 122 for a short period of time in a manner that makes it difficult for the ball to score can be a losing symbol (short opening winning symbol).

[0145] FIG. 15(a) is a diagram for explaining a normal pattern variation time data table according to the embodiment, and FIG. 15(b) is a diagram for explaining an opening / closing control pattern table according to the embodiment. As described above, when a normal pattern lottery is performed, the variation time of the normal pattern is determined. The normal pattern variation time data table is referenced when determining the variation time of the normal pattern when a normal pattern winning pattern or a normal pattern losing pattern is determined by a normal pattern lottery. According to this normal pattern variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, when the game state is set to a micro-time-saving game state, the variation time is determined to be 9 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal pattern display 168 is displayed (blinking) for the determined time. Then, when a normal pattern winning pattern is determined, the normal pattern display 168 is turned on, and when a normal pattern losing pattern is determined, the normal pattern display 168 is turned off. As mentioned above, when the normal winning pattern and the normal losing pattern are composed of the long opening winning pattern and the short opening winning pattern (and the normal losing pattern), the normal pattern display 168 can be composed of two or more LEDs and configured to indicate which normal pattern has won by lighting up different combinations of LEDs.

[0146] Then, when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 is lit, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table as shown in Fig. 15(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when the normal electric role solenoid 122c starts to energize, but here, for the sake of explanation, the control data corresponding to each game state is shown in one table.

[0147] When the winning symbol is determined, as shown in FIG. 15(b), the second starting hole 122 is controlled to open and close by referring to the opening and closing control pattern table. According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 starts to open), the maximum number of times the normal electric role can be switched between opening and closing (the number of times the second start port 122 is opened), the solenoid power supply time (the power supply time of the normal electric role 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), the specified number (the maximum number of winnings that can be won into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end wait time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.

[0148] In this way, the non-time-saving game state, the minute time-saving game state, and the time-saving game state are each associated with an opening / closing control condition for opening / closing the second start port 122 as a game progress condition, and in the time-saving game state, the game ball is more likely to enter the second start port 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as the game ball passes through the gate 124 (the game ball enters the normal game operation port 125), the normal game lottery is performed one after another, and the second start port 122 is frequently in an open state, so that the player can perform the big role lottery while reducing the consumption of game balls.

[0149] Here, a common opening / closing control pattern table is referenced in the non-time-saving game state and the minute-time-saving game state, but different opening / closing control pattern tables may be referenced in the non-time-saving game state and the minute-time-saving game state.

[0150] The opening and closing conditions of the second start opening 122 prescribe three elements: the probability of winning a normal pattern, the time for the variable display of the normal pattern, and the opening time of the second start opening 122. In the embodiment, two of these elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that the game ball is more likely to enter the second start opening 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 advantageous for the time-saving game state than the non-time-saving game state. In any case, it is sufficient that the time-saving game state is more advantageous than the non-time-saving game state in at least one element, so that the game ball is more likely to enter the second start opening 122 overall 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 is controlled to open and close in accordance with a first condition, and when the game state is set to a time-saving game state, the movable piece 122b is controlled to open and close in accordance with a second condition which is more likely to be in the open state than the first condition.

[0151] In addition, in the embodiment, a normal ball operation port 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the bottom of the second game area 116b enter the normal ball operation port 125. When a game ball enters the normal ball operation port 125, one prize ball is paid out. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls are hardly decreased. However, the normal ball operation port 125 is not a required configuration, and the board configuration is only an example. Therefore, when a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls may be decreased.

[0152] Next, the main processing of the main control board 300 associated with the progress of a game in the gaming machine 100 according to the embodiment will be described.

[0153] 16 is a diagram for explaining the gaming machine status flag according to the embodiment. In the main control board 300, whether or not a game can be played is managed by the gaming machine status flag. One of six flag values ​​from 00H to 05H is set to the gaming machine status flag. The flag value of the gaming machine status flag = 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.

[0154] The flag value of the gaming machine status flag = 01H indicates a setting change state, and when the gaming machine status flag is 01H, a change operation of the registered setting value is possible. The flag value of the gaming machine status flag = 02H indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value is displayed on the performance display monitor 184, and it is possible to confirm the registered setting value. The flag value of the gaming machine status flag = 03H indicates a setting abnormal state, and when the gaming machine status flag is 03H, the registered setting value is considered to be abnormal and the game is stopped. The flag value of the gaming machine status flag = 04H indicates an RWM (read write memory) abnormal state, and when the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates a checksum abnormal state, and when the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and a process according to the gaming machine status flag is performed.

[0155] (CPU initialization process of main control board 300) FIG. 17 is a first flowchart illustrating the CPU initialization processing in the main control board 300 according to the embodiment, and FIG. 18 is a second flowchart illustrating the CPU initialization processing in the main control board 300 according to the embodiment.

[0156] 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).

[0157] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes necessary for executing various processes.

[0158] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0159] (Step S100-5) The main CPU 300a judges whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0160] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.

[0161] (Step S100-9) The main CPU 300a executes the processes required to permit access to the main RAM 300c.

[0162] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.

[0163] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved when the power was turned off (is normal) and whether the backup flag is normal. If it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.

[0164] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.

[0165] (Step S100-17) Main CPU 300a determines whether a RAM clear operation signal has been input from RAM clear switch 182s (whether the RAM clear button has been pressed down). If it is determined that a RAM clear operation signal has been input, main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, main CPU 300a proceeds to step S100-19.

[0166] (Step S100-19) The main CPU 300a judges whether the flag value of the gaming machine status flag loaded in the above step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is judged that all three conditions are met, the process proceeds to step S100-21, and if it is judged that any one of the three conditions is not met, the process proceeds to step S100-23.

[0167] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is normally turned on while the middle frame 104 is open, the setting change switch 180s is on, and the RAM clear button is not pressed, the gaming machine enters the setting confirmation status.

[0168] (Step S100-23) The main CPU 300a executes an initialization process to clear the areas of the main RAM 300c subsequent to the top address set in step S100-15 above that are to be cleared when the power is restored, and then proceeds to step S100-49.

[0169] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0170] (Step S100-27) The main CPU 300a performs an outside area read / write check process for checking and clearing the read / write memory in the unused area.

[0171] (Step S100-29) The main CPU 300a sets an address including a setting value and a gaming machine status flag as the first address to be cleared in the main RAM 300c.

[0172] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0173] (Step S100-33) The main CPU 300a judges whether the check result of the read / write memory in the above step S100-31 is normal or not. If it is judged as normal, the process proceeds to step S100-37, and if it is judged as not normal, the process proceeds to step S100-35.

[0174] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register, and moves the process to step S100-45.

[0175] (Step S100-37) The main CPU 300a judges whether 02H (setting confirmation state) is set in the D register. If it is judged that 02H is set, the process proceeds to step S100-39, and if it is judged that 02H is not set, the process proceeds to step S100-41.

[0176] (Step S100-39) The main CPU 300a sets the D register to 00H (playable state).

[0177] (Step S100-41) The main CPU 300a judges whether the setting change conditions are satisfied. If it is judged that the setting change conditions are satisfied, the process proceeds to step S100-43. If it is judged that the setting change conditions are not satisfied, the process proceeds to step S100-45. Note that the setting change conditions here include at least that the setting change switch 180s is turned on, that the middle frame 104 is open, and that a RAM clear operation signal is input from the RAM clear switch 182s.

[0178] (Step S100-43) The main CPU 300a sets the D register to 01H (setting changed state).

[0179] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0180] (Step S100-47) The main CPU 300a executes an initialization process for clearing the items in the main RAM 300c that are to be cleared when the RAM is cleared, and moves the process to step S100-49.

[0181] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear designation command in a transmission buffer) of a dispensing command (RAM clear designation command) to inform the dispensing control board 310 that the main RAM 300c has been cleared.

[0182] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0183] (Step S100-53) The main CPU 300a judges whether the gaming machine state flag loaded in the above step S100-51 is 00H (playable state). If it is judged to be 00H, the process proceeds to step S110, and if it is judged not to be 00H, the process proceeds to step S100-55.

[0184] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0185] (Step S100-55) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designation command is set, and if the gaming machine status flag is 02H, a setting confirmation status designation command is set. In this way, a command corresponding to the gaming machine status flag is transmitted to the sub-control board 330, so that the internal status of the main control board 300 can be grasped on the sub-control board 330.

[0186] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0187] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0188] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number -1 by the updating process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0189] (Step S100-63) The main CPU 300a analyzes the received data (main commands) received from the dispensing control board 310, and executes various processes according to the received data.

[0190] (Step S100-65) The main CPU 300 a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330 .

[0191] (Step S100-67) The main CPU 300a performs processing for permitting an interrupt.

[0192] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the change pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, the reach mode determination random number, and the change pattern random number for determining the change presentation pattern are collectively referred to as the change presentation random number.

[0193] FIG. 19 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to the embodiment.

[0194] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0195] (Step S110-3) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization process is executed in the above step S100-47, a RAM clear designation command is set.

[0196] (Step S110-5) The main CPU 300a performs a model command setting process for setting a model command indicating model information of the gaming machine 100 in a transmission buffer.

[0197] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.

[0198] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in a transmission buffer.

[0199] (Step S110-11) The main CPU 300a performs a special chart 2 reservation designation command setting process that sets a special chart 2 reservation designation command indicating the special chart 2 reservation number in a transmission buffer.

[0200] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.

[0201] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.

[0202] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process for setting a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.

[0203] (Step S110-19) The main CPU 300a judges whether the special game management phase is in a special symbol variation waiting state. If it is judged that the special symbol variation waiting state, the process proceeds to step S110-21, and if it is judged that the special symbol variation waiting state is not, the sub-command group set process is terminated.

[0204] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.

[0205] Next, a description will be given of interrupt processing in the main control board 300 according to the embodiment. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.

[0206] (Power off save process of main control board 300 (XINT interrupt process)) 20 is a flowchart for explaining the power-off save process (XINT interrupt process) in the main control board 300 according to the embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power-off save process.

[0207] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0208] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0209] (Step S300-5) Main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0210] (Step S300-7) The main CPU 300a restores the registers.

[0211] (Step S300-9) The main CPU 300a performs a process for permitting an interrupt, and ends the power-off save process.

[0212] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0213] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.

[0214] (Step S300-15) The main CPU 300a executes a RAM protect setting process required to prohibit access to the main RAM 300c.

[0215] (Step S300-17) The main CPU 300a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter in order to set a power interruption occurrence monitoring time.

[0216] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0217] (Step S300-21) The main CPU 300a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-23.

[0218] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 above by one.

[0219] (Step S300-25) The main CPU 300a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S100).

[0220] In addition, if a power outage actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are being looped.

[0221] (Timer interrupt processing of main control board 300) 21 is a flowchart explaining the timer interrupt process in the main control board 300 according to the embodiment. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in the embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt process is executed.

[0222] (Step S400-1) The main CPU 300a saves the registers.

[0223] (Step S400-3) The main CPU 300a performs processing for permitting an interrupt.

[0224] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing which controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern display 168, the normal pattern reserved indicator 170, the right hit notification indicator 172, and the performance display monitor 184.

[0225] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch states.

[0226] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0227] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.

[0228] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.

[0229] (Step S450) The main CPU 300a executes the setting-related processing, and moves the process to step S400-27, which will be described later.

[0230] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented every time the timer interrupt process of the main control board 300 is performed, and the decrement stops when the timer counters reach 0.

[0231] (Step S400-17) The main CPU 300a executes an update process for the initial value update random number for the winning symbol random number, similar to the above step S100-61.

[0232] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one 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.

[0233] Although detailed explanation is omitted, in the embodiment, the jackpot determining random number and the normal winning random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the jackpot determining random number and the normal winning random number according to a certain rule, automatically changes the random number sequence every time the random number sequence goes through one cycle, and changes the start value every time the system is reset.

[0234] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the normal operation hole detection switch 125s, the first big prize hole detection switch 126s, and the second big prize hole detection switch 128s. Details of this switch management process will be described later.

[0235] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special games. The details of the special game management process will be described later.

[0236] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. The details of this normal game management process will be described later.

[0237] (Step S400-21) The main CPU 300a executes an error management process to determine various errors and to perform settings according to the error determination results. When it is determined that an error has occurred, the main CPU 300a sets an error designation command corresponding to the type of error.

[0238] (Step S400-23) The main CPU 300a checks the general prize hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s, and executes prize hole switch processing to increment the corresponding counters for prize ball control, etc.

[0239] (Step S400-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for controlling the winning balls set in the above step S400-23.

[0240] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.

[0241] (Step S400-29) The main CPU 300a executes an LED display setting process that sets common data for controlling the lighting of various indicators (LEDs), such as the first special pattern display 160, the second special pattern display 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern display 168, the normal pattern reserved indicator 170, and the right hit notification indicator 172, in a common output buffer.

[0242] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c, and store them in an output port buffer.

[0243] (Step S400-33) The main CPU 300a executes a port output process for outputting the values ​​of the common output buffers stored in the respective output port buffers to the output ports.

[0244] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0245] (Step S400-37) The main CPU 300a executes a process for calculating a base ratio to be displayed on the performance display monitor 184 using the unused area of ​​the main RAM 300c, and executes a performance display monitor control process for setting 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 process, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may switch between the base ratio of the current period and the base ratio of the previous period at each predetermined time. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation. Furthermore, here, when the gaming machine state flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.

[0246] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt process.

[0247] FIG. 22 is a flowchart illustrating the setting-related process (S450) according to this embodiment.

[0248] (Step S450-1) The main CPU 300a judges whether the flag value of the gaming machine status flag is 01H (setting change status). If it is judged to be 01H, the process proceeds to step S450-3, and if it is judged not to be 01H, the process proceeds to step S450-15.

[0249] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0250] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.

[0251] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0252] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, the process proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, the process proceeds to step S450-11.

[0253] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0254] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0255] (Step S450-15) The main CPU 300a judges whether the setting change switch 180s is on. If it is judged that the setting change switch 180s is on, the setting-related process is terminated, and if it is judged that the setting change switch 180s is not on, the process proceeds to step S450-17.

[0256] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related process in the transmission buffer.

[0257] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 19. That is, when the setting related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 reservation designation command, the special chart 2 reservation designation command, the number of times command, the variation pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0258] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related process.

[0259] As described above, according to the embodiment, when the power is normally turned on with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 17). After that, the timer interrupt process is executed, but since the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 21) are stopped, and setting-related processes are executed.

[0260] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values ​​in response to the setting change operation.

[0261] When the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change state), the setting change process ends and the gaming machine status flag is set to 00H (playable state). This allows the process related to the progress of the game to be executed from the next timer interrupt process.

[0262] Here, in the setting-related processing of the embodiment, after the operation of pressing the RAM clear button, i.e., the acceptance of the operation of changing the setting of the registered setting value, is finished, in the sub-command group set processing, a setting value designation command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation is terminated and a transition is made to a state in which game progress is possible, the risk of the registered setting value being obtained illegally can be reduced by transmitting the setting value designation command.

[0263] In addition, in the embodiment, a plurality of flag values ​​including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and the progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, a setting value designation command is not sent while the game is in progress, and the risk of the registered setting value being illegally obtained is reduced.

[0264] Next, among the above timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.

[0265] FIG. 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.

[0266] (Step S500-1) The main CPU 300a judges whether the gate detection switch is ON or the normal operation port detection switch is ON, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned ON, or whether the game ball has entered the normal operation port 125 and the detection signal from the normal operation port detection switch 125s has been turned ON. If it is determined that the gate detection switch is ON or the normal operation port detection switch is ON, the process proceeds to step S510, and if it is determined that the gate detection switch is not ON or the normal operation port detection switch is not ON, the process proceeds to step S500-3.

[0267] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124 (entry of the gaming ball into the normal operation port 125). Details of this gate passing processing will be described later.

[0268] (Step S500-3) The main CPU 300a judges whether the first start hole detection switch is ON, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is judged that the first start hole detection switch is ON, the process proceeds to step S520, and if it is judged that the first start hole detection switch is not ON, the process proceeds to step S500-5.

[0269] (Step S520) The main CPU 300a executes a first start hole passing process based on the entry of the gaming ball into the first start hole 120. The first start hole passing process will be described in detail later.

[0270] (Step S500-5) The main CPU 300a judges whether the second start hole detection switch is ON, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is ON, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not ON, the process proceeds to step S500-7.

[0271] (Step S530) The main CPU 300a executes a second start hole passing process based on the entry of the gaming ball into the second start hole 122. The second start hole passing process will be described in detail later.

[0272] (Step S500-7) The main CPU 300a judges whether the time has come when the large prize opening detection switch is detected as ON, that is, whether a game ball has entered the first large prize opening 126 and the second large prize opening 128 and a detection signal has been input from the first large prize opening detection switch 126s and the second large prize opening detection switch 128s. If it is judged as a result that the time has come when the large prize opening detection switch is detected as ON, the process proceeds to step S500-9, and if it is judged as not being when the large prize opening detection switch is detected as ON, the process proceeds to step S500-11.

[0273] (Step S500-9) The main CPU 300a judges whether or not a big prize game or a small prize game is currently being played, and judges whether the game balls have entered the first big prize opening 126 and the second big prize opening 128 properly. If it is judged that a big prize game or a small prize game is not being played, a predetermined fraud detection process is executed, and if it is judged that a big prize game or a small prize game is being played and the game balls have entered the first big prize opening 126 and the second big prize opening 128 properly, the main CPU 300a adds 1 to the big prize opening winning ball counter and sets a big prize opening winning designation command in the transmission buffer.

[0274] (Step S500-11) The main CPU 300a judges whether the general winning opening detection switch is on, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. If it is judged that the general winning opening detection switch is on, the process proceeds to step S500-13, and if it is judged that the general winning opening detection switch is not on, the process proceeds to step S500-15.

[0275] (Step S500-13) The main CPU 300a sets a general prize slot winning designation command in the transmission buffer.

[0276] (Step S500-15) The main CPU 300a judges whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-17, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0277] (Step S500-17) The main CPU 300a sets an out ball detection designation command in the transmission buffer and terminates the switch management process.

[0278] FIG. 24 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.

[0279] (Step S510-1) The main CPU 300a loads the random number for determining the winning chance that has been updated by the hardware random number generator.

[0280] (Step S510-3) The main CPU 300a judges whether the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal pattern reserved ball counter is equal to or greater than 4. As a result, if it is judged that the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is judged that the normal pattern reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.

[0281] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.

[0282] (Step S510-7) The main CPU 300a determines which of the four memory sections in the general map reserve memory area is to be the target memory section in which to save the acquired general map hit determination random number.

[0283] (Step S510-9) The main CPU 300a saves the random number for determining the normal winning number obtained in step S510-1 above in the target memory section calculated in step S510-7 above.

[0284] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.

[0285] FIG. 25 is a flowchart illustrating the first start port passing process (step S520) in the main control board 300 according to the embodiment.

[0286] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.

[0287] (Step S520-3) The main CPU 300a sets the address of the special pattern 1 reserved ball count counter.

[0288] (Step S535) The main CPU300a executes the special symbol random number acquisition process and ends the first start port passing process. This special symbol random number acquisition process is executed using a module common to the second start port passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start port passing process.

[0289] FIG. 26 is a flowchart illustrating the second start port passing process (step S530) in the main control board 300 according to the embodiment.

[0290] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0291] (Step S530-3) The main CPU 300a sets the address of the special pattern 2 reserved ball count counter.

[0292] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0293] (Step S530-5) The main CPU 300a loads the normal game management phase. The normal game management phase indicates the stage of the execution process of the normal game, that is, the progress of the normal game, and is updated according to the stage of the execution process of the normal game, which will be described in detail later.

[0294] (Step S530-7) The main CPU 300a judges whether the normal game management phase loaded in the above step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric role winning opening control process is in progress. In this normal electric role winning opening control process, the normal electric role solenoid 122c is energized and the movable piece 122b is controlled to be in an open state, so here, it is judged whether the second start opening 122 is in a state in which it can be properly opened. As a result, if it is judged that the normal game management phase is not "04H", the second start opening passing process is terminated, and if it is judged that the normal game management phase is "04H", the process is transferred to step S530-9.

[0295] (Step S530-9) The main CPU 300a updates the counter value of the normal electric role winning ball counter to a value obtained by adding "1" to the current counter value, and ends the second start port passing process.

[0296] 27 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the embodiment. This special symbol random number acquisition process is executed by using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.

[0297] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0298] (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 the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.

[0299] (Step S535-5) The main CPU 300a loads the jackpot determining random number updated by the hardware random number generating unit.

[0300] (Step S535-7) The main CPU 300a judges whether the number of reserved balls of the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is judged to be equal to or greater than the upper limit, the process proceeds to step S535-21. If it is judged not to be equal to or greater than the upper limit, the process proceeds to step S535-9.

[0301] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball count counter to a value obtained by adding "1" to the current counter value.

[0302] (Step S535-11) The main CPU 300a determines which of the eight storage sections in the special chart reservation storage area is to be the target storage section in which to save the acquired jackpot determination random number.

[0303] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.

[0304] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.

[0305] (Step S535-16) The main CPU 300a executes the acquisition time performance determination process for performing the provisional lottery for the big role, the provisional decision of the winning symbol, and the provisional decision of the variable information based on the various random numbers stored in the target storage unit in the above step S535-13. In this acquisition time performance determination process, a pre-reading designation command indicating the variable information to be determined when the newly stored reserved is read out is transmitted to the sub-control board 330.

[0306] (Step S535-17) The main CPU 300a loads the counter values ​​of the special pattern 1 reserved ball number counter and the special pattern 2 reserved ball number counter.

[0307] (Step S535-19) The main CPU 300a sets the special reserved command in the transmission buffer based on the counter value loaded in step S535-17. Here, the special reserved command is set based on the counter value (special reserved number) of the special reserved ball number counter of the special pattern 1, and the special reserved command is set based on the counter value (special reserved number) of the special reserved ball number counter of the special pattern 2. As a result, the special reserved number and the special reserved number are transmitted to the sub-control board 330 every time the special reserved number or the special reserved number is stored.

[0308] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0309] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and judges whether it is below the normal electric device winning opening control state described later. If it is judged to be below the normal electric device winning opening control state, the process proceeds to step S535-25, and if it is judged not to be below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.

[0310] (Step S535-25) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and ends the special pattern random number acquisition process (step S535).

[0311] 28 is a diagram for explaining the special game management phase according to the embodiment. As already explained, in the embodiment, a special game triggered by the entry of a game ball into the first start gate 120 or the second start gate 122 and a normal game triggered by the passage of a game ball through the gate 124 (entry of a game ball into the normal operation gate 125) proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such a special game by the special game management phase.

[0312] As shown in FIG. 28, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol change waiting process" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress process" is called, when the special game management phase is "02H", a module for executing "special symbol stop pattern display process" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control process" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closing valid process" is called, when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait process" is called.

[0313] FIG. 29 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0314] (Step S600-1) The main CPU 300a loads the special game management phase.

[0315] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in the above step S600-1.

[0316] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0317] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.

[0318] 30 is a flow chart for explaining the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".

[0319] (Step S610-1) The main CPU300a judges whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is judged that the special 2 reserved number (X2) is "1" or more, the process is transferred to step S610-7, and if it is judged that the special 2 reserved number (X2) is not "1" or more, the process is transferred to step S610-3.

[0320] (Step S610-3) The main CPU300a judges whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1) is "1" or more. If it is judged that the special 1 reserved number (X1) is "1" or more, the process proceeds to step S610-7, and if it is judged that the special 1 reserved number (X1) is not "1" or more, the process proceeds to step S610-5.

[0321] (Step S610-5) The main CPU 300a sets a customer waiting command in a transmission buffer, executes a customer waiting setting process for setting a customer waiting state, and ends the special symbol change waiting process.

[0322] (Step S610-7) The main CPU300a transfers the special 2 reserved balls stored in the first to fourth storage units of the second special symbol reserved storage area, or the special 1 reserved balls stored in the first to fourth storage units of the first special symbol reserved storage area, to a storage unit with a smaller ordinal number by one. Specifically, when it is determined in the above step S610-1 that the number of reserved balls of the special symbol 2 is "1" or more, the special 2 reserved balls stored in the second to fourth storage units of the second special symbol reserved storage area are transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserved balls stored in the 1st storage unit are block-transferred to the 0th storage unit. In addition, in the above step S610-3, if it is determined that the number of reserved balls of the special pattern 1 is "1" or more, the special pattern 1 reserved balls stored in the second to fourth storage units of the first special pattern reserved storage area are transferred to the first to third storage units, and the special pattern 1 reserved balls stored in the first storage unit are block-transferred to the 0th storage unit. In addition, in this special pattern storage area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th storage unit is decremented by "1," and a reserved reduction designation command indicating that the special pattern 1 reserved balls or special pattern 2 reserved balls have been decremented by "1" is set in the transmission buffer.

[0323] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a big role. This special symbol winning determination process will be described later.

[0324] (Step S610-11) The main CPU300a executes a special symbol determination process for determining a special symbol. Here, if the determination information (lottery result of the big role lottery) stored in the above step S611 is a big win, a small win, or a specific miss, the winning type (whether it is a big win, a small win, or a specific miss) and the reservation type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and the special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol, small win symbol, or specific miss symbol) is saved. On the other hand, if the lottery result of the big role lottery stored in the above step S611 is a miss, if the reservation type is special 1 reservation, the special symbol X is saved as a miss symbol, and if the reservation type is special 2 reservation, the special symbol Y is saved as a miss symbol. In this case, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.

[0325] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in the above step S610-11. 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 finally be lit.

[0326] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.

[0327] (Step S610-15) The main CPU300a loads the fluctuation mode number and the fluctuation pattern number determined in the above step S612, and determines the fluctuation time 1 and the fluctuation time 2 by referring to the fluctuation time determination table. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.

[0328] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game state when the big role lottery is executed in a game state buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of ​​the main RAM 300c.

[0329] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display counter in order to start the variable display of the special symbol in the first special symbol display 160 or the second special symbol display 162. A counter value is associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, 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 at the start of the variable display of the special symbol is set in the special symbol display counter. In addition, the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display 160 and a special symbol 2 display counter corresponding to the second special symbol display 162, and here, a counter value is set in the counter corresponding to the reservation type.

[0330] (Step S610-21) The main CPU 300a loads the counter values ​​of the special pattern 1 reserved ball counter and the special pattern 2 reserved ball counter, and sets the special pattern reserved designation command in the transmission buffer. Here, the special pattern 1 reserved designation command is set based on the counter value (special 1 reserved number) of the special pattern 1 reserved ball counter, and the special pattern 2 reserved designation command is set based on the counter value (special 2 reserved number) of the special pattern 2 reserved ball counter. Also, here, the special pattern winning order command corresponding to the winning order of the special 1 reserved and special 2 reserved stored in the above step S610-7 is set in the transmission buffer. As a result, every time the special 1 reserved or special 2 reserved is consumed, the special 1 reserved number and the special 2 reserved number, as well as the winning order of each of these reserved balls, are transmitted to the sub-control board 330.

[0331] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0332] FIG. 31 is a flowchart illustrating the special symbol winning determination process (S611) according to the embodiment.

[0333] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0334] (Step S611-3) The main CPU 300a loads the registered setting values ​​in the setting value buffer.

[0335] (Step S611-5) The main CPU 300a judges whether the registered setting value loaded in step S611-3 is within the normal range. If it is judged to be within the normal range, the process proceeds to step S611-11. If it is judged to be not within the normal range, the process proceeds to step S611-7.

[0336] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).

[0337] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification that a setting abnormality has occurred is issued.

[0338] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit and upper limit for judging a big win, a small win, or a specific miss.

[0339] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th memory unit with the above-mentioned lower limit and upper limit values, and performs a determination process (big win lottery) to determine whether or not a big win, a small win, or a specific miss has been won.

[0340] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.

[0341] FIG. 32 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to the embodiment.

[0342] (Step S612-1) The main CPU 300a judges whether the result of the big prize lottery in the above step S611 is a big win or a small win. If it is judged to be a big win or a small win, the process proceeds to step S612-3, and if it is judged to be neither a big win nor a small win (a miss), the process proceeds to step S612-5.

[0343] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the type of the special symbol that has been won.

[0344] (Step S612-5) When the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball count counter, and when the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball count counter.

[0345] (Step S612-7) The main CPU 300a refers to a reach group determination random number judgment table corresponding to the hold type, hold number, etc., and determines the reach group (group type) based on the reach group determination random number transferred to the 0th memory unit in step S610-7 above.

[0346] (Step S612-9) The main CPU 300a sets a loss-time reach mode determination random number judgment table corresponding to the group type determined in step S612-7.

[0347] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is also determined together with the variation mode number.

[0348] (Step S612-13) The main CPU 300a sets in the transmission buffer the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 above.

[0349] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.

[0350] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special pattern variation number determination process.

[0351] 33 is a flowchart for explaining the special symbol variation process in the main control board 300 according to the embodiment. This special symbol variation process is executed when the special game management phase is "01H".

[0352] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The special symbol variation base counter is set to a counter value that completes one revolution in a predetermined cycle (e.g., 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (e.g., 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0353] (Step S620-3) The main CPU 300a judges whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". If the counter value is "0", the process proceeds to step S620-5. If the counter value is not "0", the process proceeds to step S620-9.

[0354] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process for subtracting a predetermined value from the timer value of the special symbol fluctuation timer set in the above step S610-15.

[0355] (Step S620-7) The main CPU 300a judges whether the timer value of the special symbol fluctuation timer updated in the above step S620-5 is "0". If the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.

[0356] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment segments that make up the first special symbol display device 160 and the second special symbol display device 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 more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0357] (Step S620-11) The main CPU 300a judges whether the timer value of the special symbol display timer is "0". If it is judged that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is judged that the timer value of the special symbol display timer is not "0", the process during the special symbol variation is terminated.

[0358] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and ends the special symbol variation process. As a result, each segment constituting the 7-segment display is sequentially lit at predetermined time intervals.

[0359] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0360] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.

[0361] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.

[0362] (Step S620-21) The main CPU 300a sets a special symbol variation stop time, which is the time for stopping and displaying the special symbol, in a special game timer, and ends the special symbol variation process.

[0363] 34 is a flowchart for explaining the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0364] (Step S630-1) The main CPU 300a judges whether the timer value of the special game timer set in the above step S620-21 is "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the special symbol stop symbol display process, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S630-3.

[0365] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0366] (Step S630-5) The main CPU 300a judges whether the result of the big prize lottery is a big win or not. If it is judged as a big win, the process proceeds to step S630-19, and if it is judged as not a big win, the process proceeds to step S631.

[0367] (Step S631) The main CPU 300a executes a number-of-times-limit management process, which will be described later with reference to FIG.

[0368] (Step S630-7) The main CPU 300a sets in the transmission buffer a game state confirmation command at the time of special symbol determination, which indicates the game state at the time when the special symbol is determined.

[0369] (Step S630-9) The main CPU 300a sets in the transmission buffer a number command for transmitting the high probability number and the time-saving number updated in step S631 to the sub-control board 330.

[0370] (Step S630-11) The main CPU 300a judges whether the result of the big role lottery is a small win. If it is judged to be a small win, the process proceeds to step S630-21. If it is judged not to be a small win, the process proceeds to step S630-13.

[0371] (Step S630-13) The main CPU300a judges whether the result of the big role lottery is a specific miss. If it is judged to be a specific miss, the process proceeds to step S632, and if it is judged not to be a specific miss, the process proceeds to step S630-15.

[0372] (Step S632) The main CPU 300a executes a state change process, which will be described later with reference to FIG.

[0373] (Step S630-15) The main CPU300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special reservation 1 or special reservation 2 is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.

[0374] (Step S630-19) The main CPU 300a resets (sets) the gaming state to the initial state, that is, the low-probability gaming state and the non-time-reduction gaming state.

[0375] (Step S630-21) The main CPU 300a sets data in the special electric role operation RAM set table according to the type of the determined special symbol.

[0376] (Step S630-23) The main CPU 300a performs a process for setting the maximum number of times that the special electric role is operated. Specifically, the data set in the above step S630-21 is referenced, and a predetermined number (counter value corresponding to the type of special symbol=number of rounds) is set as a counter value in the maximum number of times that the special electric role is operated counter. The maximum number of times that the special electric role is operated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times that the special electric role is operated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times that the special electric role is operated at the start of each round game. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times that the special electric role is operated is also executed with the start of the big role game.

[0377] (Step S630-25) The main CPU 300a refers to the data set in step S630-21, and saves a predetermined opening time as a timer value in the special game timer.

[0378] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of the big prize game or the small prize game to the sub-control board 330. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-25 is set in the transmission buffer.

[0379] (Step S630-29) If the result of the big win lottery confirmed in step S630-3 is a big win, the main CPU300a updates the special game management phase to "07H", and if it is a small win, updates the special game management phase to "03H" and ends the special symbol stop symbol display process. This starts the big win game or the small win game.

[0380] FIG. 35 is a flowchart illustrating the number of cutoff management process in the main control board 300 according to the embodiment.

[0381] (Step S631-1) The main CPU 300a judges whether the counter value of the Yu-time entry counter is greater than 0. The Yu-time entry counter is a counter that counts the number of remaining fluctuations until entering Yu-time, and when the main RAM 300c is cleared when the power is turned on, the counter value is set to "500" before playing becomes possible. Also, as described later, when changing from a high probability game state to a low probability game state, the counter value is set to "500". If it is judged that the counter value is greater than 0, the process proceeds to step S631-3, and if it is judged that the counter value is not greater than 0 (counter value=0), the process proceeds to step S631-11.

[0382] (Step S631-3) The main CPU 300a subtracts the counter value of the Yu-time entry counter.

[0383] (Step S631-5) The main CPU 300a determines whether the counter value updated in step S631-3 is 0. If it is determined that the counter value is 0, the process proceeds to step S631-7, and if it is determined that the counter value is not 0, the process proceeds to step S631-11.

[0384] (Step S631-7) The main CPU 300a sets the time-shortened game state and sets the time-shortened number counter to "10000" as the number of time-shortened times.

[0385] (Step S631-9) The main CPU 300a sets the specific miss count cut-off counter to "2" as the specific miss count, and ends the specific miss count cut-off management process.

[0386] (Step S631-11) The main CPU 300a judges whether the counter value of the high probability cut counter is greater than 0. As a result, if it is judged that the counter value is greater than 0, the process proceeds to step S631-13, and if it is judged that the counter value is not greater than 0 (counter value=0), the process proceeds to step S631-23.

[0387] (Step S631-13) The main CPU 300a subtracts the counter value of the high probability cut-off counter.

[0388] (Step S631-15) The main CPU 300a judges whether the counter value updated in step S631-13 is 0. If it is judged that the counter value is 0, the process proceeds to step S631-17, and if it is judged that the counter value is not 0, the main CPU 300a ends the number-of-times-off management process.

[0389] (Step S631-17) The main CPU 300a sets the gaming state to a low-probability gaming state and a non-time-reduction gaming state.

[0390] (Step S631-19) The main CPU 300a resets the counter values ​​of the high probability count cut counter, the time-saving count cut counter, and the specific count cut counter.

[0391] (Step S631-21) The main CPU 300a sets the counter value of the Yu-time entry counter to "500" and ends the number-cut management process.

[0392] (Step S631-23) The main CPU 300a judges whether the counter value of the time-saving number-of-times-off counter is greater than 0. As a result, if it is judged that the counter value is greater than 0, the process proceeds to step S631-25, and if it is judged that the counter value is not greater than 0 (counter value=0), the number-of-times-off management process is terminated.

[0393] (Step S631-25) The main CPU 300a subtracts the counter value of the time-saving cut-off counter.

[0394] (Step S631-27) The main CPU 300a judges whether the counter value updated in the above step S631-25 is 0. As a result, if it is judged that the counter value is 0, the process proceeds to step S631-29, and if it is judged that the counter value is not 0, the corresponding cut-off number management process is terminated.

[0395] (Step S631-29) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0396] (Step S631-31) The main CPU 300a resets the counter values ​​of the high probability number of times cut counter, the time-saving number of times cut counter, and the specific number of times cut counter, and ends the number of times cut management process.

[0397] FIG. 36 is a flowchart illustrating a state change process in the main control board 300 according to the embodiment.

[0398] (Step S632-1) The main CPU 300a judges whether or not the game is in a high probability game state. If it is judged that the game is in a high probability game state, the state change process is terminated. If it is judged that the game is not in a high probability game state, the process proceeds to step S632-3.

[0399] (Step S632-3) The main CPU 300a judges whether or not the time-shortened gaming state is in effect. If it is judged that the time-shortened gaming state is in effect, the process proceeds to step S632-5. If it is judged that the time-shortened gaming state is not in effect, the process proceeds to step S632-11.

[0400] (Step S632-5) The main CPU 300a judges whether the counter value of the specific miss count counter is greater than 0. As a result, if it is judged that the counter value is greater than 0, the process proceeds to step S632-7, and if it is judged that the counter value is not greater than 0 (is 0), the state change process is terminated.

[0401] (Step S632-7) The main CPU 300a subtracts the counter value of the specific miss count counter.

[0402] (Step S632-9) In the above step S632-7, the main CPU 300a judges whether the counter value of the specific miss count counter has been updated to 0. As a result, if it is judged that the counter value has been updated to 0, the process proceeds to step S632-11, and if it is judged that the counter value has not been updated to 0, the state change process is terminated.

[0403] (Step S632-11) The main CPU 300a sets a game state corresponding to the type of the specific losing symbol that is stopped and displayed. Specifically, when the special symbols Xa and Ya are stopped and displayed, the game state is set to a time-saving game state, and when the special symbol Yb is stopped and displayed, the game state is set to a minute time-saving game state.

[0404] (Step S632-13) The main CPU 300a sets the counter values ​​of the time-saving counter and the specific miss counter based on the type of the specific miss symbol that is stopped and ends the state change process. Here, when the special symbol Ya is stopped, the time-saving counter is set to "10000" and the specific miss counter is set to "2". Also, when the special symbols Xa and Yb are stopped, the time-saving counter is set to "10000".

[0405] 37 is a flowchart for explaining the process before the opening of the special prize opening in the main control board 300 according to the embodiment. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".

[0406] (Step S640-1) The main CPU300a judges whether the timer value of the special game timer is not "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU300a ends the processing before opening the large prize opening, and if it is judged that the timer value of the special game timer is "0", the processing proceeds to step S640-3.

[0407] (Step S640-3) The main CPU 300a updates the counter value of the special electric role continuous operation number counter to a value obtained by adding "1" to the current counter value.

[0408] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (the start of a round of play).

[0409] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0410] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the special game slot.

[0411] FIG. 38 is a flowchart illustrating the special prize opening / closing switching process in the main control board 300 according to the embodiment.

[0412] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching count (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0413] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c based on the counter value of the special electric device opening / closing switching count counter, as well as timer data which is the energization time or non-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c.

[0414] (Step S641-5) The main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the solenoid control data extracted in the above step S641-3. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in the above steps S400-31 and S400-33.

[0415] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the first large prize opening 126 and the second large prize opening 128 in one time.

[0416] (Step S641-9) The main CPU 300a judges whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, that is, whether the control process to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is judged to be in the energization start state, the process proceeds to step S641-11, and if it is judged not to be in the energization start state, the large prize opening opening open / close switching process is terminated.

[0417] (Step S641-11) The main CPU 300a updates the counter value of the special electric role opening / closing switching count counter to a value obtained by adding "1" to the current counter value, and ends the large prize opening opening / closing switching process.

[0418] 39 is a flowchart for explaining the special prize opening control process in the main control board 300 according to the embodiment. This special prize opening control process is executed when the special game management phase is "04H" or "08H".

[0419] (Step S650-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S641-7 is "0". If it is judged that the timer value of the special game timer is not "0", the process proceeds to step S650-5, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S650-3.

[0420] (Step S650-3) The main CPU 300a judges whether the counter value of the special electric role opening / closing switching counter is the upper limit value of the special electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641.

[0421] (Step S641) In the above step S650-3, when it is determined that the counter value of the special electric role opening / closing switching number counter is not the upper limit value of the special electric role opening / closing switching number, the main CPU 300a executes the process of the above step S641.

[0422] (Step S650-5) The main CPU 300a judges whether the counter value of the special prize opening winning ball counter updated in the above step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winnings in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0423] (Step S650-7) The main CPU 300a executes a large prize opening closing process required to stop the energization of the first large prize opening solenoid 126c and the second large prize opening solenoid 128c to close the first large prize opening 126 and the second large prize opening 128. As a result, the first large prize opening 126 and the second large prize opening 128 are closed.

[0424] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the special winning port in the special game timer.

[0425] (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").

[0426] (Step S650-13) The main CPU 300a sets in the transmission buffer a large prize opening closure designation command indicating that the first large prize opening 126 and the second large prize opening 128 have been closed, and ends the large prize opening opening control process.

[0427] 40 is a flowchart for explaining the special prize opening close validity process in the main control board 300 according to the embodiment. This special prize opening close validity process is executed when the special game management phase is "05H" or "09H".

[0428] (Step S660-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S650-9 is "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the big prize opening closure valid processing, and if it is judged that the timer value of the special game timer is "0", the processing proceeds to step S660-3.

[0429] (Step S660-3) The main CPU 300a judges whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, that is, whether a preset number of rounds have been played. If it is judged that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is judged that they do not match, the process proceeds to step S660-5.

[0430] (Step S660-5) The main CPU300a updates the special game management phase to "03H". In addition, when the special game management phase is "05H", that is, during the control of the small win game, the round number of the small win game is "1", so that the result of the determination in the above step S660-3 is YES, and the process does not proceed to the step.

[0431] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.

[0432] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0433] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0434] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.

[0435] 41 is a flowchart for explaining the special prize winning port end wait process in the main control board 300 according to the embodiment. This special prize winning port end wait process is executed when the special game management phase is "06H" or "0AH".

[0436] (Step S670-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S660-9 is "0". If it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the waiting process for the end of the special winning port, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S671.

[0437] (Step S671) The main CPU 300a executes a state setting process for setting the game state after the big win game ends. This state setting process will be described later with reference to FIG.

[0438] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the end of the big role game.

[0439] (Step S670-7) The main CPU 300a sets in the transmission buffer a number-designating command corresponding to the number of high probability times and the number of time-saving times saved in the above step S671.

[0440] (Step S670-9) The main CPU300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning port. As a result, if the special 1 reserve or special 2 reserve is stored, the variable display of the special symbol is resumed.

[0441] FIG. 42 is a flowchart illustrating the state setting process in the main control board 300 according to the embodiment.

[0442] (Step S671-1) The main CPU 300a checks the big win symbol that is stopped and displayed.

[0443] (Step S671-3) The main CPU 300a sets the gaming state after the big win game to a high probability gaming state or a low probability gaming state based on the confirmed big win symbol, and also sets it to a time-shortened gaming state.

[0444] (Step S671-5) The main CPU 300a sets the number of high probability times and the number of time-saving times to a high probability times-off counter and a time-saving times-off counter, respectively, based on the jackpot pattern.

[0445] (Step S671-7) The main CPU 300a sets the specific number of misses in the specific number of misses cut-off counter based on the big win symbol, and ends the state setting process.

[0446] 43 is a diagram for explaining the normal game management phase according to the embodiment. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 (entry of the game ball into the normal operation port 125) is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such a normal game by the normal game management phase.

[0447] As shown in FIG. 43, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of a normal game, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting process" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress process" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called, when the normal game management phase is "03H", a module for executing "normal electric role winning opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric role winning opening opening control process" is called, when the normal game management phase is "05H", a module for executing "normal electric role winning opening closing valid process" is called, and when the normal game management phase is "06H", a module for executing "normal electric role winning opening end wait process" is called.

[0448] FIG. 44 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.

[0449] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0450] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in the above step S700-1.

[0451] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0452] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of a normal game.

[0453] 45 is a flowchart for explaining the normal symbol change waiting process in the main control board 300 according to the embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0454] (Step S710-1) The main CPU300a loads the counter value of the normal symbol reserved ball number counter and judges whether the counter value is "0", that is, whether the normal symbol reserved is "0". If it is judged that the counter value is "0", the normal symbol change waiting process is terminated, and if it is judged that the counter value is not "0", the process is transferred to step S710-3.

[0455] (Step S710-3) The main CPU 300a transfers the regular symbol reserve (regular symbol winning determination random number) stored in the first to fourth storage sections of the regular symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the regular symbol reserve stored in the second to fourth storage sections is transferred to the first to third storage sections. The main RAM 300c is also provided with a 0th storage section to be processed, and the regular symbol reserve stored in the 1st storage section is transferred to the 0th storage section. In addition, in this regular symbol storage area shift process, the counter value of the regular symbol reserved ball count counter is decremented by "1," and a regular symbol reserve decrement designation command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.

[0456] (Step S710-5) The main CPU 300a loads the normal symbol winning determination random number transferred to the 0th memory unit, selects a normal symbol winning determination random number judgment table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process that stores the lottery result.

[0457] (Step S710-7) The main CPU300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In the embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a normal symbol win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a normal symbol win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.

[0458] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0459] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the normal symbol winning determination random number transferred to the 0th memory unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.

[0460] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.

[0461] (Step S710-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display 168. When the counter value is set to, for example, "0" in the normal symbol display symbol counter, the normal symbol display 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variable display of the normal symbol.

[0462] (Step S710-17) The main CPU 300a sets a regular map reservation designation command indicating the number of regular map reservations stored in the regular map reservation memory area in a transmission buffer.

[0463] (Step S710-19) The main CPU 300a sets a normal pattern designation command in the transmission buffer based on the normal pattern stopping pattern number determined in step S710-7 above, i.e., the pattern type (normal winning pattern or losing pattern) determined by the normal pattern normal pattern winning judgment process.

[0464] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0465] 46 is a flowchart for explaining the normal symbol variation process in the main control board 300 according to the embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".

[0466] (Step S720-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S710-13 is "0". If the timer value is "0", the process proceeds to step S720-9. If the timer value is not "0", the process proceeds to step S720-3.

[0467] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and the extinguishing time of the normal symbol display 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0468] (Step S720-5) The main CPU300a judges whether the timer value of the normal symbol display timer is "0". As a result, if it is judged that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is judged that the timer value of the normal symbol display timer is not "0", the process during the normal symbol variation is terminated.

[0469] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that the normal symbol display 168 is turned on, and if the counter value is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that the normal symbol display 168 is turned off, and the normal symbol variation process is terminated. As a result, the normal symbol display 168 is turned on and off repeatedly (blinks) at predetermined intervals during the normal symbol variation time.

[0470] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to be turned on or off, and the result of the normal symbol lottery is announced.

[0471] (Step S720-11) The main CPU 300a sets a normal pattern variation stop time, which is the time for stopping and displaying the normal pattern, in a normal game timer.

[0472] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stopped display of normal symbols has begun, in the transmission buffer.

[0473] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0474] 47 is a flowchart for explaining the normal symbol stop symbol display process in the main control board 300 according to the embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0475] (Step S730-1) The main CPU 300a judges whether the timer value of the normal game timer set in the above step S720-11 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal pattern stop symbol display process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S730-3.

[0476] (Step S730-3) The main CPU 300a checks the result of the regular drawing.

[0477] (Step S730-5) The main CPU 300a judges whether the result of the normal drawing is a normal winning. If it is judged to be a normal winning, the process proceeds to step S730-9, and if it is judged not to be a normal winning (miss), the process proceeds to step S730-7.

[0478] (Step S730-7) The main CPU300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing is performed to start the variable display of the normal symbol based on the next reservation.

[0479] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table, and saves the time before normal power opening in the normal game timer as a timer value.

[0480] (Step S730-11) The main CPU300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.

[0481] 48 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to the embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0482] (Step S740-1) The main CPU300a judges whether the timer value of the normal game timer is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process is transferred to step S741.

[0483] (Step S741) The main CPU 300a executes a normal electric accessory winning mouth opening / closing switching process, which will be described later.

[0484] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric role winning opening opening pre-processing.

[0485] FIG. 49 is a flowchart explaining the normal electric role winning opening opening / closing switching process in the main control board 300 according to the embodiment.

[0486] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it is judged that the counter value is the upper limit value, the normal electric role winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.

[0487] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (energization control data or de-energization control data) for controlling the energization of the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the energization time (solenoid energization time) or de-energization time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.

[0488] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energizing the normal electric role solenoid 122c or stop energizing the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the normal electric role solenoid 122c is controlled to start or stop energizing in the above step S400-31 and step S400-33.

[0489] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.

[0490] (Step S741-9) The main CPU 300a judges whether the normal electric role solenoid 122c is in the energization start state, that is, whether the control process to start energization of the normal electric role solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process is transferred to step S741-11, and if it is judged not to be in the energization start state, the normal electric role winning opening opening switching process is terminated.

[0491] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.

[0492] 50 is a flowchart explaining the normal electric device winning hole opening control process in the main control board 300 according to the embodiment. This normal electric device winning hole opening control process is executed when the normal game management phase is "04H".

[0493] (Step S750-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S741-7 is "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S750-3.

[0494] (Step S750-3) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741.

[0495] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching count counter is not the upper limit value of the normal electric role opening / closing switching count, the main CPU 300a executes the process of the above step S741.

[0496] (Step S750-5) The main CPU 300a judges whether the counter value of the normal electric device winning ball counter updated in the above step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening and closing control have entered the second starting hole 122. As a result, if it is judged that the specified number has not been reached, the normal electric device winning hole opening control process is terminated, and if it is judged that the specified number has been reached, the process proceeds to step S750-7.

[0497] (Step S750-7) The main CPU 300a executes a normal electric accessory closing process required to stop the power supply to the normal electric accessory solenoid 122c and close the second start port 122. This causes the second start port 122 to be in a closed state.

[0498] (Step S750-9) The main CPU 300a saves the normal power effective state time in the normal game timer.

[0499] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric role winning port opening control process.

[0500] 51 is a flowchart explaining the normal electric device winning hole closing valid processing in the main control board 300 according to the embodiment. This normal electric device winning hole closing valid processing is executed when the normal game management phase is "05H".

[0501] (Step S760-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S750-9 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port closing valid processing is terminated, and if it is judged that the timer value of the normal game timer is "0", the processing is transferred to step S760-3.

[0502] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0503] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure validity processing.

[0504] 52 is a flowchart explaining the normal electric device winning mouth end wait processing in the main control board 300 according to the embodiment. This normal electric device winning mouth end wait processing is executed when the normal game management phase is "06H".

[0505] (Step S770-1) The main CPU300a judges whether the timer value of the normal game timer saved in the above step S760-3 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port end wait process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S770-3.

[0506] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric role winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.

[0507] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is obvious that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that such modifications also belong to the technical scope of the present invention.

[0508] In the above embodiment, an example of the case where the present invention is applied to a first type gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a first type / second type mixed machine and a second type gaming machine. Therefore, the present invention can also be applied to a gaming machine in which a big win pattern is not provided, a small win pattern is provided, and when a gaming ball enters a specific area during a small win game, a second type big win is won, and a big role game is executed. In addition, in the above embodiment, the first start hole 120 and the second start hole 122 are provided, but the number of start holes (start areas) is not limited to this, and may be one or three or more.

[0509] In the above embodiment, a low probability game state and a non-time-saving game state, a low probability game state and a slightly time-saving game state, a low probability game state and a time-saving game state, and a high probability game state and a time-saving game state are provided. However, the contents of the game states are merely examples, and other game states other than the above, such as a high probability game state and a non-time-saving game state or a slightly time-saving game state, may be provided.

[0510] In the above embodiment, a low probability game state and a high probability game state are provided with different winning probabilities of winning the jackpot. However, the winning probability of the jackpot may be constant regardless of the game state. Also, the micro-time-saving game state is not essential. If the micro-time-saving game state is not provided, for example, when a specific losing pattern is won and a specific ending condition is established, the time-saving game state may be ended and the game may be shifted to a non-time-saving game state.

[0511] In the above embodiment, when a specific losing symbol is won and a specific ending condition is established, the time-saving game state being set is ended, and a time-saving game state or a minute time-saving game state is set based on the type of the specific losing symbol. In this case, the change resulting from the winning of the specific losing symbol is the final change of the time-saving game state, but the display setting of the right-hit notification indicator 172 and the setting of the external terminal output are executed in steps S400-27 and S400-29 during the same timer interrupt processing after the setting of the game state based on the winning of the specific losing symbol (step S600). Therefore, even if the time-saving game state is set based on the winning of the specific losing symbol, the display and output showing the state immediately before the stop display of the specific losing symbol continue. However, when the specific ending condition is established, the time-saving game state may be ended and shifted to a non-time-saving game state without setting the time-saving game state or the minute time-saving game state.

[0512] In the above embodiment, the special symbols A, B, C, and D are provided as the jackpot symbols, and the game state is set according to the type of the jackpot symbol that is won, as shown in Fig. 13(a). However, the type of the jackpot symbol and the game state set for the jackpot symbol are not limited to this.

[0513] For example, a special symbol E, which is a jackpot symbol, may be further provided, and when the special symbol E is selected, the game is set to a high probability game state and a time-saving game state after the big win, and both the high probability number of times and the time-saving number of times may be set to 10,000. This special symbol E is a jackpot symbol that essentially guarantees the next jackpot.

[0514] In addition, for example, a special symbol F, which is a jackpot symbol, may be provided, and when the special symbol F is selected, the game may be set to a low probability game state and a non-time-saving game state after the big win. This special symbol F becomes a jackpot symbol that ends a so-called consecutive win state, such as a high probability game state or a time-saving game state.

[0515] In the above embodiment, the special symbols E and F may be provided instead of the special symbols B and D. In the above embodiment, when the special symbols B and D are won, a game state is provided in which a player aims to win a jackpot by a predetermined number of big win lotteries, as in a so-called ST machine, but when the special symbols E and F are provided, a game state is provided in which whether or not the consecutive win state continues is different depending on the type of the symbol of the jackpot that is won, as in a so-called loop machine.

[0516] In the above embodiment, when the low probability game state and the time-saving game state are set, the specific number of misses is set to 2, regardless of the type of the big win symbol or the specific miss symbol. However, a different specific number of misses may be set depending on the type of the special symbol set in the low probability game state and the time-saving game state.

[0517] For example, a special symbol G, which is a jackpot symbol, is provided, and when the special symbol G is won, after the big win, the game is set to a low probability game state and a time-saving game state. At this time, the number of time-saving times is set to 10,000, and the number of specific misses is set to 1 or 3 or more. By providing the special symbol G, a game state having the same playability as a so-called falling machine, and multiple game states having different continuation rates from each other can be provided. Also, for example, by setting the number of specific misses to 0 or not setting it, a time-saving game state in which the next jackpot is practically guaranteed may be provided.

[0518] In the above embodiment, a plurality of time-saving game states with different game progress conditions may be provided. For example, a first time-saving game state and a second time-saving game state may be provided in which at least one of the winning probability of the normal symbol, the opening and closing control pattern of the second start hole 122, and the fluctuation time of the normal symbol are different from each other. Both of these first time-saving game states and the second time-saving game states are game states in which the game ball is more likely to enter the second start hole 122 than in the non-time-saving game state. And, in the above embodiment, for example, when the special symbols A and C are won, the first time-saving game state may be set, and when the special symbols B and D are won, the second time-saving game state may be set. At this time, the first time-saving game state may be easier or harder for the game ball to enter the second start hole 122 than the second time-saving game state.

[0519] Also, even when the special patterns E and G of the modified example described above are provided, one of a plurality of time-saving game states having different ease of a game ball entering the second starting hole 122 may be set depending on the type of special pattern.

[0520] In any case, the present invention is widely applicable to gaming machines that have a non-easily winning state (non-time-saving gaming state) and multiple types of easily winning states (time-saving gaming states) in which the gaming ball is more likely to enter the starting area than in the non-easily winning state. In the above embodiment, the two types of time-saving gaming states (time-saving gaming states with the number of time-saving times of 10,000 and 120) with different ending conditions for the time-saving gaming state correspond to the multiple types of easily winning states of the present invention.

[0521] In the above embodiment, a specific losing symbol is provided as the specific symbol, but the specific symbol may be the small winning symbol. At least one of the big winning symbol and the small winning symbol may be provided as the winning symbol. In any case, the present invention determines one of a plurality of symbols including the winning symbol and the specific symbol based on the entry of the game ball into the starting area, displays the determined symbol on the symbol display unit (the first special symbol display unit 160, the second special symbol display unit 162), and executes an advantageous game (big role game) in which the big prize opening is opened when the advantageous game is executed or when the specific symbol is displayed on the symbol display unit, and sets the game state to an easy-to-win state.

[0522] In the above embodiment, the time-saving game state in which the number of time-saving times is set to 10,000 and the number of specific misses is set to 2 corresponds to the specific easy-to-win state of the present invention, and the time-saving game state in which the number of time-saving times is set to 120 corresponds to the other easy-to-win state. In the specific easy-to-win state, when the number of times that a specific pattern (specific miss pattern) is displayed reaches a specific number (specific miss number) set in advance, the specific easy-to-win state ends. In the above embodiment, only one type of time-saving game state that ends when a specific miss is won is provided, but multiple types of time-saving game states that end when a specific miss is won, that is, specific easy-to-win states, may be provided. In the above embodiment, after the special pattern is displayed, a determination is made as to whether or not the end condition is established and a game state is set, but when the special pattern is determined, a determination is made as to whether or not the end condition is established and a game state is set.

[0523] In any case, when the number of times a specific symbol is determined or displayed in a specific easy-to-win state among the multiple types of easy-to-win states reaches a predetermined specific number of times, the specific easy-to-win state is terminated, or when the number of times a specific symbol is determined or displayed in a specific easy-to-win state among the multiple types of easy-to-win states reaches a predetermined specific number of times, the specific easy-to-win state is terminated and set to another easy-to-win state different from the specific easy-to-win state.

[0524] In the above embodiment, the game state is set based on the type of the big win symbol, but for example, a V region (probability fluctuation function operating region) may be provided in the big win opening, and a different game state may be set after the big win game depending on whether or not a game ball enters the V region during a predetermined period of a specific round game during a big win game (for example, a period during which the V region, which is set in the first 10 seconds of the 30-second opening time of the big win opening in a specific round game, becomes available for ball entry). For example, if a game ball enters the V region in a specific round game, the game state is set to the same as when the special symbols B and D are won in the above embodiment, and if a game ball does not enter the V region in a specific round game, the game state is set to the same as when the special symbols A and C are won in the above embodiment. In this case, the player can select the game state after the big win game by launching or stopping the launch of the game ball in the specific round game, realizing a new gameplay that has never been seen before.

[0525] In the above embodiment, the main CPU 300a that executes the processes of step S611 and step S610-11 corresponds to the symbol determination means of the present invention. In the above embodiment, the main CPU 300a that executes the process of FIG. 33 corresponds to the symbol display means of the present invention. In the above embodiment, the main CPU 300a that executes the processes in FIG. 37 to FIG. 40 corresponds to the advantageous game executing means of the present invention. In the above embodiment, the main CPU 300a that executes the process of FIG. 42 corresponds to the state setting means of the present invention. In the above embodiment, the main CPU 300a that executes the processes in FIGS. 35 and 36 corresponds to the state change means of the present invention. [Explanation of symbols]

[0526] 100 Gaming Machines 120 First starting point 122 Second starting point 126 First Grand Prize Winner 128 2nd Grand Prize Winner 160 1st Special Pattern Display 162 Second special pattern display 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM

Claims

1. A gaming machine having a non-easy-to-win state and a plurality of types of easy-to-win states in which a gaming ball is more likely to enter a starting area than in the non-easy-to-win state, A symbol determination means for determining one of a plurality of types of symbols including a winning symbol and a specific symbol based on the entry of the gaming ball into the starting area; A symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting a game state to the easy-to-win state when the advantageous game is executed or when the specific symbol is displayed on the symbol display section; a state changing means for ending a specific easy-to-win state among the plurality of types of easy-to-win states when the number of times the specific symbol is determined or displayed reaches a predetermined number of times; A gaming machine comprising:

2. A gaming machine having a non-easy-to-win state and a plurality of types of easy-to-win states in which a gaming ball is more likely to enter a starting area than in the non-easy-to-win state, A symbol determination means for determining one of a plurality of types of symbols including a winning symbol and a specific symbol based on the entry of the gaming ball into the starting area; A symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting a game state to the easy-to-win state when the advantageous game is executed or when the specific symbol is displayed on the symbol display section; a state changing means for ending a specific easy-to-win state among the plurality of types of easy-to-win states when the number of times the specific symbol is determined or displayed reaches a predetermined number of times, and for setting the specific easy-to-win state to another easy-to-win state different from the specific easy-to-win state; A gaming machine comprising:

Citation Information

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