Game machine

JP2025020730APending Publication Date: 2025-02-13HEIWA CORP
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Patent Information

Application Number
JP2023124276
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2025-02-13

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、新たな遊技性の実現により遊技の興趣を向上することができる。

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Abstract

To enhance game amusement by achieving new game properties.SOLUTION: A non-easy winning state and a plurality of types of easy winning states including a first easy winning state and a second easy winning state in which a game ball can enter a start area more easily than in the non-easy winning state are provided as game states. The game state is set for the easy winning state when an advantageous game is executed, or when a specific pattern is displayed in a pattern display part. The first easy winning state is terminated when a specific pattern determination frequency or a display frequency reaches a pre-set specific frequency in the first easy winning state. The second easy winning state is continued even when the specific pattern is determined in the second easy winning state.SELECTED DRAWING: Figure 18
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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 increase the enjoyment of gaming by realizing new gameplay features. [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 plurality of types of easy-to-win states including a non-easy-to-win state and a first easy-to-win state and a second easy-to-win state 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 the first easy-to-win state when the number of times the specific symbol is determined or displayed reaches a predetermined number in the first easy-to-win state; Equipped with The state changing means is Even if the specific symbol is determined in the second easy-to-win state, the second easy-to-win state is continued. Effect of the Invention

[0007] According to the present invention, the entertainment value of the game can be increased by realizing new gameplay characteristics. [Brief description of the drawings]

[0008] [Figure 1] 1 is an oblique view of the gaming machine showing the door in an open state. [Diagram 2] FIG. [Diagram 3] FIG. [Figure 4] FIG. [Diagram 5] FIG. 2 is a block diagram of the gaming machine. [Figure 6] This is an address map of the memory area used by the main CPU. [Figure 7] A diagram explaining a random number judgment table for determining a small win. [Figure 8] 13 is a diagram illustrating a winning symbol random number determination table. FIG. [Figure 9]FIG. 13 is a diagram illustrating a reach group determination random number judgment table. [Figure 10] 13 is a diagram illustrating a reach mode determination random number judgment table. FIG. [Figure 11] 13 is a diagram explaining a fluctuation pattern random number determination table. FIG. [Figure 12] FIG. 13 is a diagram illustrating a variable time determination table. [Figure 13] A diagram explaining the special electric feature operation ram set table. [Figure 14] 13A to 13C are diagrams illustrating the opening and closing modes of the large prize opening and the opening and closing modes of a specific area by a movable member. [Figure 15] FIG. 13 is a diagram illustrating a game status setting table. [Figure 16] FIG. 13 is a diagram illustrating a random number judgment table for determining a win. [Figure 17] 1A is a diagram for explaining a normal pattern change time data table, and FIG. 1B is a diagram for explaining an opening / closing control pattern table. [Figure 18] FIG. 13 is a diagram illustrating gameplay characteristics according to an embodiment. [Figure 19] FIG. 13 is a diagram illustrating a gaming machine status flag. [Figure 20] 11 is a first flowchart illustrating a CPU initialization process in a main control board. [Figure 21] 11 is a second flowchart illustrating the CPU initialization process in the main control board. [Figure 22] 13 is a flowchart illustrating a sub-command group setting process in the main control board. [Figure 23] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Figure 24] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Diagram 25] 13 is a flowchart illustrating setting-related processing in a main control board. [Figure 26] 13 is a flowchart illustrating a switch management process in a main control board. [Figure 27] 13 is a flowchart illustrating a gate passing process in the main control board. [Figure 28] 11 is a flowchart explaining the first start port passing process in the main control board. [Figure 29] 13 is a flowchart explaining the second start port passing process in the main control board. [Diagram 30] 13 is a flowchart explaining the special pattern random number acquisition process in the main control board. [Diagram 31] 13 is a flowchart illustrating a specific area passing process in the main control board. [Diagram 32] FIG. 13 is a diagram illustrating a special game management phase. [Diagram 33] 13 is a flowchart explaining special game management processing on the main control board. [Diagram 34] 13 is a flowchart explaining the special pattern change waiting process in the main control board. [Diagram 35] 13 is a flowchart explaining the special pattern variable number determination process in the main control board. [Diagram 36] 13 is a flowchart explaining the processing during special pattern variation on the main control board. [Figure 37] 13 is a flowchart explaining the special symbol stop symbol display processing in the main control board. [Figure 38] 13 is a flowchart illustrating a number of cutoff management process in the main control board. [Figure 39] 13 is a flowchart illustrating a state change process in a main control board. [Diagram 40] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Diagram 41] 13 is a flowchart explaining the large prize opening / closing switching process on the main control board. [Diagram 42] 13 is a flowchart explaining the large prize opening control process on the main control board. [Diagram 43] 13 is a flowchart explaining the large prize opening closure activation process on the main control board. [Diagram 44] This is a flowchart explaining the large prize opening end wait processing on the main control board. [Diagram 45] A diagram explaining the normal game management phase. [Diagram 46] 13 is a flowchart explaining normal game management processing in the main control board. [Figure 47] 13 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 48] 13 is a flowchart explaining the processing during normal pattern fluctuation on the main control board. [Figure 49] 13 is a flowchart explaining the normal pattern stop pattern display processing in the main control board. [Figure 50] This is a flowchart explaining the processing before opening the winning opening of a normal electric device on the main control board. [Figure 51] This is a flowchart explaining the normal electric device prize opening / closing switching process on the main control board. [Figure 52] This is a flowchart explaining the control process for opening the winning port of a normal electric device on the main control board. [Figure 53] This is a flowchart explaining the normal electric device winning hole closure validity processing on the main control board. [Figure 54] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 55] FIG. 13 is a diagram illustrating a small win determination random number judgment table in the second embodiment. [Figure 56] FIG. 13 is a diagram illustrating a winning symbol random number determination table in the second embodiment. [Figure 57] FIG. 13 is a diagram illustrating a game status setting table in the second embodiment. [Figure 58] 13 is a flowchart illustrating a number-of-times cutoff management process in a main control board of the second embodiment. [Figure 59] 10 is a flowchart illustrating a state change process in a main control board according to a second embodiment. [Figure 60]FIG. 13 is a diagram illustrating an example of a presentation during the first time-saving gaming state in the second embodiment. [Figure 61] 11 is a flowchart illustrating a sub-CPU initialization process in the sub-control board. [Figure 62] 13 is a flowchart illustrating a sub timer interrupt process in the sub control board. [Figure 63] 13 is a flowchart illustrating a variable command receiving process in the sub-control board. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] A preferred embodiment 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 embodiment 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.

[0010] In order to facilitate understanding of the embodiments of the present invention, first, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.

[0011] 1 is a perspective view of a gaming machine 100 with the door open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having an enclosed space 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.

[0012] 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.

[0013] Fig. 2 is a front view of the gaming machine 100, and Fig. 3 is a front view of the gaming board 108. However, Fig. 2 shows a state in which the gaming board 108 has been removed.

[0014] 2, 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 as to be rotatable by the player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength according to the rotation angle of the operating handle 112.

[0015] The game ball thus launched rises between rails 114a, 114b provided on the game board 108 and is guided to a game area 116, as shown in FIG.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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 small winning game 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.

[0020] 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.

[0021] 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.

[0022] 4 is a partially enlarged view of the game board 108. The specific configuration of the second start opening 122 is not particularly limited, but here, the movable piece 122b is usually recessed into the back side of the game board 108, the second start opening 122 is closed, and the game ball flows down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second start opening 122.

[0023] In contrast, when the game ball passes through the gate 124 provided in the second game area 116b, the movable piece 122b protrudes to the front side of the game board 108, and it is determined whether or not to execute an auxiliary game that makes it easier for the game ball to enter the second starting hole 122. When it is determined that an auxiliary game is to be executed, the movable piece 122b protrudes to the front side of the game board 108, and the auxiliary game that makes it easier for the game ball to enter the second starting hole 122 is executed. In more detail, on the condition that the game ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.

[0024] When the movable piece 122b is in the protruding state, a game ball flowing down the front side of the movable piece 122b falls onto the movable piece 122b. The game ball that has fallen 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 protruding 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.

[0025] Furthermore, a big prize opening 128 is provided at the bottom of the game area 116. The big prize opening 128 is disposed at a position where at least a game ball flowing down the second game area 116b can enter.

[0026] Also, the big prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally, the movable piece 128b closes the big prize opening 128, making it impossible for game balls to enter the big prize opening 128. In contrast, when a small prize game or a big role game is executed, the movable piece 128b is opened, making it possible for game balls to enter the big prize opening 128.

[0027] When a game ball enters the big prize opening 128, a predetermined number of prize balls are paid out to the player. In the embodiment, 15 game balls are paid out to the player as prize balls for one game ball entering the big prize opening 128. In other words, by having a game ball enter the big prize opening 128, the player can increase the number of game balls he or she owns.

[0028] As shown in Fig. 4, the second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening formed in the upper part, which serves as the big prize opening 128. A movable piece 128b is provided on the upper part of the structure 129, and the movable piece 128b is normally maintained in a closed state in which the big prize opening 128 is closed.

[0029] The movable piece 128b protrudes into the game area 116 where the game balls roll and flow down so as to face the upper part of the game machine 100. Therefore, when the movable piece 128b is maintained in the closed state, the game balls flowing down the game area 116 (the second game area 116b) fall onto the movable piece 128b.

[0030] Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a gaming ball that has fallen onto the movable piece 128b will slowly roll from right to left on the movable piece 128b.

[0031] Inside the big prize opening 128, a lead-out path 128d is provided, and all game balls that enter the big prize opening 128 are led to the lead-out path 128d. The lead-out path 128d is provided with a specific area 140b and a non-specific area 140c, each of which is made up of holes through which the game balls can pass, and is configured so that the game balls that enter the big prize opening 128 pass through either the specific area 140b or the non-specific area 140c.

[0032] The big prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. The movable member 142 appears and disappears in the front-rear direction (front-rear direction) of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in a non-energized state, and the movable member 142 is held in a position protruding from the hole in the gaming board 108 to the front side, making it impossible for a gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position protruding from the hole in the gaming board 108 to the front side, the specific area 140b is blocked by the movable member 142, and the gaming ball can pass through the non-specific area 140c.

[0033] Moreover, when the actuator is energized, the movable member 142 is held in a position recessed on the rear side of the hole in the game board 108, and is in a state in which the game ball can enter the specific area 140b. More specifically, when the movable member 142 is held in a position recessed on the rear side of the hole in the game board 108, the specific area 140b is opened, and the game ball can pass through the specific area 140b. As will be described in detail later, when the game ball enters the specific area 140b in the small win game, a big win (type 2 big win) is obtained, and a big role game described later is started.

[0034] When a small win game or a big win game is executed, the movable piece 128b transitions to an open state in which the big prize opening 128 is opened. Here, the movable piece 128b is caused to protrude from a hole formed in the game board 108 in the front-rear direction (front-rear direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is maintained in a non-energized state, and the movable piece 128b is held in a position protruding from the hole in the game board 108 to the front side, and the big prize opening 128 is closed. When the actuator is energized, the movable piece 128b is held in a position retracted from the hole in the game board 108 to the rear side, and the big prize opening 128 is opened. In this way, when the big prize opening 128 is in an open state, a game ball enters the big prize opening 128.

[0035] Returning to Figure 3, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that do not enter the general prize opening 118, the first start opening 120, the second start opening 122, or the large prize opening 128 from the game area 116 to the back side of the game board 108.

[0036] 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.

[0037] The effect display device 200 also includes a main effect display section 200a that is an image display section that displays images. The main effect 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. Various images for effects are displayed on the main effect display section 200a.

[0038] The performance prop 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. It moves to the front of the main performance display section 200a in accordance with the image displayed on the main performance display section 200a, giving the player a sense of anticipation.

[0039] 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.

[0040] Returning to Figure 2, 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] (Internal configuration of control means) FIG. 5 is a block diagram showing the internal configuration of a control means for controlling the progress of a game.

[0045] 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.

[0046] The gaming machine 100 is broadly divided into a special game that is started by a gaming ball entering the first start hole 120 or the second start hole 122, and a normal game that is started by a gaming ball passing through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.

[0047] The main control board 300 is connected to a general winning hole detection switch 118s which detects when a game ball enters the general winning hole 118, a first starting hole detection switch 120s which detects when a game ball enters the first starting hole 120, a second starting hole detection switch 122s which detects when a game ball enters the second starting hole 122, a gate detection switch 124s which detects when a game ball passes through the gate 124, a special winning hole detection switch 128s which detects when a game ball enters the special hole 128, a specific area detection switch 140s which detects when a game ball enters the specific area 140b, and an out ball detection switch 130s which detects when a game ball is discharged from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.

[0048] 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, and the big 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.

[0049] 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 hole 122, a large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the large prize opening 128, and the main control board 300 is configured to control the opening and closing of the second starting hole 122, the large prize opening 128 and the specific area 140b.

[0050] 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.

[0051] 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.

[0052] 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. The setting value can be changed and confirmed on the condition that the setting change switch 180s is turned on. The gaming machine 100 of this embodiment has a function of storing the setting value as a registered setting value and progressing the game according to the stored registered setting value. Here, although six setting values ​​of setting value=1 to 6 are provided, the game progress conditions are the same regardless of the setting value, and it is assumed that only one setting value is provided in practice.

[0053] 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.

[0054] 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.

[0055] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a. A large number of various image data to be displayed on the main performance display unit 200a are stored in the sub-ROM 330b, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main performance display unit 200a.

[0063] 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 controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.

[0064] 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.

[0065] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, 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.

[0066] 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).

[0067] 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).

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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).

[0072] 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.

[0073] 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).

[0074] 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.

[0075] 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.

[0076] 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.

[0077] Next, a game in the gaming machine 100 will be described together with various tables stored in the main ROM 300b.

[0078] As described above, the gaming machine 100 allows two types of games, special games and normal games, to proceed in parallel, and when these two games are being played, the game proceeds in either a non-time-saving game state or a time-saving game state.

[0079] Although the details of each game state will be described later, the non-time-saving game state is a game state in which the movable piece 122b is less likely to be in the open state and a game ball is less likely to enter the second start hole 122, and the time-saving game state is a game state in which the movable piece 122b is more likely to be in the open state than in the non-time-saving game state and a game ball is more likely to enter the second start hole 122. The initial state of the gaming machine 100 is set to the non-time-saving game state.

[0080] 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 hole 120 or the second start hole 122, a lottery is held to determine whether or not the player will receive a game profit (hereinafter, referred to as a "big prize lottery"). If a small prize is won in this big prize lottery, the big prize hole 128 is opened and a small prize game is played.

[0081] 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 numbers related to the big role lottery (small win determination random number, winning pattern random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and each of these random numbers is stored in the special chart reservation memory area of ​​the main RAM 300c. Hereinafter, the various random numbers stored in the special chart 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 chart reservation memory area when a game ball enters the second start hole 122 are collectively referred to as special 2 reservation.

[0082] 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 has 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.

[0083] For example, when a game ball enters the first starting hole 120, if no reservation is stored in any of the first storage section to the fourth storage section 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 storage section to the third storage section, if a game ball enters the first starting hole 120, the special 1 reservation is stored in the fourth storage section.

[0084] In addition, the second special chart reservation memory area has two storage sections (first storage section and second storage section). When a game ball enters the second starting hole 122, the special 2 reservation is stored in the first storage section of the second special chart reservation memory area in order. For example, when a game ball enters the second starting hole 122, if a reservation is not stored in the first storage section of the second special chart reservation memory area, the special 2 reservation is stored in the first storage section, and if the special 2 reservation is stored in the first storage section, the special 2 reservation is stored in the second storage section.

[0085] The number of special 1 reservations (X1) that can be stored in the first special chart reservation memory area is set to 4. Therefore, for example, when a game ball enters the first starting 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 starting hole 120 will not cause a new special 1 reservation to be stored.

[0086] In addition, the number of special 2 reservations (X2) that can be stored in the second special chart reservation memory area is set to 2. Therefore, for example, when a game ball enters the second start hole 122, if two 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.

[0087] FIG. 7 is a diagram for explaining the small win determination random number judgment table. FIG. 7(a) shows the small win determination random number judgment table for special 1, and FIG. 7(b) shows the small win determination random number judgment table for special 2. When a game ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserved type read out when starting the big role lottery, and the big role lottery is performed using the selected small win determination random number judgment table and the acquired small win determination random number.

[0088] When starting the big role lottery for the special 1 reservation, the special 1 small win determination random number judgment table is referenced. According to the special 1 small win determination random number judgment table, if the small win determination random number is 10001 to 10206, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the probability of a small win in this case is about 1 / 318.1.

[0089] When starting the big role lottery for the special 2 reserved, the special 2 small win determination random number judgment table is referenced. According to the special 2 small win determination random number judgment table, if the small win determination random number is 10001 to 16554, it is judged as a small win, if the small win determination random number is 20001 to 39275, it is judged as a specific miss, and if it is any other small win determination random number, it is judged as a miss. Therefore, in this case, the small win probability is about 1 / 10.0, and the specific miss probability is about 1 / 3.4.

[0090] When a small win is won in the big role lottery, a small win game, which will be described later, is executed. In addition, as will be described later in detail, when a specific miss is won in the big role lottery in a non-time-saving game state, the game state is set to a time-saving game state. On the other hand, when a specific miss is won in the big role lottery in a time-saving game state, the time-saving game state may end. In addition, as will be described later in detail, when a specific miss is won in a non-time-saving game state, a time-saving game state is generated, and the specific miss is sometimes called a "time-saving symbol (or "C time-saving symbol")".

[0091] In this embodiment, the specific miss is won only by the special 2 reservation, and the specific miss is not won by the special 1 reservation. However, it may be designed so that the specific miss can be won by the special 1 reservation.

[0092] 8 is a diagram explaining the winning symbol random number judgment table. When a game ball enters the first start hole 120 or the second start hole 122, one winning symbol random number is obtained within the range of 0 to 99. When the judgment result of "small win" 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 judgment table.

[0093] At this time, if the "small win" is won by the special 1 reservation, the special 1 winning pattern random number judgment table is selected as shown in FIG. 8(a). Also, if the "small win" is won by the special 2 reservation, the special 2 winning pattern random number judgment table a is selected as shown in FIG. 8(b). Also, if the "specific loss" is won by the special 2 reservation, the special 2 winning pattern random number judgment table b is selected as shown in FIG. 8(c). In the following, the special pattern determined when the small win is won in the big role lottery is called the small win pattern, the special pattern determined when the specific loss is won is called the specific loss pattern, and the special pattern determined when the loss judgment result is obtained is called the loss pattern.

[0094] According to the special 1 winning symbol random number determination table shown in Fig. 8(a), when the winning symbol random number value is 0 to 89, the special symbol Z1, which is a small winning symbol, is determined, and when the winning symbol random number value is 90 to 99, the special symbol Z2, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 1 reservation, the probability of winning the special symbol Z1 is 90%, and the probability of winning the special symbol Z2 is 10%.

[0095] According to the special 2 winning symbol random number determination table a shown in Fig. 8(b), when the value of the winning symbol random number is 0 to 89, the special symbol Z3, which is a small winning symbol, is determined, and when the value of the winning symbol random number is 90 to 99, the special symbol Z4, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 2 reservation, the probability of winning the special symbol Z3 is 90%, and the probability of winning the special symbol Z4 is 10%.

[0096] According to the special 2 winning symbol random number determination table b shown in FIG. 8(c), when the value of the winning symbol random number is 0 to 99, that is, for all values ​​of the winning symbol random number, the special symbol Ya, which is a specific losing symbol, is determined.

[0097] 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.

[0098] In other words, the winning symbol random number determination table is referenced only when the big role lottery result is a "small win" or a "specific miss", and is not referenced when the big role lottery result is a "miss". In this case, different small 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 small win symbol may be determined in both tables, or the type of special symbol (small win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0099] Also, here, only one type of specific losing symbol is provided, but multiple types of specific losing symbols may be provided.

[0100] FIG. 9 is a diagram for explaining the reach group determination random number judgment table. 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 variable state associated with the game state. 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 (variation mode number, variable pattern number) that notifies the big role lottery result. In the embodiment, when the big role lottery result is "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. Note that the variable state is a concept that specifies which table is to be referenced to determine the variable performance pattern, and is set separately from the game state.

[0101] 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 1 is selected as shown in FIG. 9(a). Similarly, 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 roles when the big role lottery is performed is 1, the reach group determination random number judgment table 2 is selected as shown in FIG. 9(b), and if the number of reserved special roles is 2 to 3, the reach group determination random number judgment table 3 is selected as shown in FIG. 9(c). In FIG. 9, the group x written 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.

[0102] 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.

[0103] In addition, if the result of the big role lottery is a "small win" or a "specific miss", 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", and is not referenced when the result of the big role lottery is a "small win" or a "specific miss".

[0104] FIG. 10 is a diagram for explaining the reach mode determination random number judgment table. This 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 a "miss", 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 a "small win", and a reach mode determination random number judgment table at the time of a specific miss, which is selected when the big role lottery result is a "specific miss". 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 small win is provided for each reserved type.

[0105] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. 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 specific game state and type of symbol, is shown in Fig. 10(a), an example of a reach mode determination random number judgment table for special 1 when it is a small win is shown in Fig. 10(b), an example of a reach mode determination random number judgment table for special 2 when it is a small win is shown in Fig. 10(c), and an example of a reach mode determination random number judgment table for specific losses is shown in Fig. 10(d).

[0106] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Fig. 10(a), a reach mode determination random number judgment table at the time of a 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 the time of a miss and the reach mode determination random number.

[0107] Furthermore, if the result of the big prize lottery is a "small win," then as shown in Figures 10(b) and (c), a random number judgment table for determining the reach mode at the time of a small win 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 win and the reach mode determination random number.

[0108] In addition, if the result of the above-mentioned big role lottery is a "specific miss," the specific miss reach mode determination random number judgment table shown in Figure 10 (d) is selected, and a variable mode number is determined based on the selected specific miss reach mode determination random number judgment table and the reach mode determination random number.

[0109] 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. 10, 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. 10 to FIG. 12 indicates an arbitrary value indicated in hexadecimal.

[0110] As described above, when the big role lottery result is "miss", the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Fig. 9. Then, according to the determined group type and the game state, the fluctuation mode number and the fluctuation 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. 10(a).

[0111] On the other hand, if the result of the big prize lottery is a "small win" or a "specific miss," the small win reach mode determination random number judgment table or specific miss reach mode determination random number judgment table shown in Figure 10, which corresponds to the determined small win pattern (type of special pattern), will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.

[0112] 11 is a diagram for explaining the fluctuation pattern random number determination table. Here, the fluctuation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.

[0113] 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.

[0114] 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.

[0115] Fig. 12 is a diagram for explaining a variation time determination table. 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. 12(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.

[0116] 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. 12(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.

[0117] 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.

[0118] 13 is a diagram explaining the special electric accessory operation ram set table. The special electric accessory operation ram set table stores various data for controlling the small win game and the big win game, and during the small win game and the big win game, the big win port solenoid 128c is controlled to be energized by referring to the special electric accessory operation ram set table.

[0119] According to the special electric role operation RAM set table, the opening time (waiting time until the first round play starts), the maximum number of times the special electric role operates (the number of round plays executed during one small win play or one big role play), the number of times the special electric role opens and closes (the number of times the large prize opening 128 opens during one round play), the solenoid energizing time (the energizing time of the large prize opening solenoid 128c for each opening of the large prize opening 128, i.e., the opening time of one large prize opening 128), the prescribed number (the maximum number of wins that can be won into the large prize opening 128 in one round play), the effective time for closing the large prize opening (the closing time of the large prize opening 128 between round plays, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round play until the normal special play is resumed) are pre-stored as control data for the big role play as shown in the figure.

[0120] In the embodiment, when the special symbols Z1 to Z4, which are the small prize symbols, are determined, a small prize game consisting of one round of play is first executed. In this small prize game, the opening and closing of the large prize opening 128 is repeatedly executed. Specifically, the large prize opening 128 is controlled to open for 0.1 seconds (open 1), close for 3.0 seconds (close 1), open for 0.1 seconds (open 2), close for 1.0 seconds (close 2), open for 0.1 seconds (open 3), close for 1.0 seconds (close 3), and open for 0.1 seconds (open 4). As described above, in the embodiment, in the small prize game executed when the special symbols Z1 to Z5 are determined, the large prize opening 128 is opened a maximum of four times in the first round, but is not limited to this. For example, the large prize opening 128 may be opened a maximum of ten times in the first round.

[0121] Here, a specific area 140b and a non-specific area 140c are provided inside the big prize opening 128, and a game ball that enters the big prize opening 128 always enters the specific area 140b or the non-specific area 140c. In the small prize game, if the game ball that entered the big prize opening 128 enters the specific area 140b, a big prize game in which the big prize opening 128 is opened is executed following the small prize game. In this big prize game, nine round games (2R to 10R) are executed.

[0122] Fig. 14 is a diagram illustrating the opening and closing manner of the large prize opening 128 and the opening and closing manner of the specific area 140b by the movable member 142. As shown in Fig. 14, in a small prize game in which the large prize opening 128 is opened, the movable member 142 opens the specific area 140b for an instant (about 0.1 seconds) at the same time as the large prize opening 128 is opened, and then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again.

[0123] Specifically, as shown in FIG. 14, when the special symbols Z1 to Z4 are determined and the small prize game is executed, the large prize opening 128 is opened a total of four times in the small prize game. Therefore, the game ball that enters the large prize opening 128 at the same time as the first opening of the large prize opening 128 may not be able to enter the specific area 140b, but the game ball that enters the large prize opening 128 at the second or subsequent opening of the large prize opening 128 can certainly enter the specific area 140b. Although a detailed explanation is omitted, a structure that decelerates the game ball rolling on the large prize opening 128 is provided above the large prize opening 128, and if the game ball is appropriately launched into the second game area 116b from the start of the small prize game, the game ball will definitely enter the specific area 140b.

[0124] In addition, if an unforeseen event occurs, such as the game ball getting stuck in the big prize opening 128, or the game ball getting stuck in the big prize opening 128 for a long time for some reason, the game ball may not enter the specific area 140b in the small prize game. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used, but this is on the premise that the state of the gaming machine 100 is in an appropriate state for playing the game and no unforeseen event has occurred, and does not mean 100% physically.

[0125] FIG. 15 is a diagram for explaining the game state setting table. When a two-type big win is won in a small win game as described above, the game state is set according to the type of the special symbol that was won. Note that, here, the game state is set based only on the type of the special symbol, but for example, the game state may be set based on the combination of the type of the special symbol and the game state at the time of winning the small win.

[0126] In this embodiment, a non-time-saving game state and a time-saving game state are provided as game states. The non-time-saving game state is the initial state of the gaming machine 100, and the time-saving game state is a state in which the second start opening 122 is easier to open than the non-time-saving game state. That is, an opening condition for opening the second start opening 122 is set in each game state, and an opening condition for opening the second start opening 122 is set in the time-saving game state, which is easier to open than the non-time-saving game state.

[0127] In addition, when the game state after the big win is set to the time-saving game state, the time-saving end condition for ending the time-saving game state is also set. Here, the time-saving end condition is set to the number of times of time-saving, the number of times of small win time-saving end operation, and the number of specific misses. The time-saving end condition differs depending on the type of small win pattern. In other words, different time-saving end conditions can be set for the time-saving game state in which the opening condition of the second start hole 122 is the same.

[0128] In the following, the time-saving game states in which different time-saving end conditions are set are referred to as the first time-saving game state and the second time-saving game state. However, in the following description, when the first time-saving game state and the second time-saving game state are not distinguished from each other, these two game states are collectively referred to as the time-saving game state. Note that the first time-saving game state and the second time-saving game state only differ in the time-saving end condition, and the opening condition of the second start hole 122 and other game progress conditions are the same. However, in addition to the time-saving end condition, the first time-saving game state and the second time-saving game state may further differ in the progress conditions of the special game or the normal game, such as the opening condition of the second start hole 122.

[0129] Among the conditions for ending the time-saving mode, the number of times the time-saving mode is played is the number of times the pattern is changed based on the special 1 reservation or special 2 reservation (hereinafter referred to as special 1 change or special 2 change). The number of times the time-saving mode is played is subtracted each time the result of the big role lottery is determined in the time-saving mode, that is, each time the change process is executed. When the remaining number of times the time-saving mode is played reaches 0, the time-saving mode ends and the mode is set to a non-time-saving mode.

[0130] Among the time-saving end conditions, the small win time-saving end operation count is the number of times a small win is won in the time-saving game state, or the number of times a small win game is played after winning a small win. The small win time-saving end operation count is subtracted every time the result of the small win big role lottery is determined in the time-saving game state, and when the remaining number of the small win time-saving end operation count becomes 0, the time-saving game state ends and the game is set to a non-time-saving game state.

[0131] Among the time-saving end conditions, the number of specific misses is the number of times a specific miss is won in the time-saving game state, more precisely, the number of times a specific miss pattern is stopped and displayed. The number of specific misses is subtracted every time a special miss lottery result is determined in the time-saving game state, and when the remaining number of specific misses becomes 0, the time-saving game state ends and the game is set to a non-time-saving game state.

[0132] When any one of these three time-saving end conditions is satisfied, the currently set time-saving game state is ended, and the game state is changed to a non-time-saving game state. In this embodiment, after the special pattern is stopped and displayed on the first special pattern display 160 or the second special pattern display 162 in the variation process, the time-saving count, the small win time-saving end operation count, and the specific miss count are subtracted. Therefore, the time-saving end condition is satisfied and the game state is changed to a non-time-saving game state after the special pattern is stopped and displayed in the variation process. However, for example, a subtraction process may be performed at the start of the variation process for one or more of the time-saving count, the small win time-saving end operation count, and the specific miss count, and the game state may be changed to a non-time-saving game state at the start of the variation process.

[0133] As shown in FIG. 15(a), in a small win game that is executed when a small win is won, if a type 2 big win is won, the game state after the big win game is set as shown in the figure based on the type of small win pattern.

[0134] That is, when the special symbols Z1 and Z3 are selected as the small winning symbols, the game state after the big winning game is set to the first time-saving game state. Here, when the first time-saving game state is set, the time-saving end conditions are set as follows: the number of time-saving times is 10,000, the number of small winning time-saving end operations is 1, and the number of specific misses is 3.

[0135] Therefore, the first time-saving game state ends when a small win is won once or a specific miss is won three times. Here, the time-saving game state is a game state in which the game ball is likely to enter the second starting port 122 and the special 2 variation is mainly executed. The probability of winning a small win in the big role lottery based on the special 2 reservation is about 1 / 10, and the probability of winning a specific miss is about 1 / 3.4. Although the time-saving end condition of the first time-saving game state includes the number of time-saving times, the number of time-saving times is set to 10,000 times. Therefore, it is practically impossible that the big role lottery is executed 10,000 times without winning a small win once or winning a specific miss three times. Therefore, the time-saving end condition of the first time-saving game state can be said to be only the number of times of small win time-saving end operation and the number of specific misses.

[0136] As described above, if a small win is won, a small win game is executed, and if a two-type big win is won in this small win game, a big role game is executed. In this case, the game state is set again after the big role game. On the other hand, even if a specific miss is won, a small win game or a big role game is not executed, and if a specific miss is won three times in the first time-saving game state, the first time-saving game state ends and transitions to a non-time-saving game state. Therefore, the first time-saving game state can be said to be a game that aims to win a small win once before winning a specific miss three times.

[0137] When the special symbols Z2 and Z4 are selected as the small winning symbols, the game state after the big winning game is set to the second time-saving game state. Here, when the second time-saving game state is set, the time-saving end conditions are set as follows: the number of time-saving times is 10,000, the number of small winning time-saving end operations is 1, and the number of specific misses is 0. Therefore, the second time-saving game state and the first time-saving game state differ only in the number of specific misses among the time-saving end conditions, and all others are the same.

[0138] Here, when the time-saving end condition is set to 0, the time-saving end condition based on the specific number of misses is not established. As will be described in detail later, in the variation process, the winning special symbol is displayed in a static manner on the first special symbol display 160 or the second special symbol display 162. When the specific miss symbol is displayed in a static manner in the time-saving game state, the counter value of the specific miss counter, which counts the number of specific misses, is subtracted. At this time, when the counter value is subtracted from 1 to 0, a process is executed to change the time-saving game state to a non-time-saving game state.

[0139] The counter value is set to the specific miss counter based on the type of the small winning symbol that was won when the big win game ends. At this time, when the counter value is set to 0, the counter value is not subtracted from 1 to 0 as described above, and the process of changing the time-saving game state to a non-time-saving game state is not executed. In other words, the specific miss count = 0 can be said to be a state in which the specific miss count is excluded from the time-saving end condition.

[0140] Therefore, the time-saving end condition of the second time-saving game state is that the variable processing is executed 10,000 times and that the small prize is won once. As mentioned above, the probability of winning a small prize in the big prize lottery based on the special 2 reservation is about 1 / 10. In addition, although the time-saving end condition of the second time-saving game state includes the number of time-saving times, the number of time-saving times is set to 10,000 times. Therefore, it is practically impossible for the big prize lottery to be executed 10,000 times without winning a small prize even once. Therefore, the time-saving end condition of the second time-saving game state can be said to be substantially only the number of times that the small prize time-saving end is activated.

[0141] In this way, the second time-saving gaming state can be said to be a gaming state in which the game continues until a small prize is won once, in other words, a small prize is guaranteed to be won. If a small prize is won, the player can win 1500 game balls through the small prize game and the big prize game, so the second time-saving gaming state can also be said to be a gaming state in which the player is guaranteed to win 1500 game balls.

[0142] In this case, the specific number of misses is set to 0 to realize the second time-saving game state in which a small win is guaranteed; however, for example, the specific number of misses may be set to a value such as 10,000, which will probabilistically cause the small win time-saving end activation count to reach 0 first.

[0143] Also, here, the time-saving count, which is the total number of special 1 fluctuations and special 2 fluctuations, is set as the time-saving end condition. However, instead of or in addition to the time-saving count, the special 1 time-saving count, which is the number of special 1 fluctuations, or the special 2 fluctuation count, which is the number of special 2 fluctuations, may be set as the time-saving end condition. Also, for example, if a specific miss is won by the special 1 reservation, the special 1 specific miss count in which the specific miss is won by the special 1 reservation and the special 2 specific miss count in which the specific miss is won by the special 2 reservation may be set as the time-saving end condition instead of or in addition to the specific miss count.

[0144] In this embodiment, as shown in FIG. 15(b), when the special symbol Ya, which is a specific losing symbol, is won in the non-time-saving game state, the game state is set to the second time-saving game state without going through the small winning game and the big winning game. In this way, the specific losing symbol has a function of transitioning to the time-saving game state, but this function is activated only in the non-time-saving game state, and activation of the function of transitioning to the time-saving game state is restricted during the time-saving game state. Note that, here, the transition to the second time-saving game state is caused by the winning of the special symbol Ya in the non-time-saving game state, but the transition to the first time-saving game state may be made, or the transition to a third time-saving game state different from the first time-saving game state and the second time-saving game state may be made. In this case, the third time-saving game state may be different from the first time-saving game state in one or both of the game progress conditions, such as the time-saving end condition and the opening condition of the second start hole 122.

[0145] 16 is a diagram explaining a winning decision random number judgment table. When the game ball flowing down the game area 116 passes through the gate 124, a normal symbol judgment process (hereinafter referred to as "normal symbol lottery") is performed, which corresponds to whether or not to control the movable piece 122b of the second starting hole 122 to be energized.

[0146] Although the details will be described later, when the game ball passes through the gate 124, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of ​​the main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four storage units for saving winning determination random numbers. Therefore, if a game ball passes through the gate 124 with winning determination random numbers stored in all four storage units of the general map reserve memory area, no winning determination random number will be stored based on the passage of the game ball. Hereinafter, the winning determination random number stored in the general map reserve memory area after the game ball passes through the gate 124 will be referred to as a general map reserve.

[0147] When starting the normal symbol lottery in the non-time-saving game state, as shown in FIG. 16(a), the winning determination random number judgment table for the non-time-saving game state is referenced. According to this winning determination random number judgment table for the non-time-saving game state, when the winning determination random number is 0, the normal symbol winning symbol is determined as the type of normal symbol, and when the winning determination 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 probability of winning, 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.

[0148] In addition, when starting the normal symbol lottery in the time-saving game state, the time-saving game state winning random number judgment table is referenced as shown in Fig. 16 (b). According to this time-saving game state winning random number judgment table, when the winning random number is 0 to 98, the normal symbol winning symbol is determined as the type of normal symbol, and when the 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.

[0149] 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 normal symbol that is won, a symbol that makes it easy for the second starting hole 122 to score for a long time can be considered as a normal symbol winning symbol (long opening winning symbol), and a symbol that opens the second starting hole 122 for a short period of time in such a way that it is difficult for the second starting hole 122 to score can be considered as a normal losing symbol (short opening winning symbol).

[0150] FIG. 17(a) is a diagram for explaining the normal symbol variation time data table, and FIG. 17(b) is a diagram for explaining the opening / closing control pattern table. As described above, when the normal symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referenced when determining the variation time of the normal symbol when the normal symbol winning symbol or the normal symbol losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to the non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal symbol display 168 is displayed (blinking) for the determined time. Then, when the normal symbol winning symbol is determined, the normal symbol display 168 is turned on, and when the normal symbol losing symbol is determined, the normal symbol 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.

[0151] Then, when the winning normal 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. 17(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.

[0152] When the winning symbol is determined, the second starting hole 122 is controlled to open and close by referring to the opening and closing control pattern table, as shown in FIG. 17(b). 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.

[0153] In this way, the non-time-saving game state and the time-saving game state are respectively associated with the opening / closing control conditions for opening / closing the second start port 122 as game progress conditions, and in the time-saving game state, it is easier for the game ball 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, regular lotteries are 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.

[0154] 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.

[0155] FIG. 18 is a diagram for explaining the game characteristics according to the embodiment. In the following, the case where the player appropriately launches the game ball and the game progresses in accordance with the original game characteristics, that is, the case where the game continues normally, will be mainly explained, and the case where an irregular situation occurs will be basically omitted. Note that the case where the game continues normally refers to the case where the player plays the game in accordance with the original game characteristics, and indicates the case where various errors or irregular situations such as game stop do not occur.

[0156] The initial state of the gaming machine 100 is the non-time-saving gaming state, and the player starts playing in the non-time-saving gaming state, as shown in (1) of FIG. 18. In the non-time-saving gaming state, the second starting hole 122 is hardly opened, so the player performs a so-called left shot to shoot the gaming ball toward the first gaming area 116a, and the gaming ball enters the first starting hole 120. In other words, the main variable is the special 1 variable, and the main reservation that the player should acquire (hereinafter referred to as the target reservation) is set to the special 1 reservation. Therefore, in the non-time-saving gaming state, the player plays the game while hoping to win a small prize by the special 1 reservation. In addition, in the non-time-saving gaming state, the probability of winning a small prize based on the special 1 reservation is set to about 1 / 318.1.

[0157] In the non-time-saving game state, when a small win is won by the special 1 reservation, the special symbol Z1 is determined as the small win symbol with a probability of 90%, and a small win game based on the special symbol Z1 is executed. In this small win game, since the game ball can enter the specific area 140b, a big role game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1500 prize balls in the small win game and the big role game. Then, after the big role game ends, the game state is set to the first time-saving game state as shown in (3) of FIG. 18.

[0158] In addition, in the non-time-saving game state, when a small win is won by the special 1 reservation, the special symbol Z2 is determined as the small win symbol with a probability of 10%, and a small win game based on the special symbol Z2 is executed. In this small win game, since the game ball can enter the specific area 140b, a big role game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1500 prize balls in the small win game and the big role game. Then, after the big role game ends, the game state is set to the second time-saving game state as shown in (2) of FIG. 18.

[0159] In the second time-saving game state shown in (2) of FIG. 18, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit to make the game ball flow down to the second game area 116b, and makes the game ball enter the second start port 122. In other words, in the second time-saving game state in which the target reservation is set to the special 2 reservation, the player plays the game while hoping to win a small prize through the special 2 reservation.

[0160] Here, as described above, the second time-saving game state is a state in which the winning of a small prize is practically guaranteed. If the player wins a small prize by the special 2 reservation, the player can acquire 1500 game balls by playing the small prize and the big prize. If the player wins a small prize based on the special 2 reservation, the special symbol Z3, which is the small prize symbol, is determined with a probability of 90%, and the special symbol Z4 is determined with a probability of 10%. If the special symbol Z4 is won, the second time-saving game state is set again after the big prize game. On the other hand, if the special symbol Z3 is won, the first time-saving game state is set after the big prize game.

[0161] In the first time-saving game state shown in FIG. 18(3), the player also performs a so-called right hit to cause the game ball to enter the second starting hole 122. In the first time-saving game state, the probability of winning a small win is about 1 / 10.0, and the probability of winning a specific miss is about 1 / 3.4. And, as the time-saving end condition, the number of times of small win time-saving end operation is set to 1, and the number of specific misses is set to 3. Therefore, in the first time-saving game state, it is required to win a small win once before winning a specific miss three times.

[0162] If a small win occurs before three specific misses, the player can win 1500 game balls through small win and big win games. Also, in the first time-saving game state, if a small win occurs based on the special 2 reservation, the special pattern Z3, which is the small win pattern, is determined with a 90% probability, and the special pattern Z4 is determined with a 10% probability. If the special pattern Z4 is won, the second time-saving game state is set after the big win game, and if the special pattern Z3 is won, the first time-saving game state is set again after the big win game.

[0163] On the other hand, in the first time-saving game state, if a specific miss is won three times without winning a small win, the time-saving game state ends and transitions to a non-time-saving game state. Here, in this embodiment, a maximum of two special 2 reserves can be stored, and if the game is played appropriately, two special 2 reserves are stored as remaining reserves at the end of the first time-saving game state. If there are no special 2 reserves when the change process at the time of the third specific miss is completed, as shown in (1) of FIG. 18, in the non-time-saving game state, the player aims to win a small win again by changing the special 1.

[0164] On the other hand, when the change process at the time of winning the third specific miss is completed, if the remaining reserved special 2 reserve is stored, the special 2 change is executed in the non-time-saving game state as shown in (4) of FIG. 18. Even after the transition to the non-time-saving game state, the winning probability of the small win and the specific miss based on the special 2 reserve is the same as in the time-saving game state. And, if the small win is won by the remaining reserve, as described above, after acquiring 1500 game balls, the game state after the big role game is set to the first time-saving game state or the second time-saving game state depending on the type of the small win pattern.

[0165] In addition, if a specific miss (special symbol Ya) is won due to the remaining reservation, the game state is set to the second time-saving game state without going through the small win game and the big role game. As described above, the specific miss symbol has a function of transitioning to the second time-saving game state, and this function is activated only in the non-time-saving game state. Therefore, if a specific miss is won due to the remaining reservation, the function of transitioning to the second time-saving game state is activated.

[0166] In addition, if the remaining reserves do not win either the small prize or the special miss, that is, if the result of the big prize lottery based on all the remaining reserves is a miss, the player will then aim to win the small prize by using the special 1 variation, as shown in (1) of Figure 18.

[0167] As described above, in this embodiment, a non-easy-to-win state (non-time-saving game state) and a plurality of easy-to-win states (time-saving game states) including a first easy-to-win state (first time-saving game state) and a second easy-to-win state (second time-saving game state) in which the game ball is more likely to enter the starting area than in the non-easy-to-win state are provided. Then, based on the game ball's entry into the starting area, one of a plurality of patterns (special patterns) including a winning pattern (small winning pattern) and a specific pattern (specific losing pattern) is determined, and the determined pattern is displayed on the pattern display unit (first special pattern display unit 160, second special pattern display unit 162). When a winning pattern is displayed on the pattern display unit, an advantageous game (small winning game, big role game) in which the big winning port is opened is executed, and when an advantageous game is executed or a specific pattern is displayed on the pattern display unit, the game state is set to the easy-to-win state.

[0168] In this case, when the number of times the specific symbol is determined or displayed in the first easy winning state reaches a specific number of times (a specific number of misses) set in advance, the first easy winning state is ended, whereas the second easy winning state is continued even if the specific symbol is determined in the second easy winning state. Thus, according to this embodiment, a new gameplay that has never been seen before is realized, and the interest of the game is improved.

[0169] The above-mentioned small win, probability of winning a specific miss, and maximum number of special 2 reserves are only examples, and these settings can be changed as appropriate. For example, special 2 reserves are not essential, and if special 2 reserves are not provided, the state shown in FIG. 18(4) will not exist. Also, when a special symbol Ya is won in a non-time-saving game state (the state shown in FIG. 18(4)), it may be configured to transition (reset) to a first time-saving game state in which a small win is not certain, rather than a second time-saving game state in which a small win is certain.

[0170] Next, the main processing of the main control board 300 in the gaming machine 100 for realizing the above-mentioned gameplay will be described.

[0171] Fig. 19 is a diagram for explaining the gaming machine status flag. 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 = 00H of the gaming machine status flag 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.

[0172] 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 abnormal and the game is stopped. The flag value of the gaming machine status flag = 04H indicates a RAM 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.

[0173] (CPU initialization process of main control board 300) FIG. 20 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 21 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0174] 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).

[0175] (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.

[0176] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0177] (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.

[0178] (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.

[0179] (Step S100-9) The main CPU 300a executes the processes required to permit access to the main RAM 300c.

[0180] (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.

[0181] (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.

[0182] (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.

[0183] (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.

[0184] (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.

[0185] (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.

[0186] (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.

[0187] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0188] (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.

[0189] (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.

[0190] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0191] (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.

[0192] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register, and moves the process to step S100-45.

[0193] (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.

[0194] (Step S100-39) The main CPU 300a sets the D register to 00H (playable state).

[0195] (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.

[0196] (Step S100-43) The main CPU 300a sets the D register to 01H (setting changed state).

[0197] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0198] (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.

[0199] (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.

[0200] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0201] (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.

[0202] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0203] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0204] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0205] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0206] (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.

[0207] (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.

[0208] (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 .

[0209] (Step S100-67) The main CPU 300a performs processing for permitting an interrupt.

[0210] (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.

[0211] FIG. 22 is a flow chart illustrating the sub-command group setting process (S110) in the main control board 300.

[0212] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0213] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0214] (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.

[0215] (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.

[0216] (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.

[0217] (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.

[0218] (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.

[0219] (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.

[0220] (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.

[0221] (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.

[0222] (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.

[0223] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.

[0224] (Power off save process of main control board 300 (XINT interrupt process)) 23 is a flowchart explaining the power-off save process (XINT interrupt process) in the main control board 300. 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.

[0225] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0226] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0227] (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.

[0228] (Step S300-7) The main CPU 300a restores the registers.

[0229] (Step S300-9) The main CPU 300a performs a process for permitting an interrupt, and ends the power-off save process.

[0230] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0231] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.

[0232] (Step S300-15) The main CPU 300a executes a RAM protect setting process required to prohibit access to the main RAM 300c.

[0233] (Step S300-17) In order to set a power interruption occurrence monitoring time, 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.

[0234] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0235] (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.

[0236] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 above by one.

[0237] (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).

[0238] 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.

[0239] (Timer interrupt processing of main control board 300) 24 is a flowchart explaining the timer interrupt process in the main control board 300. 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, an interrupt is made to the CPU initialization process (step S100) and the following timer interrupt process is executed.

[0240] (Step S400-1) The main CPU 300a saves the registers.

[0241] (Step S400-3) The main CPU 300a performs processing for permitting an interrupt.

[0242] (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.

[0243] (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.

[0244] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0245] (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.

[0246] (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.

[0247] (Step S450) The main CPU 300a executes the setting-related processing, and moves the process to step S400-27, which will be described later.

[0248] (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.

[0249] (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.

[0250] (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.

[0251] Although detailed explanation is omitted, in this embodiment, the small win determination random number and the win determination 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 small win determination random number and the win determination random number according to certain rules, automatically changing the random number sequence every time the random number sequence goes through one cycle, and changing the start value every time the system is reset.

[0252] (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 big prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.

[0253] (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.

[0254] (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.

[0255] (Step S400-21) The main CPU 300a executes an error management process for determining various errors and making settings according to the error determination results.

[0256] (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, and the large prize hole detection switch 128s, and executes prize hole switch processing to increment the corresponding counters for prize ball control, etc.

[0257] (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.

[0258] (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.

[0259] (Step S400-29) The main CPU 300a executes an LED display setting process that sets display 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 reserve indicator 164, the second special pattern reserve indicator 166, the normal pattern display 168, the normal pattern reserve indicator 170, and the right hit notification indicator 172, in an output buffer corresponding to each common.

[0260] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing solenoid output images of the normal electric role solenoid 122c, the big winning port solenoid 128c, and the movable member drive solenoid 142c, and storing the synthesized images in an output port buffer.

[0261] (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.

[0262] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0263] (Step S400-37) The main CPU 300a uses the unused area of ​​the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, 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 predetermined time intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.

[0264] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt process.

[0265] FIG. 25 is a flowchart illustrating the above-mentioned setting-related process (S450).

[0266] (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.

[0267] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0268] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.

[0269] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0270] (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.

[0271] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0272] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0273] (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.

[0274] (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.

[0275] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 22. 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.

[0276] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related process.

[0277] 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. 20). 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. 24) are stopped, and setting-related processes are executed.

[0278] 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.

[0279] 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.

[0280] Here, in the setting-related processing, 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.

[0281] In the embodiment, a plurality of flag values ​​including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing can be executed, 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.

[0282] 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.

[0283] FIG. 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0284] (Step S500-1) The main CPU 300a judges whether the gate 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. If it is judged that the gate detection switch is ON, the process proceeds to step S510, and if it is judged that the gate detection switch is not ON, the process proceeds to step S500-3.

[0285] (Step S510) The main CPU 300a executes a gate passing process based on the passage of the gaming ball through the gate 124. The gate passing process will be described in detail later.

[0286] (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.

[0287] (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.

[0288] (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.

[0289] (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.

[0290] (Step S500-7) The main CPU 300a judges whether the special prize opening detection switch is ON, that is, whether a game ball has entered the first special prize opening 128 and a detection signal has been input from the special prize opening detection switch 128s. If it is judged as a result that the special prize opening detection switch is ON, the process proceeds to step S500-9, and if it is judged as not ON, the process proceeds to step S500-11.

[0291] (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 ball entered the 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 ball entered the big prize opening 128 properly, the main CPU 300a adds 1 to the big prize opening winning ball number counter and sets a big prize opening winning designation command in the transmission buffer.

[0292] (Step S500-11) The main CPU 300a judges whether the specific area detection switch is ON, that is, whether the game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is judged that the specific area detection switch is ON, the process proceeds to step S540, and if it is judged that the specific area detection switch is not ON, the process proceeds to step S500-13.

[0293] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.

[0294] (Step S500-13) 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 S500-15, and if it is judged that the general winning opening detection switch is not on, the process proceeds to step S500-17.

[0295] (Step S500-15) The main CPU 300a sets a general prize slot winning designation command in the transmission buffer.

[0296] (Step S500-17) 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 S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0297] (Step S500-19) The main CPU 300a sets an out ball detection designation command in the transmission buffer and terminates the switch management process.

[0298] FIG. 27 is a flow chart illustrating the gate passage process in main control board 300 (step S510).

[0299] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generating unit.

[0300] (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.

[0301] (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.

[0302] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is to be the target storage unit in which to save the acquired winning determination random number.

[0303] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.

[0304] (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.

[0305] FIG. 28 is a flowchart illustrating the first start port passing process in the main control board 300 (step S520).

[0306] (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.

[0307] (Step S520-3) The main CPU 300a sets the address of the special pattern 1 reserved ball count counter.

[0308] (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.

[0309] FIG. 29 is a flowchart illustrating the second start port passing process in the main control board 300 (step S530).

[0310] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0311] (Step S530-3) The main CPU 300a sets the address of the special pattern 2 reserved ball count counter.

[0312] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0313] (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.

[0314] (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.

[0315] (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.

[0316] 30 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the above-mentioned first start port passing process (step S520) and second start port passing process (step S530).

[0317] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0318] (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.

[0319] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generating unit.

[0320] (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 S535-23. If it is judged not to be equal to or greater than the upper limit, the process proceeds to step S535-9.

[0321] (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.

[0322] (Step S535-11) The main CPU300a determines a target storage section to save the acquired small win determination random number among the four storage sections of the first special chart reservation storage area and the two storage sections of the second special chart reservation storage area.

[0323] (Step S535-13) The main CPU 300a obtains the small win 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.

[0324] (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.

[0325] (Step S535-17) 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.

[0326] (Step S535-19) 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.

[0327] (Step S535-21) The main CPU 300a sets the special reserved command in the transmission buffer based on the counter value loaded in step S535-19. 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.

[0328] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0329] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 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 S535-27, 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.

[0330] (Step S535-27) 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).

[0331] FIG. 31 is a flowchart illustrating the specific area passing process in step S540.

[0332] (Step S540-1) When main CPU 300a determines in step S500-11 that the specific area detection switch ON has been detected, it determines whether or not the valid period flag is ON. If it determines that the valid period flag is ON, it moves the process to step S540-3, and if it determines that the valid period flag is not ON, it moves the process to step S540-9.

[0333] As will be described in more detail later, this valid period flag is used to determine whether or not the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).

[0334] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag is for identifying that the game ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0335] (Step S540-5) The main CPU 300a turns on a specific area entry flag.

[0336] (Step S540-7) The main CPU 300a sets a specific area entry command in a transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.

[0337] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0338] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passing process.

[0339] 32 is a diagram for explaining the special game management phase. As already described, in the embodiment, the special game triggered by the entry of a game ball into the first start port 120 or the second start port 122 and the normal game triggered by the passage of the game ball through the gate 124 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.

[0340] As shown in FIG. 32, 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.

[0341] FIG. 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0342] (Step S600-1) The main CPU 300a loads the special game management phase.

[0343] (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.

[0344] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0345] (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.

[0346] 34 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".

[0347] (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.

[0348] (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. As a result, if it is judged that the special 1 reserved number (X1) is "1" or more, the process moves to step S610-7, and if it is judged that the special 1 reserved number (X1) is not "1" or more, the process moves to step S610-5.

[0349] (Step S610-5) The main CPU 300a sets a customer waiting designation 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.

[0350] (Step S610-7) The main CPU300a transfers the special 2 reservation stored in the first storage section to the second storage section of the second special symbol reservation storage area, or the special 1 reservation stored in the first storage section to the fourth storage section of the first special symbol reservation storage area, in a block to a storage section with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of reserved balls of the special symbol 2 is "1" or more, the special 2 reservation stored in the second storage section of the second special symbol reservation storage area is transferred to the first storage section. In addition, the main RAM300c is provided with a 0th storage section to be processed, and the special 2 reservation stored in the first storage section is block transferred to the 0th storage section. In addition, in the above step S610-3, when it is determined that the number of reserved balls of the special symbol 1 is "1" or more, the special 1 reservation stored in the second storage section to the fourth storage section of the first special symbol reservation storage area is transferred to the first storage section to the third storage section, and the special 1 reservation stored in the first storage section is block transferred to the 0th storage section. In addition, in this special pattern memory area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th memory unit is decremented by "1", and a reserved decrement designation command indicating that the special 1 reserved or special 2 reserved has been decremented by "1" is set in the transmission buffer.

[0351] (Step S610-9) The main CPU 300a loads the small win determination random number and the reserved type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, performs a lottery for a big role, and executes a special symbol win judgment process that stores the lottery result.

[0352] (Step S610-11) The main CPU300a executes a special symbol pattern determination process for determining a special symbol. Here, if the result of the big role lottery in the above step S610-9 is a small win, the winning symbol random number and reservation type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of small win symbol) is saved. Also, if the result of the big role lottery in the above step S610-9 is a loss, the special symbol determination data for loss (type of loss symbol) corresponding to the reservation type is saved. Specifically, if the reservation type is special 1 reservation, the special symbol X is saved as a loss symbol, and if the reservation type is special 2 reservation, the special symbol Y is saved as a loss symbol. In this way, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.

[0353] (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.

[0354] (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.

[0355] (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.

[0356] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game state at the start of the variable process, etc., as the game state at the time of winning in the reserve area of ​​the main RAM 300c.

[0357] (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.

[0358] (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.

[0359] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0360] FIG. 35 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0361] (Step S612-1) The main CPU300a judges whether the result of the big role lottery in the above step S610-9 is a small win or a specific miss. If it is judged to be a small win or a specific miss, the process proceeds to step S612-3, and if it is judged not to be a small win or a specific miss (it is a miss), the process proceeds to step S612-5.

[0362] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, the type of special symbol, the reserved type, and the variable state.

[0363] (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.

[0364] (Step S612-7) The main CPU300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7, it determines the reach group (group type).

[0365] (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.

[0366] (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.

[0367] (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.

[0368] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in the above step S612-11 and the variation pattern random number transferred to the 0th storage unit in the above step S610-7.

[0369] (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.

[0370] 36 is a flow chart for explaining the special symbol variation process in the main control board 300. This special symbol variation process is executed when the special game management phase is "01H".

[0371] (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.

[0372] (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.

[0373] (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.

[0374] (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.

[0375] (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.

[0376] (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.

[0377] (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.

[0378] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0379] (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.

[0380] (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.

[0381] (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.

[0382] 37 is a flow chart for explaining the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0383] (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". 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.

[0384] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0385] (Step S631) The main CPU 300a executes a number-of-times-limit management process, which will be described later.

[0386] (Step S630-5) The main CPU 300a judges whether the result of the big prize lottery confirmed in the above step S630-3 is a small prize. If it is judged to be a small prize, the process proceeds to step S630-15, and if it is judged not to be a small prize, the process proceeds to step S630-7.

[0387] (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.

[0388] (Step S630-9) The main CPU300a judges whether the result of the big role lottery confirmed in the above step S630-3 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 S630-11.

[0389] (Step S632) The main CPU 300a executes a state change process, which will be described later.

[0390] (Step S630-11) The main CPU 300a sets in a transmission buffer a number command for transmitting the number of times of time reduction, the number of times of small win time reduction end operation, and the number of specific misses to the sub-control board 330.

[0391] (Step S630-13) 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.

[0392] (Step S630-15) The main CPU 300a sets data in the special electric role operation RAM set table according to the type of the determined special symbol.

[0393] (Step S630-17) The main CPU 300a performs a process for setting the maximum number of times that the special electric device operates. Specifically, the data set in the above step S630-15 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 device operates counter. The maximum number of times that the special electric device operates counter indicates the number of rounds ("1") that can be executed in the small win 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 device operates, 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 device operates 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 device operates is also executed with the start of the small win game.

[0394] (Step S630-19) The main CPU 300a refers to the data set in step S630-17, and saves a predetermined opening time as a timer value in the special game timer.

[0395] (Step S630-21) The main CPU 300a sets an opening designation command for transmitting the start of a small win game to the sub-control board 330 in a transmission buffer.

[0396] (Step S630-23) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process. This starts the small win game.

[0397] FIG. 38 is a flowchart illustrating the number of cutoff management process in the main control board 300.

[0398] (Step S631-1) The main CPU 300a judges whether the counter value of the time-saving counter that counts the number of times of time-saving is greater than 0. As a result, if the counter value is greater than 0, the process proceeds to step S631-3, and if the counter value is 0, the process proceeds to step S631-11.

[0399] (Step S631-3) The main CPU 300a subtracts the counter value of the time-saving cut-off counter.

[0400] (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.

[0401] (Step S631-7) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0402] (Step S631-9) The main CPU 300a resets a time-saving count cut counter, a small win time-saving end operation count cut counter, and a specific miss count cut counter.

[0403] (Step S631-11) The main CPU 300a judges whether the result of the big role lottery is a small win or not. If it is a small win, the process proceeds to step S631-13. If it is not a small win, the process ends.

[0404] (Step S631-13) The main CPU 300a subtracts the counter value of the small win time-saving end operation number cut-off counter.

[0405] (Step S631-15) The main CPU 300a judges whether the counter value updated in the above step S631-13 is 0. As a result, 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 number cut management process is terminated.

[0406] (Step S631-17) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0407] (Step S631-19) The main CPU 300a resets the time-saving count cut counter, the small win time-saving end operation count cut counter, and the specific miss count cut counter, and ends the count cut management process.

[0408] FIG. 39 is a flowchart illustrating the state change process in the main control board 300.

[0409] (Step S632-1) 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 S632-3. If it is judged that the time-shortened gaming state is not in effect, the process proceeds to step S632-13.

[0410] (Step S632-3) 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 S632-5, and if it is judged that the counter value is not greater than 0 (is 0), the state change process is terminated.

[0411] (Step S632-5) The main CPU 300a subtracts the counter value of the specific miss count counter.

[0412] (Step S632-7) In step S632-5, the main CPU 300a judges whether the counter value of the specific miss count counter has been updated to 0. If it is judged that the counter value has been updated to 0, the process proceeds to step S632-9, and if it is judged that the counter value has not been updated to 0, the state change process is terminated.

[0413] (Step S632-9) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0414] (Step S632-11) The main CPU 300a resets the time-saving count cut counter, the small win time-saving end operation count cut counter, and the specific miss count cut counter, and ends the state change process.

[0415] (Step S632-13) The main CPU 300a sets the gaming state to a time-shortened gaming state (second time-shortened gaming state).

[0416] (Step S632-15) The main CPU 300a sets the counter values ​​of the time-saving count cut counter, the small win time-saving end operation count cut counter, and the specific miss count cut counter based on the type of the specific miss symbol that is stopped and ends the state change process. Here, the time-saving count cut counter is set to "10000", the small win time-saving end operation count cut counter is set to "1", and the specific miss count cut counter is set to "0".

[0417] 40 is a flow chart for explaining the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".

[0418] (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.

[0419] (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.

[0420] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round of play) to the sub-control board 330.

[0421] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0422] (Step S640-7) The main CPU 300a judges whether the special game management phase is 03H, that is, whether a small win game is being played. If it is judged that the special game management phase is 03H, the process proceeds to step S640-9. If it is judged that the special game management phase is not 03H, the process proceeds to step S640-13.

[0423] (Step S640-9) The main CPU 300a judges whether it is the start of the first round of play based on the counter value of the special electric device continuous operation number counter. If it is judged as the start of the first round of play, the process proceeds to step S640-11, and if it is judged as not the start of the first round of play, the process proceeds to step S640-13.

[0424] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b when the small win game starts.

[0425] (Step S640-13) 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.

[0426] FIG. 41 is a flowchart illustrating the special prize opening / closing switching process in the main control board 300.

[0427] (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 special winning opening 128 is opened / 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 special winning 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.

[0428] (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 large prize opening solenoid 128c, as well as timer data which is the energization time or non-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.

[0429] (Step S641-5) The main CPU 300a executes a large prize opening solenoid energization control process to start energization of the large prize opening solenoid 128c or to stop energization of the 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 large prize opening solenoid 128c is controlled in the above steps S400-31 and S400-33.

[0430] (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 big winning port 128 once.

[0431] (Step S641-9) The main CPU 300a judges whether the special prize opening solenoid 128c is in the energization start state, that is, whether the control process to start energization of the special 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 special prize opening opening open / close switching process is terminated.

[0432] (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.

[0433] 42 is a flow chart for explaining the special prize opening control process in the main control board 300. This special prize opening control process is executed when the special game management phase is "04H" or "08H".

[0434] (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.

[0435] (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.

[0436] (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.

[0437] (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 special prize opening 128. As a result, if it is judged that the specified number has not been reached, the special prize opening opening opening control process is terminated, and if it is judged that the specified number has been reached, the process proceeds to step S650-7.

[0438] (Step S650-7) The main CPU 300a executes a special prize opening closing process required to stop the energization of the special prize opening solenoid 128c and close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.

[0439] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the special winning port in the special game timer.

[0440] (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").

[0441] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command, which indicates that the special prize opening 128 has been closed, in the transmission buffer, and ends the special prize opening opening control process.

[0442] 43 is a flow chart for explaining the special prize opening close validity process in the main control board 300. This special prize opening close validity process is executed when the special game management phase is "05H" or "09H".

[0443] (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.

[0444] (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.

[0445] (Step S660-5) The main CPU300a updates the special game management phase to "07H". When the special game management phase is "05H", that is, during the control of the small win game, the number of rounds of the small win game is "1", so that the result of the determination in step S660-3 is YES and the process does not proceed to the step.

[0446] (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.

[0447] (Step S660-9) The main CPU 300a judges whether the special game management phase is 05H, that is, whether a small win game is being played. If it is judged that the special game management phase is 05H, the process proceeds to step S660-11. If it is judged that the special game management phase is not 05H, the process proceeds to step S660-21.

[0448] (Step S660-11) The main CPU 300a judges whether all the game balls that entered the large prize opening 128 have been discharged. Here, when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the large prize opening 128 becomes 0, it is judged that the discharge is completed. If it is judged that the discharge is completed, the process proceeds to step S660-13, and if it is judged that the discharge is not completed, the large prize opening closing valid process is terminated. Note that if the judgment result that the discharge is not completed is continuously derived for a certain period of time, an error process is performed.

[0449] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. If it is determined that the specific area entry flag is on, the process proceeds to step S660-15. If it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.

[0450] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0451] (Step S660-17) The main CPU 300a checks the type of small winning symbol and sets a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds minus 1, i.e., the number of rounds in a big winning game) as the counter value in the special electric device maximum operation count counter.

[0452] (Step S660-19) The main CPU 300a sets the special game management phase to 07H, and ends the special prize opening closure validity processing.

[0453] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0454] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0455] (Step S660-25) 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.

[0456] 44 is a flow chart for explaining the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".

[0457] (Step S670-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S660-7 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 S670-3.

[0458] (Step S670-3) The main CPU 300a checks the winning game state saved in the reserve area in step S610-17.

[0459] (Step S670-5) The main CPU300a executes a state setting process for setting the game state after the end of the big prize game executed based on the game ball entering the specific area 140b in the small prize game. Specifically, the main CPU300a refers to the game state setting table (FIG. 15(a)), and sets the game state after the end of the big prize game, the number of time-saving times, the number of times of the small prize time-saving end operation, and the number of specific misses based on the type of the special pattern that triggered the execution of the small prize game. When the main CPU300a sets the game state after the big prize game to a non-time-saving game state, it sets a time-saving state flag corresponding to the non-time-saving game state. When the main CPU300a sets the game state after the big prize game to a time-saving game state, it sets a time-saving state flag corresponding to the time-saving game state.

[0460] In addition, if the game ball does not enter the specific area 140b in the small winning game, that is, if the special game management phase is "06H", the game state is not set in the step S670-5.

[0461] Also, here, a process is performed to set a variable state after the end of the big win game based on the small win symbol that triggered the execution of the small win game.

[0462] (Step S670-7) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable state that are set after the end of the big role game.

[0463] (Step S670-9) The main CPU 300a sets in the transmission buffer the number of times of time-saving, the number of times of operation for ending the time-saving for the small win, and the number of times of the specific miss, which are saved in the above step S670-5.

[0464] (Step S670-11) 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.

[0465] 45 is a diagram for explaining the normal game management phase. 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 is executed stepwise and repeatedly, but in the main control board 300, each processing related to such a normal game is managed by the normal game management phase.

[0466] As shown in FIG. 45, 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.

[0467] FIG. 46 is a flow chart for explaining the normal game management process (step S700) in the main control board 300.

[0468] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0469] (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.

[0470] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0471] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of a normal game.

[0472] 47 is a flowchart explaining the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0473] (Step S710-1) The main CPU 300a 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.

[0474] (Step S710-3) The main CPU 300a transfers the regular symbol reserve (win-determining random numbers) 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 command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.

[0475] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery result.

[0476] (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 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 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.

[0477] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0478] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the 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.

[0479] (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.

[0480] (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.

[0481] (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.

[0482] (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 normal losing pattern) determined by the normal pattern winning judgment process.

[0483] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0484] 48 is a flowchart explaining the normal symbol variation processing in the main control board 300. This normal symbol variation processing is executed when the normal game management phase is "01H".

[0485] (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.

[0486] (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.

[0487] (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.

[0488] (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.

[0489] (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.

[0490] (Step S720-11) The main CPU 300a sets a normal symbol variation stop time, which is the time for stopping and displaying the normal symbols, in a normal game timer.

[0491] (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.

[0492] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0493] 49 is a flowchart explaining the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0494] (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.

[0495] (Step S730-3) The main CPU 300a checks the result of the regular drawing.

[0496] (Step S730-5) The main CPU 300a judges whether the result of the normal drawing is a win or not. If it is judged to be a win, the process proceeds to step S730-9, and if it is judged to be a no win (miss), the process proceeds to step S730-7.

[0497] (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.

[0498] (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.

[0499] (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.

[0500] 50 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0501] (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.

[0502] (Step S741) The main CPU 300a executes a normal electric accessory winning mouth opening / closing switching process, which will be described later.

[0503] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric role winning opening pre-opening process.

[0504] 51 is a flowchart explaining the normal electric role winning opening opening / closing switching process in the main control board 300.

[0505] (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.

[0506] (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.

[0507] (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.

[0508] (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.

[0509] (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.

[0510] (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.

[0511] 52 is a flowchart explaining the normal electric device winning hole opening control process in the main control board 300. This normal electric device winning hole opening control process is executed when the normal game management phase is "04H".

[0512] (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.

[0513] (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.

[0514] (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.

[0515] (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.

[0516] (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.

[0517] (Step S750-9) The main CPU 300a saves the normal power effective state time in the normal game timer.

[0518] (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.

[0519] 53 is a flowchart explaining the normal electric accessory winning hole closing valid processing in the main control board 300. This normal electric accessory winning hole closing valid processing is executed when the normal game management phase is "05H".

[0520] (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.

[0521] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0522] (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.

[0523] 54 is a flowchart explaining the normal electric accessory winning port end wait processing in the main control board 300. This normal electric accessory winning port end wait processing is executed when the normal game management phase is "06H".

[0524] (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.

[0525] (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.

[0526] As described above, various processes are executed in the main control board 300, whereby the special game and the normal game progress, and the gameplay shown in FIG. 18 is realized.

[0527] In the above embodiment, the following examples of effects during the first time-saving game state are considered. For example, when the first time-saving game state is set, a battle effect is executed in which an ally character fights an enemy character. In the battle effect, for example, three ally characters, a first character, a second character, and a third character, appear in sequence and fight the enemy character. Then, when a specific miss is won, an effect is executed in which the first character is defeated by the enemy character, and the second character fights the enemy character instead of the first character. Also, when a small win is won, an effect is executed in which the ally character in the battle wins against the enemy character.

[0528] If the player wins the specific miss three times, an effect is executed in which the third character is defeated, and if the player wins a small win or a specific miss based on the remaining reserved numbers, a revival effect is executed in which an ally character is revived.

[0529] In the above embodiment, a specific miss pattern may be provided in which the specific miss count is set to four as a time-saving end condition. In this case, in the above example, the chance of the ally character defeating the enemy character increases by one, improving the interest of the game and the effect of the presentation.

[0530] Next, a second embodiment will be described. Below, changes from the above embodiment will be described. Therefore, the second embodiment is the same as the above embodiment except for the points described below.

[0531] FIG. 55 is a diagram for explaining the small win determination random number judgment table of the second embodiment. In the second embodiment, the special 2 small win determination random number judgment table is different from the above embodiment. Specifically, as shown in FIG. 55(b), according to the special 2 small win determination random number judgment table of the second embodiment, if the small win determination random number is a value of 10001 to 11638, it is judged as a small win, if the small win determination random number is a value of 20001 to 23277, it is judged as a specific miss, and if it is any other value, it is judged as a miss. Therefore, the probability of winning a small win based on the special 2 reservation is about 1 / 40, and the probability of winning a specific miss is about 1 / 20.

[0532] FIG. 56 is a diagram for explaining the winning symbol random number determination table of the second embodiment. In the second embodiment, the winning symbol random number determination table b for special 2 is different from the above embodiment. Specifically, according to the winning symbol random number determination table b for special 2 of the second embodiment, when the value of the winning symbol random number is 0 to 49, the special symbol Yb, which is a specific losing symbol, is determined, and when the value of the winning symbol random number is 50 to 99, the special symbol Yc, which is a specific losing symbol, is determined. Therefore, in the second embodiment, two types of specific losing symbols are provided, the special symbols Yb and Yc, and when a specific losing symbol is won by the special 2 reservation, the special symbols Yb and Yc are each determined with a probability of 50%.

[0533] Fig. 57 is a diagram for explaining the game state setting table of the second embodiment. As shown in Fig. 57(a), in the second embodiment, special symbols Z1, Z2, Z3, and Z4 are provided as small winning symbols, and when the special symbols Z1 and Z3 are won, the first time-saving game state is set after the big winning game, and when the special symbols Z2 and Z4 are won, the second time-saving game state is set after the big winning game. However, in the second embodiment, the time-saving end condition is different from the above embodiment.

[0534] Specifically, in the second embodiment, the number of times of time-saving, the number of times of small win time-saving end operation, the first specific number of misses, and the second specific number of misses are set as the time-saving end conditions. That is, in the second embodiment, instead of the specific number of misses in the above embodiment, the first specific number of misses and the second specific number of misses are set. The first specific number of misses is the number of times that the special pattern Yb, which is the specific miss pattern, is won, and the second specific number of misses is the number of times that the special pattern Yc, which is the specific miss pattern, is won.

[0535] That is, in the second embodiment, in addition to the number of times of winning the small prize, the number of times of winning the special pattern Yb and the number of times of winning the special pattern Yc are set as the end conditions of the time-saving game state. The time-saving end conditions of the first time-saving game state are the number of times of time-saving 10,000, the number of times of small prize time-saving end operation 1, the number of first specific misses 3, and the number of second specific misses 3. Therefore, the first time-saving game state is a game in which the aim is to win the small prize once before winning the special pattern Yb three times or winning the special pattern Yc three times.

[0536] Here, in the second embodiment, two types of specific losing symbols are provided, and when a specific losing symbol is won in a non-time-saving game state, the game state is set according to the type of the winning specific losing symbol. Specifically, as shown in FIG. 57(b), when a special symbol Yb is won in a non-time-saving game state, the game state is set to the second time-saving game state without going through a small winning game and a big winning game.

[0537] In the second embodiment, in the time-saving game state, if the special symbol Yb is won three times before the small win is won, the game state is set to the non-time-saving game state when the third special symbol Yb is confirmed. Then, within the same interrupt processing in which the game state is set to the non-time-saving game state, the game state based on the special symbol Yb is set after the game state is set to the non-time-saving game state. In other words, in the time-saving game state, if the special symbol Yb is won three times, the game state is temporarily shifted to the non-time-saving game state when the third special symbol Yb is confirmed, and immediately thereafter, it is set to the second time-saving game state.

[0538] On the other hand, if the special symbol Yc is won in the non-time-saving game state, the game is set to the micro-time-saving game state without going through the small win game and the big role game. The micro-time-saving game state is a game state in which the conditions for opening the second start hole 122, the conditions for the progress of the game related to the special game and the normal game, etc. are almost the same as those in the non-time-saving game state, and the player cannot distinguish the difference from the non-time-saving game state. In other words, in the micro-time-saving game state, left hitting is required, and the main fluctuation is the special 1 fluctuation.

[0539] Therefore, in the time-saving game state, if the special symbol Yc is won three times before the small win is won, the game state is set to the non-time-saving game state when the third special symbol Yc is confirmed. Then, within the same interrupt processing in which the game state is set to the non-time-saving game state, the game state based on the special symbol Yc is set after the non-time-saving game state is set. In other words, if the special symbol Yc is won three times in the time-saving game state, the game state is temporarily shifted to the non-time-saving game state when the third special symbol Yc is confirmed, and immediately thereafter is set to the minute time-saving game state.

[0540] When the micro-time-saving game state is set, the time-saving end conditions are set as follows: the number of time-saving times is 500, the number of small win time-saving end operations is 1, the number of first specific misses is 0, and the number of second specific misses is 0.

[0541] The micro time-saving game state is essentially the same as the non-time-saving game state. Therefore, in the first time-saving game state, the main objective is to win a small prize and aim to acquire 1500 game balls through small prize games and big prize games, but if you cannot win a small prize, you can say that the gameplay aims to transition to the second time-saving game state by winning the special pattern Yb three times before the special pattern Yc.

[0542] In the second embodiment, the second time-saving gaming state does not end due to the winning of a specific losing symbol, and is in effect a state in which the winning of a small jackpot is guaranteed.

[0543] In addition, although not shown in the figures, in the second embodiment, a winning determination random number judgment table, a normal symbol variation time data table, and an opening / closing control pattern table for the micro-time-saving game state are provided. At least one of these tables for the micro-time-saving game state is different from the table for the non-time-saving game state, so that the game progress conditions for the non-time-saving game state and the micro-time-saving game state are slightly different.

[0544] Next, the control process of the main control board 300 for realizing the above-mentioned playability in the second embodiment will be described. Note that only the changes from the above-mentioned embodiment will be described below. Therefore, for the processes other than those described below, the same processes as those in the above-mentioned embodiment will be executed in the second embodiment.

[0545] Fig. 58 is a flowchart for explaining the number of times cut management process in the main control board 300 of the second embodiment. In the second embodiment, the number of times cut management process shown in Fig. 58 is executed instead of the number of times cut management process shown in Fig. 38 described in the above embodiment.

[0546] (Step S631-1) The main CPU 300a judges whether the counter value of the time-saving counter that counts the number of times of time-saving is greater than 0. As a result, if the counter value is greater than 0, the process proceeds to step S631-3, and if the counter value is 0, the process proceeds to step S631-11.

[0547] (Step S631-3) The main CPU 300a subtracts the counter value of the time-saving cut-off counter.

[0548] (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.

[0549] (Step S631-7) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0550] (Step S631-9) The main CPU 300a resets a time-saving count cut counter, a small win time-saving end operation count cut counter, a first specific miss count cut counter, and a second specific miss count cut counter.

[0551] (Step S631-11) The main CPU 300a judges whether the result of the big role lottery is a small win or not. If it is a small win, the process proceeds to step S631-13, and if it is not a small win, the process proceeds to step S631-21.

[0552] (Step S631-13) The main CPU 300a subtracts the counter value of the small win time-saving end operation number cut-off counter.

[0553] (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 process proceeds to step S631-21.

[0554] (Step S631-17) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0555] (Step S631-19) The main CPU 300a resets a time-saving count cut counter, a small win time-saving end operation count cut counter, a first specific miss count cut counter, and a second specific miss count cut counter.

[0556] (Step S631-21) The main CPU 300a judges whether the specific miss has been won. As a result, if the specific miss has been won, the process proceeds to step S631-23, and if it is judged that the specific miss has not been won, the cut-off management process is terminated.

[0557] (Step S631-23) The main CPU300a judges whether the counter value of the target specific miss count cut counter is greater than 0. In the second embodiment, a first specific miss count cut counter and a second specific miss count cut counter are provided as the specific miss count cut counter. The target specific miss count cut counter is a specific miss count cut counter corresponding to the type of the specific miss pattern, and when the special pattern Yb is won, the first specific miss count cut counter becomes the target specific miss count cut counter, and when the special pattern Yc is won, the second specific miss count cut counter becomes the target specific miss count cut counter. If it is judged that the counter value of the target specific miss count cut counter 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 (is 0), the cut count management process is terminated.

[0558] (Step S631-25) The main CPU 300a subtracts the counter value of the target specific miss count counter.

[0559] (Step S631-27) In the above step S631-25, the main CPU 300a judges whether the counter value of the target specific miss count cut 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 S632-29, and if it is judged that the counter value has not been updated to 0, the main CPU 300a ends the count cut management process.

[0560] (Step S631-29) The main CPU 300a sets the gaming state to a non-time-reduction gaming state.

[0561] (Step S631-31) The main CPU 300a resets the time-saving count cut counter, the small win time-saving end operation count cut counter, the first specific miss count cut counter, and the second specific miss count cut counter, and ends the state change process.

[0562] Fig. 59 is a flowchart for explaining the state change process in the main control board 300 of the second embodiment. In the second embodiment, the state change process shown in Fig. 59 is executed instead of the state change process shown in Fig. 39 described in the above embodiment.

[0563] (Step S632-1) The main CPU300a judges whether the game state is a non-time-reduction game state. If it is judged that the game state is a non-time-reduction game state, the process proceeds to step S632-3. If it is judged that the game state is not a non-time-reduction game state, the state change process is terminated.

[0564] (Step S632-3) The main CPU 300a sets the game state according to the type of the specific losing symbol. Specifically, when the special symbol Yb is won, the game state is set to the time-saving game state, and when the special symbol Yc is won, the game state is set to the minute time-saving game state.

[0565] (Step S632-5) The main CPU 300a sets the counter values ​​of the time-saving count cut counter, the small win time-saving end operation count cut counter, the first specific miss count cut counter, and the second specific miss count cut counter according to the type of specific miss pattern, as shown in Figure 57(b), and terminates the state change process.

[0566] Next, the effects of the second embodiment will be described. Here, the effects during the first time-saving gaming state will be described.

[0567] FIG. 60 is a diagram for explaining an example of the presentation during the first time-shortened game state in the second embodiment. In the first time-shortened game state, a battle presentation is executed in which an ally character and an enemy character fight against each other. For example, when the first time-shortened game state is set, a battle presentation screen shown in FIG. 60(a) is displayed. In the battle presentation screen, an ally character is displayed on the left side, and an enemy character is displayed on the right side. In addition, HP gauges 220 and 222 are displayed above the ally character and the enemy character, respectively. The HP gauges 220 and 222 are each composed of three gauges, and indicate the remaining HP (Hit Point) of the ally character and the enemy character.

[0568] Then, when the special symbol is determined in the main control board 300 and a variation process is executed, a variation command corresponding to the determined special symbol is transmitted to the sub-control board 330. The sub-control board 330 analyzes the received variation command and determines an execution pattern of the variation performance. Here, the execution pattern of the variation performance includes a victory pattern in which the ally character wins against the enemy character, a defeat pattern in which the ally character is defeated by the enemy character, and a special pattern in which the ally character wins by using a special move against the enemy character.

[0569] When a variation command for the special symbol Yb is received, a variation performance of a victory pattern is executed. In the variation performance of a victory pattern, as shown in FIG. 60(b), an image is displayed in which the victory of the ally character is finally notified. In this case, the HP gauge 222 of the enemy character is decreased by one. On the other hand, when a variation command for the special symbol Yc is received, a variation performance of a defeat pattern is executed. In the variation performance of a defeat pattern, as shown in FIG. 60(c), an image is displayed in which the defeat of the ally character is finally notified. In this case, the HP gauge 220 of the ally character is decreased by one.

[0570] In the battle performance executed during the first time-saving game state, when the ally character wins against the enemy character three times, a confirmation performance is executed to notify the transition to the second time-saving game state, that is, the transition to a state in which the winning of a small prize is guaranteed. For example, when the victory pattern battle performance is executed three times, as shown in FIG. 60(d), the gauge of the HP gauge 222 disappears completely, and it is notified that the ally character has won against the enemy character three times. At this time, "1500 GET" is displayed, suggesting that the acquisition of 1500 game balls is guaranteed.

[0571] On the other hand, when the defeat pattern battle effect is executed three times, as shown in Fig. 60(e), the HP gauge 220 disappears completely, and an end effect is executed in which it is announced that the ally character has been defeated by the enemy character three times. At this time, the word "End" is displayed, etc., to suggest that the first time-saving game state is ending.

[0572] Although not shown, when a small win is won in the first time-saving game state, a special pattern variation effect is executed, and the small win is notified. Thus, in the second embodiment, the HP gauge 220 indicates the number of times the special symbol Yc has been won, in other words, the number of times the special symbol Yc will remain until the first time-saving game state ends. Also, the HP gauge 222 indicates the number of times the special symbol Yb has been won, in other words, the number of times the special symbol Yb will remain until the game state transitions to the second time-saving game state.

[0573] According to the above battle presentation, the player can easily grasp the number of times a specific losing symbol has been won up to the present time in the first time-saving gaming state, and the player's interest in the game can be improved.

[0574] Next, a description will be given of the control processing of the effects in the sub-control board 330. However, here, only the processing related to the battle effects described above will be described, and explanations of other processing will be omitted.

[0575] (Sub-CPU initialization process of the sub-control board 330) FIG. 61 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.

[0576] (Step S1000-1) When the power is turned on, the sub CPU 330a reads a CPU initialization processing program from the sub ROM 330b, and initializes and sets flags and the like stored in the sub RAM 330c.

[0577] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter, repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.

[0578] (Sub-timer interrupt processing of the sub-control board 330) 62 is a flowchart explaining the sub timer interrupt processing (S1100) of the sub control board 330. The sub control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates a clock pulse at a predetermined cycle (30 times per second). When the reset clock pulse generating circuit generates a clock pulse, the sub CPU 330a reads a timer interrupt processing program and starts the sub timer interrupt processing.

[0579] (Step S1100-1) The sub CPU 330a saves the registers.

[0580] (Step S1100-3) The sub CPU 330a performs a process for permitting an interrupt.

[0581] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrement stops when the counter reaches 0.

[0582] (Step S1200) The sub-CPU 330a analyzes the command stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received command. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process and stores the command transmitted from the main control board 300 in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.

[0583] (Step S1100-7) The sub-CPU 330a performs a time schedule management process that refers to a time table and executes a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on or off, or commands are sent to each performance device, thereby controlling the execution of each performance, including the variable performance and the major role performance.

[0584] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.

[0585] Fig. 63 is a flow chart for explaining the variable command receiving process executed when a variable command is received in the command analysis process. As described above, the variable command is set in the main control board 300 in steps S612-13 and S612-17 in Fig. 35, and then transmitted to the sub-control board 330 by the sub-command transmitting process in step S100-65.

[0586] (Step S1220-1) The sub-CPU 330a judges whether or not the special symbol Yb fluctuation command has been received. If it is judged that the special symbol Yb fluctuation command has been received, the process proceeds to step S1220-3, and if it is judged that the special symbol Yb fluctuation command has not been received, the process proceeds to step S1220-11.

[0587] (Step S1220-3) The sub-CPU 330a determines the execution pattern of the variable presentation to be a winning pattern.

[0588] (Step S1220-5) The sub-CPU 330a increments the number of wins.

[0589] (Step S1220-7) Sub-CPU 330a determines whether the number of wins updated in step S1220-5 above is 3. As a result, if it is determined that the number of wins is 3, it moves the process to step S1220-9, and if it is determined that the number of wins is not 3, it moves the process to step S1220-33.

[0590] (Step S1220-9) The sub-CPU 330a determines the execution of a determination effect that is executed following the winning pattern variation effect.

[0591] (Step S1220-11) The sub-CPU 330a judges whether or not the special symbol Yc fluctuation command has been received. If it is judged that the special symbol Yc fluctuation command has been received, the process proceeds to step S1220-13, and if it is judged that the special symbol Yc fluctuation command has not been received, the process proceeds to step S1220-21.

[0592] (Step S1220-13) The sub-CPU 330a determines the execution pattern of the variable presentation to be a losing pattern.

[0593] (Step S1220-15) The sub-CPU 330a increments the number of losses.

[0594] (Step S1220-17) Sub-CPU 330a determines whether the number of losses updated in step S1220-15 above is 3. As a result, if it is determined that the number of losses is 3, it proceeds to step S1220-19, and if it is determined that the number of losses is not 3, it proceeds to step S1220-33.

[0595] (Step S1220-19) The sub-CPU 330a determines the execution of a termination effect that is executed following the variation effect of the defeat pattern.

[0596] (Step S1220-21) The sub-CPU 330a judges whether or not the special symbols Z1 and Z3 fluctuation command has been received. If it is judged that the special symbols Z1 and Z3 fluctuation command has been received, the process proceeds to step S1220-23, and if it is judged that the special symbols Z1 and Z3 fluctuation command has not been received, the process proceeds to step S1220-27.

[0597] (Step S1220-23) The sub-CPU 330a determines the execution pattern of the variable performance to be a special pattern.

[0598] (Step S1220-25) The sub-CPU 330a determines the execution of a normal big win effect that is executed following the special pattern variation effect. The normal big win effect is, for example, an effect that suggests that the first time-saving game state is reset after 1500 game balls are acquired.

[0599] (Step S1220-27) The sub-CPU330a judges whether or not the special symbol Z2, Z4 variable command is received. As a result, if it is judged that the special symbol Z2, Z4 variable command is received, the process proceeds to step S1220-29, and if it is judged that the special symbol Z2, Z4 variable command is not received, the variable command receiving process is terminated.

[0600] (Step S1220-29) The sub-CPU 330a determines the execution pattern of the variable performance to be a special pattern.

[0601] (Step S1220-31) The sub-CPU 330a determines the execution of a special big win effect that is executed following the special pattern variation effect. The special big win effect is, for example, an effect that suggests a transition to a second time-saving game state after acquiring 1500 game balls.

[0602] (Step S1220-33) The sub-CPU 330a sets the time data of the time table based on the determination of each step above, and ends the variable command receiving process. Based on the time table set here, in the above step S1100-7, the process of displaying the image for the variable performance on the main performance display unit 200a, the sound output process, the lighting control process of the performance lighting device 204, and other performance execution control are performed.

[0603] In the second embodiment, the first specific miss count or the second specific miss count set as the time-saving end condition may be set to different small win symbols, for example, 1, 3, 5, 7, etc. For example, in the second embodiment, the special symbol Z5 is set to 5 first specific miss counts and 3 second specific miss counts, and the special symbol Z6 is set to 3 first specific miss counts and 5 second specific miss counts. In addition, when the special symbols Z5 and Z6 are won, the time-saving count is set to 10,000, and the small win time-saving end activation count is set to 1.

[0604] In this case, when the special symbol Z5 is won, the third time-saving game state is set, but in this third time-saving game state, the special symbol Yb must be won five times before the special symbol Yc is won three times, which is a more disadvantageous state for the player than the special symbols Z1 and Z3. In the third time-saving game state, a battle performance is executed in the same manner as in the first time-saving game state, but, for example, the ally character appearing in the battle performance in the third time-saving game state is made weaker than the ally character appearing in the battle performance in the first time-saving game state. Or, the enemy character appearing in the battle performance in the third time-saving game state is made stronger than the enemy character appearing in the battle performance in the first time-saving game state. In this way, the performance effect can be further improved.

[0605] Similarly, when the special symbol Z6 is won, the fourth time-saving game state is set, but in this fourth time-saving game state, it is necessary to win the special symbol Yb three times before winning the special symbol Yc five times, and the state is more advantageous to the player than the special symbols Z1 and Z3. In the fourth time-saving game state, a battle performance is executed in the same manner as in the first time-saving game state, but, for example, the ally character appearing in the battle performance in the fourth time-saving game state is made a stronger character than the ally character appearing in the battle performance in the first time-saving game state. Or, the enemy character appearing in the battle performance in the fourth time-saving game state is made a weaker character than the enemy character appearing in the battle performance in the first time-saving game state. In this way, the performance effect can be further improved.

[0606] Furthermore, in the second embodiment, a special pattern Z7 is provided in which the first specific number of misses is set to 3 and the second specific number of misses is set to 1. In addition, when the special pattern Z7 is won, the number of time-saving times is set to 10,000, and the number of times that the small win time-saving time-saving end is activated is set to 1.

[0607] In this case, if the special symbol Z7 is won, the fifth time-saving game state is set, but in this fifth time-saving game state, the special symbol Yb must be won three times before the special symbol Yc is won once, which is a more disadvantageous state for the player than the special symbols Z1 and Z3. Moreover, when the special symbol Yc is won once, the fifth time-saving game state ends and the game shifts to the minute time-saving game state.

[0608] At this time, in the fifth time-saving game state, a battle performance is executed in the same way as in the first time-saving game state, but for example, if the special symbol Yc is won in the fifth time-saving game state, a variable performance is executed in which the ally character is defeated in one go by the enemy character's special move. This can be said to be a performance that counters the special pattern in which the ally character wins by using a special move, which is executed when a small win is won in the second embodiment.

[0609] As a variant, the degree of advantage a player has in the time-saving game state can be adjusted not by the number of first and second specific misses, but by changing the selection rate (symbol selection ratio) of the first and second specific misses, and it is also possible to adjust the symbol selection ratio by varying the number of specific misses.

[0610] Furthermore, as a modified example of the second embodiment, it is also possible to further increase the types of specific misses. For example, it is possible to configure the game to have a condition for ending the time-saving game state due to a third specific miss (special symbol Yd), and when the condition for ending the time-saving game state is met due to the third specific miss, control to a second time-saving game state in which a small win is guaranteed as with the first specific miss, or to reset the first time-saving game state (restart from the beginning).

[0611] 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 clear 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 these also naturally belong to the technical scope of the present invention.

[0612] In the above embodiment, an example of the case where the present invention is applied to a second type gaming machine has been described, but the gaming characteristics of the gaming machine to which the present invention can be applied are not limited to this. For example, it goes without saying that the present invention can also be applied to a first type gaming machine and a first type / second type mixed machine. Therefore, in the above embodiment, a case where a big win pattern is not provided has been described, but for example, in the special 1 reservation, a small win may not be provided and only a big win may be provided. Also, for example, a small win may not be provided and only a big win may be provided.

[0613] In the second embodiment, a specific miss is won based on the special 1 reserved, and a special pattern Xa is provided as a specific miss pattern for special 1, and the number of times the special pattern Xa is won may be set to a predetermined number (for example, 3 times) as a time-saving end condition of the short-time-saving game state. In this case, by winning a specific miss a predetermined number of times in the short-time-saving game state, it is possible to transition to, for example, a second time-saving game state. Therefore, by notifying the number of times the special pattern Xa is won by an icon or the like during the short-time-saving game state, the presentation effect is improved.

[0614] It should be noted that the effects described in the above embodiment and modified examples are merely examples and can be modified as appropriate.

[0615] The main CPU 300a that executes the process of step S610-11 in the above embodiment corresponds to the symbol determination means of the present invention. In the above embodiment, the main CPU 300a that executes the process of FIG. 36 corresponds to the symbol display means of the present invention. In the above embodiment, the main CPU 300a that executes the processes in FIG. 38 to FIG. 43 corresponds to the advantageous game executing means of the present invention. In the above embodiment, the main CPU 300a that executes the processes in FIGS. 38 and 44 corresponds to the state setting means of the present invention. In the above embodiment, the main CPU 300a that executes the process of FIG. 39 corresponds to the state change means of the present invention. [Explanation of symbols]

[0616] 100 Gaming Machines 120 First starting point 122 Second starting point 128 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

[Claim 1] A gaming machine having a plurality of types of easy-to-win states, including a non-easy-to-win state and a first easy-to-win state and a second easy-to-win state 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 the first easy-to-win state when the number of times the specific symbol is determined or displayed reaches a predetermined number in the first easy-to-win state; Equipped with The state changing means is A gaming machine characterized in that the second easy-to-win state continues even if the specific symbol is determined in the second easy-to-win state.

Citation Information

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