Game machine

The gaming machine addresses the issue of decreased performance and fun by implementing a standby mode with adjustable conditions and an instruction performance mechanism that optimizes game events, resulting in enhanced player engagement.

JP2025073284APending Publication Date: 2025-05-13HEIWA CORP
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Patent Information

Application Number
JP2023183924
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-26
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

The existing gaming machine systems face a decrease in performance effect and reduced fun due to the timing of the game ball passing through the role-playing gate and the suggestion of round game execution times.

Method used

The gaming machine incorporates a standby mode with varying conditions for different types of games, a specific game execution mechanism based on the game ball entering a specified area, and an instruction performance execution mechanism with adjustable timing based on the set mode.

Benefits of technology

This solution effectively suppresses the decrease in performance effect, enhancing the fun and engagement of the game by optimizing the timing and frequency of game events.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress the decline in performance effects.SOLUTION: A game machine includes: standby means for setting the game machine into a standby state for one of a plurality of types of specific games, each of which has a different number of execution times of a round game in which a large winning port is opened upon the satisfaction of a preset specific condition; specific game execution means for starting the specific game on the basis of a game ball entering a predetermined area in the standby state; instruction performance execution means for executing an instruction performance to encourage the game ball to enter the predetermined area; mode setting means for setting one of a plurality of modes, each of which has different suggested timing for the number of execution times of the round game in the specific game; and suggestion means for suggesting the number of execution times of the round game on the basis of a mode currently being set. The instruction performance execution means differs the execution timing of the instruction performance depending on the mode currently being set.SELECTED DRAWING: Figure 55
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Description

[Technical field]

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

[0002] Conventionally, as shown in, for example, Patent Document 1, a gaming machine has been disclosed in which, when a jackpot is won, the machine is in a preparation state for a big role game consisting of multiple rounds of play, and the big role game is started by passing a gaming ball through a role-linked operation gate during the preparation state. In this gaming machine, a lamp provided on the role-linked operation gate is turned on to encourage the gaming ball to pass through the role-linked operation gate.

[0003] In addition, the gaming machine is provided with a plurality of types of jackpots with different numbers of rounds to be played. The number of rounds to be played is indicated at various times to increase the interest of the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2013-220311 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, depending on the timing of passing the game ball through the combination activation gate and the timing of the indication of the number of rounds to be played, the presentation effect may be reduced, and interest in the game may decrease.

[0006] An object of the present invention is to provide a gaming machine that can suppress a decline in presentation effects. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: a standby means for setting the game machine into a standby state for one of a plurality of types of specific games, each of which has a different number of times of execution of a round game in which a large prize opening is opened, when a preset specific condition is satisfied; a specific game execution means for starting the specific game based on the game ball entering a predetermined area in the standby state; An instruction effect execution means for executing an instruction effect that prompts the game ball to enter the predetermined area; A mode setting means for setting one of a plurality of modes having different suggested timings for the number of times the round games are to be played in the specific game; A suggestion means for suggesting the number of times the rounds of play are to be performed based on the mode being set; Equipped with The instruction performance execution means includes: The execution timing of the instruction performance is varied depending on the currently set mode. It is characterized by:

[0008] In addition, the mode includes: A first mode in which the number of times the round play is to be performed is suggested during the waiting state; A second mode in which the number of times the round play is to be performed is not suggested during the standby state; Includes: The instruction performance execution means includes: When the first mode is set, the timing of executing the instruction performance may be delayed compared to when the second mode is set.

[0009] In the second mode, The number of times the round play will be performed may be suggested before the standby state or during the specific game. Effect of the Invention

[0010] According to the present invention, it is possible to suppress a decrease in the presentation effect. [Brief description of the drawings]

[0011] [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] This is a front view of the role unit. [Diagram 5] This is an oblique view of the front of the role unit, viewed diagonally from above. [Figure 6] 13 is a diagram illustrating the route that the game ball takes through the role unit. FIG. [Figure 7] FIG. 1 is a first block diagram of the gaming machine. [Figure 8] FIG. 2 is a second block diagram of the gaming machine. [Figure 9] This is an address map of the memory area used by the main CPU. [Figure 10] 1A is a diagram illustrating a random number determination table for determining a small win for special 1, and FIG. 1B is a diagram illustrating a random number determination table for determining a small win for special 2. [Figure 11] 13 is a diagram illustrating a winning symbol random number determination table. FIG. [Figure 12] FIG. 13 is a diagram illustrating a reach group determination random number judgment table. [Figure 13] 13 is a diagram illustrating a reach mode determination random number judgment table. FIG. [Figure 14] A diagram explaining a fluctuation pattern random number determination table. [Figure 15] FIG. 13 is a diagram illustrating a variable time determination table. [Figure 16] A diagram explaining the special electric feature operation ram set table. [Figure 17] 13 is a diagram illustrating a game status setting table for setting the game status after the end of a major role game. FIG. [Figure 18] FIG. 13 is a diagram illustrating a random number judgment table for determining a win. [Figure 19] 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 20]FIG. 13 is a diagram illustrating a gaming machine status flag. [Figure 21] 11 is a first flowchart illustrating a CPU initialization process in a main control board. [Figure 22] 11 is a second flowchart illustrating the CPU initialization process in the main control board. [Figure 23] 13 is a flowchart illustrating a sub-command group setting process in the main control board. [Figure 24] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 25] 11 is a flowchart illustrating a timer interrupt process in a main control board. [Figure 26] 13 is a flowchart illustrating setting-related processing in a main control board. [Figure 27] 13 is a flowchart illustrating a switch management process in a main control board. [Figure 28] 13 is a flowchart illustrating a gate passing process in the main control board. [Figure 29] 11 is a flowchart explaining the first start port passing process in the main control board. [Diagram 30] 13 is a flowchart explaining the second start port passing process in the main control board. [Diagram 31] 13 is a flowchart explaining the special pattern random number acquisition process in the main control board. [Diagram 32] 13 is a flowchart illustrating a specific area passing process in the main control board. [Diagram 33] 13 is a flowchart explaining the role link operation gate passing process in the main control board. [Diagram 34] FIG. 13 is a diagram illustrating a special game management phase. [Diagram 35] 13 is a flowchart explaining special game management processing on the main control board. [Diagram 36] 13 is a flowchart explaining the special pattern change waiting process in the main control board. [Figure 37]13 is a flowchart explaining the special pattern variable number determination process in the main control board. [Figure 38] 13 is a flowchart explaining the processing during special pattern variation on the main control board. [Figure 39] 13 is a flowchart explaining the special symbol stop symbol display processing in the 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. 2 is a diagram illustrating an example of a presentation mode. [Figure 56] FIG. 13 is a diagram illustrating an example of a presentation when the re-selection mode is set. [Figure 57] 13 is a timing chart of the effects when the re-selection mode is set. [Figure 58] 13A to 13C are diagrams illustrating an example of a presentation when the advance notice mode is set. [Figure 59] This is a timing chart of the effects when the advance notice mode is set. [Figure 60] 13A to 13C are diagrams illustrating an example of a presentation when the post-notification mode is set. [Figure 61] This is a timing chart of the effects when the post-announcement mode is set. [Figure 62] 11 is a flowchart illustrating a sub-CPU initialization process in the sub-control board. [Figure 63] 13 is a flowchart illustrating a sub timer interrupt process in the sub control board. [Figure 64] 13 is a flowchart explaining the presentation mode setting process in the sub-control board. [Figure 65] 13 is a flowchart illustrating an opening designation command receiving process in the sub-control board. [Figure 66] 13 is a flowchart illustrating a specific area entry command receiving process in the sub-control board. [Figure 67] 13 is a flowchart explaining the role link operation gate pass designation command reception processing in the sub-control board. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] Two first starting openings 120 are provided at the bottom of the game area 116. Here, one first starting opening 120 is provided at a position where a game ball flowing down the first game area 116a can enter, and one first starting opening 120 is provided at a position where a game ball flowing down the second game area 116b can enter. In addition, the second starting opening 122 is disposed at a position where both a game ball flowing down the first game area 116a and a game ball flowing down the second game area 116b can enter.

[0024] This second start hole 122 is configured by a variable start hole (start variable winning device) having a movable piece 122b, and the ease of entry of the game ball into the second start hole 122 is made variable.

[0025] The movable piece 122b is usually maintained in a closed state. When the movable piece 122b is in a closed state, a structure provided vertically above the second starting hole 122 makes it impossible or difficult for a game ball to enter the second starting hole 122.

[0026] On the other hand, when the game ball passes through the gate 124 provided in the first game area 116a, 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. More specifically, 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 symbol is selected in the normal symbol lottery, the movable piece 122b is controlled to be in an open state for a predetermined time. When the movable piece 122b is in the open state, the movable piece 122b functions as a tray that guides the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.

[0027] In addition, a first large prize opening 126 is disposed below the second starting opening 122. A movable piece 126b is provided in the first large prize opening 126 so as to be capable of opening and closing, and normally, the movable piece 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. When a major role game, which will be described later, is started, the movable piece 126b is opened, making it possible for game balls to enter the first large prize opening 126.

[0028] A role unit U is provided in the approximate center of the game board 108. The role unit U includes a second large prize opening 128. A movable piece 128b is provided in the second large prize opening 128 so as to be capable of opening and closing, and the movable piece 128b normally closes the second large prize opening 128, making it impossible for a game ball to enter the second large prize opening 128.

[0029] When a small prize game described later is executed, the movable piece 128b is opened, allowing the game ball to enter the second large prize opening 128. In addition, an outlet 130 is provided at the bottom of the game board 108, and game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, the first large prize opening 126, and the second large prize opening 128 are discharged from the outlet 130 to the outside of the game area 116.

[0030] Fig. 4 is a front view of the accessory unit U, Fig. 5 is a perspective view of the accessory unit U from above, and Fig. 6 is a diagram for explaining the path of the game ball in the accessory unit U. As shown in Fig. 4, a pair of movable pieces 128b arranged at a distance on the left and right are provided on the upper part of the accessory unit U. In addition, a structure 129 is provided above the pair of movable pieces 128b. The space partitioned by the pair of movable pieces 128b, the structure 129, and the partition wall constituting the accessory unit U becomes the second large winning opening 128.

[0031] 4, when the pair of movable pieces 128b are closed, the gap between the movable pieces 128b and the structure 129 is small, and it is impossible for a game ball to enter the second large winning opening 128. In this manner, when the second large winning opening 128 is in the closed state, a game ball flowing down the game area 116 collides with the pair of movable pieces 128b, the structure 129, and the partition that constitutes the accessory unit U, and flows down vertically downward around the accessory unit U.

[0032] On the other hand, when a game ball enters the first start hole 120 or the second start hole 122, a special symbol is determined. A small win symbol is provided as a special symbol, and when the small win symbol is determined, a small win game is executed. In the small win game, the movable piece 128b is opened for a short time. A rotating shaft is provided at the bottom of the movable piece 128b, and in the figure, the movable piece 128b on the left side rotates about 45 degrees counterclockwise around the rotating shaft, and the movable piece 128b on the right side rotates about 45 degrees clockwise around the rotating shaft. As a result, the second large winning hole 128 is opened, and the movable piece 128b functions as a receptacle that guides the game ball to the second large winning hole 128.

[0033] A plurality of role devices are provided in the second large prize opening 128. Here, the role devices include a first role device 400, a second role device 420, a third role device 430, a fourth role device 450, a fifth role device 460, and a sixth role device 470. The first role device 400 is provided at approximately the center of the width of the role unit U. The first role device 400 includes a movable motor 400c, which will be described later, and a distribution plate 402 connected to the movable motor 400c. The distribution plate 402 is made of a plate-shaped member, and the game ball that enters the second large prize opening 128 rolls on the distribution plate 402.

[0034] The sorting plate 402 is located vertically below the pair of movable pieces 128b. A game ball that enters the second large winning hole 128 always falls onto the sorting plate 402. The output shaft of the movable motor 400c is connected to approximately the center of the width of the sorting plate 402, and the sorting plate 402 is tilted within a predetermined angle range by the driving force of the movable motor 400c. Specifically, the sorting plate 402 switches between a first state in which the right end is located slightly vertically below the left end, and a second state in which the left end is located slightly vertically below the right end.

[0035] In the first state of the sorting board 402, a game ball that has fallen onto the sorting board 402 rolls and flows down toward the right side of the sorting board 402. In the second state of the sorting board 402, a game ball that has fallen onto the sorting board 402 rolls and flows down toward the left side of the sorting board 402.

[0036] In the initial state of the first role device 400, the distribution plate 402 is stationary along the horizontal direction. Then, when the small win game is started, the movable motor 400c is energized, and the distribution plate 402 swings. At this time, immediately after the second large winning opening 128 is opened, the movable motor 400c is energized so that the distribution plate 402 is in the first state. After that, the movable motor 400c is energized so that the distribution plate 402 is in the second state. The distribution plate 402 is in the first state only for a short time immediately after the second large winning opening 128 is opened, and thereafter, it is maintained in the second state until the small win game is finished.

[0037] Therefore, a game ball that enters the second large prize opening 128 immediately after the start of the small prize game is distributed to the right side of the accessory unit U by the distribution board 402. On the other hand, a game ball that enters the second large prize opening 128 after a predetermined time has elapsed after the start of the small prize game is distributed to the left side of the accessory unit U by the distribution board 402.

[0038] However, the control of the first role device 400, i.e., the control of the attitude of the sorting board 402, is not limited to this. For example, the movable motor 400c may be controlled to be energized so that the sorting board 402 periodically repeats the first state and the second state. Also, the ratio of the time during which the sorting board 402 is maintained in the first state to the time during which the sorting board 402 is maintained in the second state can be set appropriately.

[0039] A normal passage 410 is provided to the lower left of the distribution plate 402. The normal passage 410 is a passage formed so that game balls can roll, and guides game balls that flow down from the left end of the distribution plate 402 vertically downward. The normal passage 410 has a shape that is partially serpentine in the left-right direction and the depth direction so as to reduce the flow speed of the game balls. In addition, a normal passage detection switch 410s is provided in the normal passage 410. The normal passage detection switch 410s detects game balls flowing down the normal passage 410. The normal passage detection switch 410s is provided in the middle of the normal passage 410, and the game balls detected by the normal passage detection switch 410s further flow down vertically downward for a predetermined time.

[0040] Here, as shown in FIG. 6, a second role device 420 is provided downstream of the normal passage 410. The second role device 420 includes a push solenoid 420c (see FIG. 7) and a push rod 422 connected to the push solenoid 420c. In addition, a through hole 410a penetrating the game board 108 in the width direction is formed downstream of the normal passage 410. The push rod 422 is usually stationary at a retracted position retracted from the through hole 410a. Meanwhile, the second role device 420 energizes the push solenoid 420c at a predetermined interval during a small winning game. When the push solenoid 420c is energized, the push rod 422 protrudes into the through hole 410a.

[0041] That is, during a small winning game, the push rod 422 protrudes into the through hole 410a at a predetermined interval. Among the game balls flowing down the normal passage 410, those that do not collide with the push rod 422 fall vertically down the normal passage 410, pass through the non-specific area 500, and are discharged to the outside of the second large winning opening 128. On the other hand, when the push rod 422 protrudes into the through hole 410a, if a game ball flowing down the normal passage 410 collides with the push rod 422, the game ball is ejected from the through hole 410a to the right side of the normal passage 410, that is, to the center side in the width direction of the game board 108. The game ball ejected from the through hole 410a by the push rod 422 is guided to the third role device 430.

[0042] As shown in FIG. 5, the third role device 430 is located at approximately the center in the width direction of the role unit U. The third role device 430 includes a first rotating body motor 430c (see FIG. 7) and a first rotating body 432 connected to the first rotating body motor 430c. The first rotating body 432 always rotates at a constant speed in a constant direction while the gaming machine 100 is in operation. However, the first rotating body 432 may rotate only during a small winning game. Also, the speed of the first rotating body 432 may change during rotation.

[0043] The first rotor 432 is provided with a plurality of storage sections 434 that open in the radial direction. The plurality of storage sections 434 are arranged in the rotational direction, and a game ball pushed out of the through hole 410a by the push rod 422 is stored in one of the storage sections 434 of the first rotor 432. The game ball stored in the storage section 434 moves in the rotational direction of the first rotor 432.

[0044] Here, the storage section 434 is classified into a loss storage section 434a, a V storage section 434b, and a replay storage section 434c, as shown in Fig. 6. Here, one V storage section 434b and one replay storage section 434c are provided, and all the other storage sections 434 are loss storage sections 434a.

[0045] A replay passage 440 is provided on the radial outside of the first rotating body 432, and a non-specific area 500 and a specific area 502 shown by dashed lines in the figure are provided vertically below the first rotating body 432. A game ball accommodated in the loss storage section 434a is always guided to the non-specific area 500. A game ball accommodated in the V storage section 434b is always guided to the specific area 502. A game ball accommodated in the replay storage section 434c is always guided to the replay passage 440.

[0046] For example, the loss storage section 434a and the V storage section 434b have different radial lengths. In addition, the non-specific area 500 and the specific area 502 have different radial positions of the first rotating body 432. The game ball stored in the loss storage section 434a passes through a position radially shifted from the specific area 502 and passes directly above the non-specific area 500. The game ball stored in the V storage section 434b is configured to pass directly above the specific area 502. In this way, the game ball stored in the loss storage section 434a can be always guided to the non-specific area 500, and the game ball stored in the V storage section 434b can be always guided to the specific area 502.

[0047] Also, for example, the replay storage section 434c is formed to have a shallower vertical depth than the loss storage section 434a and the replay storage section 434c, and the bottom surface of the replay storage section 434c is configured to be flush with the bottom surface of the replay passage 440. When the replay storage section 434c faces the replay passage 440, the game ball rolls down from the replay storage section 434c to the replay passage 440. On the other hand, the game balls stored in the loss storage section 434a and the V storage section 434b pass through the replay passage 440 without rolling down due to the step between the replay passage 440. As a result, only the game balls stored in the replay storage section 434c are guided to the replay passage 440.

[0048] The above-mentioned configuration of the first rotating body 432 is merely an example. In any case, the game ball accommodated in the accommodation portion 434 of the first rotating body 432 may be guided to any one of the replay passage 440, the non-specific area 500, and the specific area 502, and the configuration is not particularly limited. Here, the game ball is guided from the first rotating body 432 to the replay passage 440, but the replay passage 440 is not essential.

[0049] A fourth role device 450 is provided downstream of the replay passage 440. The fourth role device 450 includes a lifting motor 450c (see FIG. 7), a lifting member 452 connected to the lifting motor 450c, and a passage component 454. The passage component 454 is formed of a cylindrical member whose inner diameter is larger than the diameter of a game ball, and extends in the vertical direction. The lifting member 452 is provided inside the passage component 454, and moves the passage component 454 vertically upward by the driving force of the lifting motor 450c.

[0050] A hole that opens to the replay passage 440 is formed in the lower part of the passage forming member 454, and the game ball guided from the first rotating body 432 to the replay passage 440 enters the passage forming member 454. The lifting member 452 is usually stationary below the replay passage 440, and the game ball that enters the passage forming member 454 from the replay passage 440 is placed on the lifting member 452.

[0051] The fourth accessory device 450 is provided with a replay passage detection switch 450s that detects a game ball placed on the lifting member 452. When the replay passage detection switch 450s detects a game ball, the lifting motor 450c is driven to lift the lifting member 452 vertically upward. Then, when the lifting member 452 reaches the upper end of the passage component 454 as shown by the dashed line in the figure, the game ball on the lifting member 452 rolls toward the fifth accessory device 460.

[0052] The fifth role device 460 includes a second rotating body motor 460c (see FIG. 7) and a second rotating body 462 connected to the second rotating body motor 460c. The second rotating body 462 rotates at a constant speed in a constant direction at all times while the gaming machine 100 is in operation. However, the second rotating body 462 may rotate only during a small winning game. Also, the speed of the second rotating body 462 may change during rotation.

[0053] The second rotating body 462 is provided with a plurality of storage sections 464 that open in the radial direction. The plurality of storage sections 464 are arranged in the rotational direction, and a game ball that rolls down from the lifting member 452 is stored in one of the storage sections 464 of the second rotating body 462. The game ball stored in the storage section 464 moves in the rotational direction of the second rotating body 462.

[0054] Here, the storage sections 464 are classified into a loss storage section 464a and a V storage section 464b as shown in Fig. 6. Here, one V storage section 464b is provided, and all the other storage sections 464 are loss storage sections 464a.

[0055] In addition, a non-specific area 500 and a specific area 502, indicated by dashed lines in the figure, are provided on the rear side of the second rotating body 462. The game balls accommodated in the losing accommodating section 464a are always guided to the non-specific area 500. The game balls accommodated in the V accommodating section 464b are always guided to the specific area 502. The configuration in which the game balls accommodated in the losing accommodating section 464a are guided to the non-specific area 500 and the game balls accommodated in the V accommodating section 464b are guided to the specific area 502 is the same as above.

[0056] Here, in the small win game, if the game ball that entered the second large winning opening 128 enters the specific area 502, a type 2 jackpot is awarded. If a type 2 jackpot is awarded, a large winning game can be played following the small win game. In the large winning game, a round game in which the first large winning opening 126 is opened is played multiple times. On the other hand, if the game ball enters the non-specific area 500, it is a miss, and the small win game ends when all game balls are discharged from the second large winning opening 128.

[0057] In this embodiment, two loss storage sections 464a and one V storage section 464b are provided in the second rotating body 462. Therefore, as described above, when a game ball is stored in the replay storage section 434c of the first rotating body 432, the probability of a double big win is 1 / 3.

[0058] Further, a sixth accessory device 470 is provided to the lower right of the distribution board 402 and above the fifth accessory device 460. The sixth accessory device 470 includes a gear motor 470c (see FIG. 7), and a first gear 472 and a second gear 474 connected to the gear motor 470c. The first gear 472 and the second gear 474 rotate at a constant speed at all times while the gaming machine 100 is in operation. However, the first gear 472 and the second gear 474 may rotate only during a small winning game. Also, the speed of the first gear 472 and the second gear 474 may change during rotation.

[0059] A plurality of grooves for accommodating game balls are formed on the outer circumference of the first gear 472 and the second gear 474. The game balls that fall from the right end of the distribution plate 402 are guided to the first gear 472. The game balls guided to the first gear 472 move in the rotation direction of the first gear 472 as the first gear 472 rotates. The game balls that fall from the grooves of the first gear 472 due to their own weight are accommodated in the grooves of the second gear 474. The game balls guided to the second gear 474 move in the rotation direction of the second gear 474 as the second gear 474 rotates. The game balls that fall from the grooves of the second gear 474 due to their own weight are accommodated in any of the accommodation sections 464 of the fifth role device 460.

[0060] Therefore, when the balls are distributed to the right side by the distribution board 402, the probability of winning the double jackpot is 1 / 3. On the other hand, when the balls are distributed to the left side by the distribution board 402, the balls are first distributed to the non-specific area 500 or the third device 430 by the second device 420. The probability that the balls are distributed to the third device 430 by the second device 420 is, for example, 1 / 2 to 1 / 10.

[0061] The first rotating body 432 of the third role device 430 is provided with one V storage section 434b and one replay storage section 434c, while four loss storage sections 434a are provided. Therefore, in the third role device 430, the probability that a game ball enters the specific area 502 and wins a double jackpot is 1 / 6. In addition, the probability that a game ball is stored in the replay storage section 434c in the third role device 430 and that this game ball enters the specific area 502 in the fifth role device 460 is 1 / 6×1 / 3=1 / 18.

[0062] As is clear from the above, in this embodiment, when the game ball is distributed to the right side by the first role device 400, the probability of winning the double big win is higher than when the game ball is distributed to the left side by the first role device 400. During a small win game, the player watches the game ball while eagerly hoping that the game ball will enter the specific area 502, and the player's expectations are particularly high when the game ball is distributed to the right side by the first role device 400.

[0063] As shown in FIG. 3, the second game area 116b is provided with a combination gate 125 through which the game ball can pass. As described above, in the small win game, when the game ball that entered the second big winning port 128 enters the specific area 502, it becomes a type 2 big win, and the big role game can be executed, but the big role game starts when the game ball passes through the combination gate 125. Specifically, when the type 2 big win is won, the big role game is put into a standby state, and the big role game starts when the game ball passes through the combination gate 125 during this standby state. The combination gate 125 is provided with a combination gate lamp 204a, and the lighting of the combination gate lamp 204a prompts the game ball to pass through the combination gate 125, that is, to hit to the right.

[0064] 4, a hole penetrating in the depth direction of the gaming machine 100 is formed in the center of the accessory unit U. A main performance display section 200a of the performance display device 200 is provided on the back side of the accessory unit U. Therefore, the main performance display section 200a is arranged in the approximate center of the game board 108 so as to be visible from the front side of the gaming machine 100. Various performance images are displayed on this main performance display section 200a.

[0065] 2, the gaming machine 100 is provided with a lighting effect device 204, an audio output device 206, and an effect button 208. The lighting effect device 204 is controlled to light up in accordance with various effects during a game. 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 side of the gaming machine 100 in accordance with images and the like displayed on the main effect display section 200a.

[0066] 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.

[0067] 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.

[0068] 3, the game board 108 is provided with 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, and a normal symbol reserved display 170 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 170 is a device for displaying various situations related to the game, and will be described in detail later.

[0069] (Internal configuration of control means) FIG. 7 is a first block diagram showing the internal configuration of the control means for controlling the progress of a game, and FIG. 8 is a second block diagram showing the internal configuration of the control means for controlling the progress of a game.

[0070] 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.

[0071] 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.

[0072] The main control board 300 is provided with a general winning hole detection switch 118s for detecting that a gaming ball has entered the general winning hole 118, a first start hole detection switch 120s for detecting that a gaming ball has entered the first start hole 120, a second start hole detection switch 122s for detecting that a gaming ball has entered the second start hole 122, a gate detection switch 124s for detecting that a gaming ball has passed through the gate 124, a combination operation gate detection switch 125s for detecting that a gaming ball has passed through the combination operation gate 125, a combination operation gate detection switch 126s for detecting that a gaming ball has entered the first special winning hole 126, and a combination operation gate detection switch 128s for detecting that a gaming ball has entered the first special winning hole 126. A first large prize opening detection switch 126s detects when a game ball enters the second large prize opening 128, a second large prize opening detection switch 128s detects when a game ball enters the second large prize opening 128, an out ball detection switch 130s detects when a game ball is ejected from the game area 116, a non-specific area detection switch 500s detects when a game ball has entered the non-specific area 500, and a specific area detection switch 502s detects when a game ball has entered the specific area 502. Detection signals are input from each of these detection switches to the main control board 300.

[0073] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning hole 118, the first starting hole 120, the second starting hole 122, the first large winning hole 126, and the second large winning hole 128 join with game balls guided to the back side from the discharge hole 130 at the junction passage and are guided to the facilities of the game center. The out ball detection switch 130s is provided in the junction passage, and all game balls discharged from the game area 116, in other words, all game balls shot into the game area 116, are detected by the out ball detection switch 130s.

[0074] In addition, the main control board 300 includes a normal electric role solenoid 122c for operating the movable piece 122b of the second start opening 122, a first large prize opening solenoid 126c for operating the movable piece 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c for operating the movable piece 128b that opens and closes the second large prize opening 128, a movable motor 400c for swinging the sorting plate 402, a push solenoid 420c for operating the push rod 422, a first rotating body 432 for rotating the first rotating body 432, and a second rotating body 432 for rotating the first rotating body 432. A motor 430c, a lifting motor 450c which raises and lowers the lifting member 452, a second rotating body motor 460c which rotates the second rotating body 462, and a gear motor 470c which rotates the first gear 472 are connected to the main control board 300, and the opening and closing of the second starting opening 122, the first large prize opening 126, and the second large prize opening 128 are controlled, as well as the movement of the sorting plate 402, the push rod 422, the first rotating body 432, the lifting member 452, the second rotating body 462, and the first gear 472 are controlled by the main control board 300.

[0075] Furthermore, the first special pattern display device 160, the second special pattern display device 162, the first special pattern reserved display device 164, the second special pattern reserved display device 166, the normal pattern display device 168, and the normal pattern reserved display device 170 are connected to the main control board 300, and the display of each of these displays is controlled by the main control board 300.

[0076] 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.

[0077] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned on, the setting value can be changed and confirmed. As will be described in detail later, the gaming machine 100 stores one of six setting values ​​with different degrees of advantage in the setting value buffer as a registered setting value, and the game progresses according to the stored registered setting value. However, in this embodiment, although the game machine 100 has a function for changing the registered setting value, only "1" is provided as the registered setting value in the design stage, and the degree of advantage cannot be changed.

[0078] 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.

[0079] 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.

[0080] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0081] As shown in Fig. 8, 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 bidirectionally. 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] In addition, the sub-control board 330 operates the performance prop device 202, which is a movable device for performance, controls the lighting of the performance lighting device 204 and the role link operation gate lamp 204a, and performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the performance button detection switch 208s, which detects that the performance button 208 has been pressed, a predetermined performance is executed.

[0089] In addition, the sub-control board 330 is connected to a normal passage detection switch 410s, a replay passage detection switch 450s, and an SP route detection switch 470s. The normal passage detection switch 410s is provided on the normal passage 410 and detects a game ball guided to the normal passage 410. The replay passage detection switch 450s detects a game ball guided to the replay passage 440. The replay passage detection switch 450s may be provided at a position where it can detect a game ball rolling on the replay passage 440, and may be provided on the replay passage 440 or in the passage configuration member 454, for example. The SP route detection switch 470s detects a game ball that has fallen to the right side from the distribution board 402, that is, to the sixth role device 470 side (see FIG. 6). The SP route detection switch 470s may be provided at a position where it can detect a game ball that reaches the fifth role device 460 through the sixth role device 470.

[0090] Here, the normal path detection switch 410s, the replay path detection switch 450s, and the SP route detection switch 470s are connected to the sub-control board 330. However, the normal path detection switch 410s, the replay path detection switch 450s, and the SP route detection switch 470s may be connected to the main control board 300.

[0091] 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.

[0092] Fig. 9 is an address map of the memory area used by the main CPU 300a. In Fig. 9, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 9, 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.

[0093] 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).

[0094] 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).

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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).

[0099] 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.

[0100] 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).

[0101] 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.

[0102] 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.

[0103] 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.

[0104] Next, a game in the gaming machine 100 will be described together with various tables stored in the main ROM 300b.

[0105] 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.

[0106] 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.

[0107] When a player operates the operating handle 112 to launch a game ball into the game area 116 and the game ball flowing down the game area 116 enters the first start port 120 or the second start port 122, a lottery 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 second big prize port 128 is opened and a small prize game is executed in which the game ball can enter the second big prize port 128. The big prize lottery method is described below.

[0108] 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.

[0109] The special chart reservation memory area of ​​the main RAM 300c includes a first special chart reservation memory area and a second special chart reservation memory area. The first special chart reservation memory area and the second special chart reservation memory area each have four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special 1 reservation is stored in order from the first memory section of the first special chart reservation memory area, and when a game ball enters the second starting hole 122, the special 2 reservation is stored in order from the first memory section of the second special chart reservation memory area.

[0110] For example, when a game ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, the special 1 reservation is stored in the first storage section. Also, for example, when the special 1 reservation is stored in the first to third storage sections and the game ball enters the first starting hole 120, the special 1 reservation is stored in the fourth storage section. Also, when a game ball enters the second starting hole 122, the special 2 reservation is stored in the smallest numbered (ordinal) storage section among the first to fourth storage sections of the second special chart reservation storage area in the same manner as above.

[0111] However, the number of special 1 reservations (X1) and the number of special 2 reservations (X2) that can be stored in the first special chart reservation memory area and the second special chart reservation memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start hole 120, if four special 1 reservations are already stored in the first special chart reservation memory area, the entry of the game ball into the first start hole 120 will not cause a new special 1 reservation to be stored. Similarly, when a game ball enters the second start hole 122, if four special 2 reservations are already stored in the second special chart reservation memory area, the entry of the game ball into the second start hole 122 will not cause a new special 2 reservation to be stored.

[0112] Fig. 10(a) is a diagram explaining the small win determination random number judgment table for special 1, and Fig. 10(b) is a diagram explaining 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 within 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.

[0113] When starting the big role lottery for special 1 reservation, the special 1 small win determination random number judgment table shown in Figure 10 (a) is referenced, and when starting the big role lottery for special 2 reservation, the special 2 small win determination random number judgment table shown in Figure 10 (b) is referenced. According to the special 1 small win determination random number judgment table, if the small win determination random number is 20001 to 20555, 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 small win probability in this case is about 1 / 118.0.

[0114] In addition, according to the special 2 small win determination random number judgment table, if the small win determination random number is between 20001 and 25461, 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, in this case, the small win probability is about 1 / 12.0.

[0115] 11 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. Then, 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.

[0116] At this time, if the "small win" is won by the special 1 reservation, the special 1 winning pattern random number determination table is selected as shown in Figure 11 (a). Also, if the "small win" is won by the special 2 reservation, the special 2 winning pattern random number determination table is selected as shown in Figure 11 (b). In the following, the special pattern determined by the winning pattern random number, that is, the special pattern determined when the small win determination result is obtained, is called the small win pattern, and the special pattern determined when the loss determination result is obtained is called the loss pattern.

[0117] According to the special 1 winning symbol random number determination table shown in FIG. 11(a) and the special 2 winning symbol random number determination table shown in FIG. 11(b), the type of special symbol (small winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Specifically, when a small winning symbol is won by special 1 reservation, the special symbols Z1, Z2, and Z3, which are small winning symbols, are determined with a probability of 50%, 25%, and 25%, respectively. Also, when a small winning symbol is won by special 2 reservation, the special symbols Z1, Z2, and Z3, which are small winning symbols, are determined with a probability of 25%, 25%, and 50%, respectively.

[0118] 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.

[0119] In other words, the winning symbol random number determination table is referenced only when the big role lottery result is a "small win", 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.

[0120] FIG. 12 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, the 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.

[0121] 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. 12(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. 12(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. 12(c). In FIG. 12, the group x described in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number judgment table to be referred to.

[0122] 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.

[0123] In addition, if the result of the big role lottery is a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "small win".

[0124] Fig. 13 is a diagram 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 "miss", and a reach mode determination random number judgment table at the time of a small win, which is selected when the big role lottery result is "small win". The reach mode determination random number judgment table at the time of a miss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of a small win is provided for each reserved type.

[0125] 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 a group x when it is lost, which is referred to in a specific game state and type of symbol, is shown in Figure 13(a), an example of a reach mode determination random number judgment table for a special 1 when it is a small win is shown in Figure 13(b), and an example of a reach mode determination random number judgment table for a special 2 when it is a small win is shown in Figure 13(c).

[0126] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained within the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Fig. 13(a), a reach mode determination random number judgment table at the time of a loss 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 loss and the reach mode determination random number.

[0127] Furthermore, if the result of the big prize lottery is a "small win," then as shown in Figures 13(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.

[0128] 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. 13, 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. 13 to FIG. 15 indicates an arbitrary value indicated in hexadecimal.

[0129] As described above, when the big role lottery result is a "miss," first, the group type is determined by the reach group determination random number judgment table and reach group determination random number shown in Fig. 12. Then, according to the determined group type and game state, the variation mode number and the variation pattern random number judgment table are determined by the reach mode determination random number judgment table at the time of miss and the reach mode determination random number shown in Fig. 13(a).

[0130] On the other hand, if the result of the big prize lottery is a "small prize," the small prize reach mode determination random number judgment table shown in Figure 13, which corresponds to the determined small prize pattern (type of special pattern), is referenced, and the reach mode determination random number is used to determine the fluctuation mode number and fluctuation pattern random number judgment table.

[0131] 14 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.

[0132] 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.

[0133] 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.

[0134] Fig. 15 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. 15(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.

[0135] 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. 15(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.

[0136] 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.

[0137] 16 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 first big win port solenoid 126c and the second big win port solenoid 128c are controlled to be energized by referring to the special electric accessory operation ram set table.

[0138] 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 is operated (the number of round play times executed during one small win game or one big role game), the opening large prize winning hole (the first large prize winning hole 126 and the second large prize winning hole 128 opened in each round play), the number of times the special electric role is opened and closed (the number of times the first large prize winning hole 126 and the second large prize winning hole 128 are opened during one round play), the solenoid energization time (the first large prize winning hole solenoid 126c and the second large prize winning hole solenoid 126c for each number of times the first large prize winning hole 126 and the second large prize winning hole 128 are opened) The power supply time of the prize port solenoid 128c, i.e., the opening time of the first large prize port 126 and the second large prize port 128 in one play), the specified number (the maximum number of wins possible in the first large prize port 126 and the second large prize port 128 in one round of play), the effective time for closing the large prize port (the closing time of the first large prize port 126 and the second large prize port 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the resumption of normal special play) are pre-stored as control data for the big prize play for each type of small prize pattern, as shown in the figure.

[0139] In this embodiment, when the special symbol Z1, which is a small prize symbol, is determined, a small prize game consisting of one round of play is first executed. When the special symbol Z1 is determined, in the small prize game, the second large prize opening 128 is opened 0.1 seconds x 2 times. As described above, the specific area 502 and the non-specific area 500 are provided inside the second large prize opening 128, and the game ball that enters the second large prize opening 128 always enters the specific area 502 or the non-specific area 500. Then, in the small prize game, when the game ball that enters the second large prize opening 128 enters the specific area 502, the small prize game is followed by the big prize game in which the first large prize opening 126 is opened.

[0140] When the special symbol Z1 is won, in the big prize game, three round games (2R to 4R) are executed. In each round game in the big prize game, the first big prize opening 126 is opened 29.0 seconds x 1 time. In each round game in the small prize game and the big prize game, the end condition is set to satisfy either that the opening time of the first big prize opening 126 or the second big prize opening 128 reaches the maximum opening time, or that a specified number of game balls enter the first big prize opening 126 or the second big prize opening 128. When the end condition is met, the small prize game or the big prize game ends. Here, the specified number is set to 10, and the small prize game or the big prize game ends when 10 game balls enter the first big prize opening 126 or the second big prize opening 128.

[0141] Similarly, when the special symbols Z2 and Z3, which are small prize symbols, are determined, a small prize game is executed in which the second big prize opening 128 is opened 0.1 seconds x 2 times. When the game ball enters the specific area 502 in the small prize game and a type 2 big prize is won, a big prize game is executed in which the first big prize opening 126 is opened. When the special symbol Z2 is won, a round game is executed 5 times (2R to 6R) in the big prize game, and when the special symbol Z3 is won, a round game is executed 10 times (2R to 11R) in the big prize game.

[0142] 16 is merely an example of the number of times and the opening time of the first large prize opening 126 and the second large prize opening 128. For example, the number of times and the opening time of the second large prize opening 128 in a small prize game may differ depending on the type of the small prize symbol.

[0143] FIG. 17 is a diagram for explaining a game state setting table for setting the game state after the end of the big role game. When the two-type big win is won in the small win game as described above and the big role game is executed, the game state after the big role game is set. Here, after the big role game, the time-saving game state is always set. In this embodiment, the game state is provided with a non-time-saving game state and a time-saving game state.

[0144] 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.

[0145] In addition, when the game state after the big win is set to the time-saving game state, a time-saving end condition for ending the time-saving game state is also set. Here, the number of time-saving times is set as the time-saving end condition. The number of time-saving times is the number of times the special symbol changes until the time-saving game state ends, and here, the number of time-saving times is set to 10 times for all small winning symbols. Therefore, in this embodiment, when the special symbol is stopped and displayed 10 times on the first special symbol display 160 or the second special symbol display 162 in the time-saving game state, the time-saving game state ends and the game is set to a non-time-saving game state.

[0146] Here, the game state and the number of time-saving times after the big win are set uniformly. However, depending on the special symbol, i.e., the type of the small win symbol, or the game state at the time of winning the small win, either the game state set after the big win or the number of time-saving times may be different.

[0147] 18 is a diagram explaining the 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.

[0148] 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.

[0149] When starting a normal symbol lottery in a non-time-saving game state, as shown in FIG. 18(a), a win determination random number judgment table for a non-time-saving game state is referenced. According to this win determination random number judgment table for a non-time-saving game state, when the win determination random number is 0, a win symbol is determined as the type of normal symbol, and when the win determination random number is 1 to 99, a loss symbol is determined as the type of normal symbol. Therefore, the probability that a win symbol is determined in a non-time-saving game state, that is, the probability of winning, is 1 / 100. As will be described in detail later, when a win symbol is determined in this normal symbol lottery, the second start hole 122 is controlled to be in an open state, and when a loss symbol is determined, the second start hole 122 is maintained in a closed state.

[0150] In addition, when starting a normal symbol lottery in the time-saving game state, a time-saving game state winning random number determination table is referenced as shown in Fig. 18(b). According to this time-saving game state winning random number determination table, when the winning random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and when the winning random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the time-saving game state, that is, the probability of winning, is 99 / 100.

[0151] FIG. 19(a) is a diagram for explaining the normal pattern variation time data table, and FIG. 19(b) is a diagram for explaining the opening / closing control pattern table. As described above, when the normal pattern lottery is performed, the variation time of the normal pattern is determined. The normal pattern variation time data table is referenced when determining the variation time of the normal pattern when a winning pattern or a losing pattern is determined by the normal pattern lottery. According to this normal pattern variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 0.1 seconds. When the variation time is determined in this way, the normal pattern display 168 is displayed (blinking) for the determined time. Then, when a winning pattern is determined, the normal pattern display 168 is turned on, and when a losing pattern is determined, the normal pattern display 168 is turned off.

[0152] Then, when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 is lit, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table as shown in Fig. 19(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.

[0153] When the winning symbol is determined, as shown in FIG. 19(b), the opening and closing of the second starting hole 122 is controlled by referring to the opening and closing control pattern table. According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 starts to open), the maximum number of times the normal electric role can be switched between opening and closing (the number of times the second start port 122 is opened), the solenoid power supply time (the power supply time of the normal electric role solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), the specified number (the maximum number of winnings that can be won into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end wait time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.

[0154] 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.

[0155] 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.

[0156] Next, the main processing of the main control board 300 associated with the progress of a game in the gaming machine 100 will be described.

[0157] Fig. 20 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.

[0158] The flag value of the gaming machine status flag = 01H indicates a setting change state, and when the gaming machine status flag is 01H, the registered setting value can be changed. 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 can be confirmed by displaying it on the performance display monitor 184, for example. 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.

[0159] (CPU initialization process of main control board 300) FIG. 21 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 22 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0160] 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).

[0161] (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.

[0162] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0163] (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.

[0164] (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.

[0165] (Step S100-9) The main CPU 300a executes the processes required to permit access to the main RAM 300c.

[0166] (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.

[0167] (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.

[0168] (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.

[0169] (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.

[0170] (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.

[0171] (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.

[0172] (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.

[0173] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0174] (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.

[0175] (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.

[0176] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0177] (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.

[0178] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register, and moves the process to step S100-45.

[0179] (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.

[0180] (Step S100-39) The main CPU 300a sets the D register to 00H (playable state).

[0181] (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.

[0182] (Step S100-43) The main CPU 300a sets the D register to 01H (setting changed state).

[0183] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0184] (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.

[0185] (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.

[0186] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0187] (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.

[0188] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0189] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0190] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0191] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0192] (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.

[0193] (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.

[0194] (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 .

[0195] (Step S100-67) The main CPU 300a performs processing for permitting an interrupt.

[0196] (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.

[0197] FIG. 23 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.

[0198] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0199] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0200] (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.

[0201] (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.

[0202] (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.

[0203] (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.

[0204] (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.

[0205] (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.

[0206] (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.

[0207] (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.

[0208] (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.

[0209] 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.

[0210] (Power off save process of main control board 300 (XINT interrupt process)) 24 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.

[0211] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0212] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0213] (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.

[0214] (Step S300-7) The main CPU 300a restores the registers.

[0215] (Step S300-9) The main CPU 300a performs a process for permitting an interrupt, and ends the power-off save process.

[0216] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0217] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.

[0218] (Step S300-15) The main CPU 300a executes a RAM protect setting process required to prohibit access to the main RAM 300c.

[0219] (Step S300-17) The main CPU 300a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter in order to set a power interruption occurrence monitoring time.

[0220] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0221] (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.

[0222] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 above by one.

[0223] (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).

[0224] 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.

[0225] (Timer interrupt processing of main control board 300) 25 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 this embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, it interrupts the CPU initialization process (step S100) and executes the following timer interrupt process.

[0226] (Step S400-1) The main CPU 300a saves the registers.

[0227] (Step S400-3) The main CPU 300a performs processing for permitting an interrupt.

[0228] (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.

[0229] (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.

[0230] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0231] (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.

[0232] (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.

[0233] (Step S450) The main CPU 300a executes the setting-related processing, and moves the process to step S400-27, which will be described later.

[0234] (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.

[0235] (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.

[0236] (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.

[0237] Although detailed explanations are omitted, in the 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.

[0238] (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 first big prize hole detection switch 126s, the second big prize hole detection switch 128s, the specific area detection switch 502s, and the out ball detection switch 130s. Details of this switch management process will be described later.

[0239] (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.

[0240] (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.

[0241] (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.

[0242] (Step S400-23) The main CPU 300a checks the general prize hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s, and executes prize hole switch processing to increment the corresponding counters for prize ball control, etc.

[0243] (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.

[0244] (Step S400-26) The main CPU 300a executes a role control process that controls the role devices in the role unit U. Here, the actuators of each role device are controlled based on the operating conditions that are preset for each role device. The operating conditions are set so that the role device performs a certain operation when the gaming machine 100 is in an energized state, that the role device performs a predetermined operation during a small win game, and that the role device performs a predetermined operation when a predetermined sensor detects a game ball.

[0245] (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.

[0246] (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.

[0247] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c, and store them in an output port buffer.

[0248] (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.

[0249] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0250] (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.

[0251] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt process.

[0252] FIG. 26 is a flowchart illustrating the above-mentioned setting-related process (S450).

[0253] (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.

[0254] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0255] (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.

[0256] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0257] (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.

[0258] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0259] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0260] (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.

[0261] (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.

[0262] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 23. 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.

[0263] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related process.

[0264] 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. 21). 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. 25) are stopped, and setting-related processes are executed.

[0265] 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.

[0266] 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.

[0267] 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.

[0268] 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 is executable and the progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, a setting value designation command is not sent while the game is in progress, and the risk of the registered setting value being illegally obtained is reduced.

[0269] 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.

[0270] FIG. 27 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0271] (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.

[0272] (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.

[0273] (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.

[0274] (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.

[0275] (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.

[0276] (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.

[0277] (Step S500-7) The main CPU 300a judges whether the time has come when the large prize opening detection switch is detected as ON, that is, whether a game ball has entered the first large prize opening 126 and the second large prize opening 128 and a detection signal has been input from the first large prize opening detection switch 126s and the second large prize opening detection switch 128s. If it is judged as a result that the time has come when the large prize opening detection switch is detected as ON, the process proceeds to step S500-9, and if it is judged as not being when the large prize opening detection switch is detected as ON, the process proceeds to step S500-11.

[0278] (Step S500-9) The main CPU 300a judges whether or not a big prize game or a small prize game is currently being played, and judges whether the game balls have entered the first big prize opening 126 and the second big prize opening 128 properly. If it is judged that a big prize game or a small prize game is not being played, a predetermined fraud detection process is executed, and if it is judged that a big prize game or a small prize game is being played and the game balls have entered the first big prize opening 126 and the second big prize opening 128 properly, the main CPU 300a adds 1 to the big prize opening winning ball counter and sets a big prize opening winning designation command in the transmission buffer.

[0279] (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 502 and a detection signal has been input from the specific area detection switch 502s. 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.

[0280] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 502, and ends the switch management process. The specific area passing process will be described later in detail.

[0281] (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.

[0282] (Step S500-15) The main CPU 300a sets a general prize slot winning designation command in the transmission buffer.

[0283] (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 process proceeds to step S500-21.

[0284] (Step S500-19) The main CPU 300a sets an out ball detection designation command in the transmission buffer.

[0285] (Step S500-21) The main CPU 300a judges whether the combination operation gate detection switch is ON, that is, whether a detection signal is input from the combination operation gate detection switch 125s. As a result, if it is judged that the combination operation gate detection switch is ON, the process proceeds to step S550, and if it is judged that the combination operation gate detection switch is not ON, the switch management process is terminated.

[0286] (Step S550) The main CPU 300a executes the combination operation gate passing process and ends the switch management process. The details of this combination operation gate passing process will be described later.

[0287] FIG. 28 is a flow chart illustrating the gate passage process in main control board 300 (step S510).

[0288] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generating unit.

[0289] (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.

[0290] (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.

[0291] (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.

[0292] (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.

[0293] (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.

[0294] FIG. 29 is a flowchart illustrating the first start port passing process in the main control board 300 (step S520).

[0295] (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.

[0296] (Step S520-3) The main CPU 300a sets the address of the special pattern 1 reserved ball count counter.

[0297] (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.

[0298] FIG. 30 is a flowchart illustrating the second start port passing process in the main control board 300 (step S530).

[0299] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0300] (Step S530-3) The main CPU 300a sets the address of the special pattern 2 reserved ball count counter.

[0301] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0302] (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.

[0303] (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.

[0304] (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.

[0305] 31 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 by using a common module in the above-mentioned first start port passing process (step S520) and second start port passing process (step S530).

[0306] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0307] (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.

[0308] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generating unit.

[0309] (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.

[0310] (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.

[0311] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is to be the target storage unit in which the acquired small win determination random number is to be saved.

[0312] (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.

[0313] (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.

[0314] (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.

[0315] (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.

[0316] (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.

[0317] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0318] (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.

[0319] (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).

[0320] FIG. 32 is a flowchart illustrating the specific area passing process in step S540.

[0321] (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.

[0322] 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 502 is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).

[0323] (Step S540-3) In the above step S540-1, when 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 gaming ball has already validly entered the specific area 502. When it is determined that the specific area entry flag is on, the specific area passing process is terminated, and when it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0324] (Step S540-5) The main CPU 300a turns on a specific area entry flag.

[0325] (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 502, and ends the specific area passing process.

[0326] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0327] (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.

[0328] FIG. 33 is a flow chart for explaining the role link operation gate passing process in the main control board 300.

[0329] (Step S550-1) The main CPU 300a judges whether the waiting flag for passing through the combination operation gate is on. Although the details will be described later, the waiting flag for passing through the combination operation gate is turned on at the end of the small win game when the game ball enters the specific area 502 in the small win game and wins the two-type jackpot. The waiting flag for passing through the combination operation gate is turned on during the waiting state until the start of the big win game after winning the two-type jackpot in the small win game. That is, the waiting flag for passing through the combination operation gate indicates that the game is in the waiting state. Therefore, here, it is judged whether the game ball passed through the combination operation gate 125 during the waiting state. If it is judged that the waiting flag for passing through the combination operation gate is on, the process is transferred to step S550-3, and if it is judged that the waiting flag for passing through the combination operation gate is not on, the process for passing through the combination operation gate is terminated.

[0330] (Step S550-3) The main CPU 300a turns on the combination operation gate passing flag. The combination operation gate passing flag is information indicating that the game ball has passed through the combination operation gate 125 during the standby state.

[0331] (Step S550-5) The main CPU 300a sets a combination operation gate pass designation command in the transmission buffer, and ends the combination operation gate pass processing.

[0332] 34 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 hole 120 or the second start hole 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.

[0333] As shown in FIG. 34, 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.

[0334] FIG. 35 is a flow chart for explaining the special game management process (step S600) in the main control board 300.

[0335] (Step S600-1) The main CPU 300a loads the special game management phase.

[0336] (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.

[0337] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0338] (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.

[0339] 36 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".

[0340] (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.

[0341] (Step S610-3) The main CPU300a judges whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1) is "1" or more. If it is judged that the special 1 reserved number (X1) is "1" or more, the process proceeds to step S610-7, and if it is judged that the special 1 reserved number (X1) is not "1" or more, the process proceeds to step S610-5.

[0342] (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.

[0343] (Step S610-7) The main CPU300a transfers the special 2 reserved balls stored in the first to fourth storage units of the second special symbol reserved storage area, or the special 1 reserved balls stored in the first to fourth storage units of the first special symbol reserved storage area, to a storage unit with a smaller ordinal number by one. Specifically, when it is determined in the above step S610-1 that the number of reserved balls of the special symbol 2 is "1" or more, the special 2 reserved balls stored in the second to fourth storage units of the second special symbol reserved storage area are transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserved balls stored in the 1st storage unit are block-transferred to the 0th storage unit. In addition, in the above step S610-3, if it is determined that the number of reserved balls of the special pattern 1 is "1" or more, the special pattern 1 reserved balls stored in the second to fourth storage units of the first special pattern reserved storage area are transferred to the first to third storage units, and the special pattern 1 reserved balls stored in the first storage unit are block-transferred to the 0th storage unit. In addition, in this special pattern storage area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th storage unit is decremented by "1," and a reserved reduction designation command indicating that the special pattern 1 reserved balls or special pattern 2 reserved balls have been decremented by "1" is set in the transmission buffer.

[0344] (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.

[0345] (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.

[0346] (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.

[0347] (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.

[0348] (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.

[0349] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the type of small winning symbol (special symbol determination data) and the like in the reserve area of ​​the main RAM 300c.

[0350] (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.

[0351] (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.

[0352] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0353] FIG. 37 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0354] (Step S612-1) The main CPU 300a judges whether the result of the big role lottery in the above step S610-9 is a small win. If it is judged to be a small win, the process proceeds to step S612-3, and if it is judged not to be a small win (miss), the process proceeds to step S612-5.

[0355] (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 small winning symbol, the reserved type, and the variable state.

[0356] (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.

[0357] (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).

[0358] (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.

[0359] (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.

[0360] (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.

[0361] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.

[0362] (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.

[0363] 38 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".

[0364] (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.

[0365] (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.

[0366] (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.

[0367] (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.

[0368] (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.

[0369] (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.

[0370] (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.

[0371] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0372] (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.

[0373] (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.

[0374] (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.

[0375] 39 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".

[0376] (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.

[0377] (Step S630-3) The main CPU 300a executes a number-of-times-cut management process. Here, when the game state is a time-saving game state, the counter value of a time-saving number-of-times-cut counter that counts the remaining number of time-saving times is decremented. Then, when the counter value becomes 0, the game state is changed from the time-saving game state to a non-time-saving game state.

[0378] (Step S630-5) The main CPU 300a sets a number command indicating the remaining number of time-saving times in a transmission buffer.

[0379] (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.

[0380] (Step S630-9) The main CPU 300a checks the result of the big role lottery.

[0381] (Step S630-11) The main CPU 300a judges whether the result of the big role lottery is a small win. If it is judged to be a small win, the process proceeds to step S630-15. If it is judged not to be a small win, the process proceeds to step S630-13.

[0382] (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.

[0383] (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.

[0384] (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.

[0385] (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.

[0386] (Step S630-21) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of the small winning game to the sub-control board 330. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-19 is set in the transmission buffer.

[0387] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and ends the special symbol stop symbol display process. This starts the small win game.

[0388] 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".

[0389] (Step S640-1) The main CPU 300a judges whether the waiting flag for passing through the combination operation gate is on, that is, whether the waiting state is in a state until the start of the big role game after the winning of the two-type big win. If it is judged that the waiting flag for passing through the combination operation gate is on, the process proceeds to step S640-3, and if it is judged that the waiting flag for passing through the combination operation gate is not on, the process proceeds to step S640-9.

[0390] (Step S640-3) The main CPU 300a judges whether the combination operation gate passing flag is on, that is, whether the game ball passed through the combination operation gate 125 during the waterfall state. As a result, if it is judged that the combination operation gate passing flag is on, the process proceeds to step S640-5, and if it is judged that the combination operation gate passing flag is not on, the process before the opening of the large prize opening is terminated.

[0391] (Step S640-5) The main CPU 300a turns off the combination operation gate passing flag.

[0392] (Step S640-7) The main CPU 300a turns off the waiting flag for passing through the combination operation gate, and moves the process to step S640-11, which will be described later. This ends the waiting state, and the big role game starts.

[0393] (Step S640-9) The main CPU300a judges whether the timer value of the special game timer is not "0". If it is judged that the timer value of the special game timer is not "0", the main CPU300a ends the pre-opening process 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 S640-11.

[0394] (Step S640-11) 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.

[0395] (Step S640-13) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (the start of a round of play).

[0396] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0397] (Step S640-15) 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 S640-17. If it is judged that the special game management phase is not 03H, the process proceeds to step S640-21.

[0398] (Step S640-17) 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 S640-19, and if it is judged as not the start of the first round of play, the process proceeds to step S640-21.

[0399] (Step S640-19) The main CPU 300a turns on the valid period flag. This enables the entry of the gaming ball into the specific area 502 with the start of the small win game.

[0400] (Step S640-21) 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.

[0401] FIG. 41 is a flowchart illustrating the special prize opening / closing switching process in the main control board 300.

[0402] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching count (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0403] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c based on the counter value of the special electric device opening / closing switching count counter, as well as timer data which is the energization time or non-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c.

[0404] (Step S641-5) The main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the solenoid control data extracted in the above step S641-3. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in the above steps S400-31 and S400-33.

[0405] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the first large prize opening 126 and the second large prize opening 128 in one time.

[0406] (Step S641-9) The main CPU 300a judges whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, that is, whether the control process to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is judged to be in the energization start state, the process proceeds to step S641-11, and if it is judged not to be in the energization start state, the large prize opening opening open / close switching process is terminated.

[0407] (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.

[0408] 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".

[0409] (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.

[0410] (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.

[0411] (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.

[0412] (Step S650-5) The main CPU 300a judges whether the counter value of the special prize opening winning ball counter updated in the above step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winnings in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0413] (Step S650-7) The main CPU 300a executes a large prize opening closing process required to stop the energization of the first large prize opening solenoid 126c and the second large prize opening solenoid 128c to close the first large prize opening 126 and the second large prize opening 128. As a result, the first large prize opening 126 and the second large prize opening 128 are closed.

[0414] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the special winning port in the special game timer.

[0415] (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").

[0416] (Step S650-13) The main CPU 300a sets in the transmission buffer a large prize opening closure designation command indicating that the first large prize opening 126 and the second large prize opening 128 have been closed, and ends the large prize opening opening control process.

[0417] 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".

[0418] (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.

[0419] (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.

[0420] (Step S660-5) The main CPU300a updates the special game management phase to "03H". In addition, when the special game management phase is "05H", that is, during the control of the small win game, the round number of the small win game is "1", so that the result of the determination in the above step S660-3 is YES, and the process does not proceed to the step.

[0421] (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.

[0422] (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 09H, the process proceeds to step S660-23.

[0423] (Step S660-11) The main CPU 300a judges whether all the game balls that entered the second 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 502 and the non-specific area 500 from the number of game balls that entered the second 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 closure valid process is terminated. Note that if the judgment result that the discharge is not completed is derived continuously for a certain period of time, an error process is performed.

[0424] (Step S660-13) The main CPU 300a judges whether the specific area entry flag is on. If it is judged that the specific area entry flag is on, the process proceeds to step S660-15, and if it is judged that the specific area entry flag is not on, the process proceeds to step S660-23.

[0425] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0426] (Step S660-17) The main CPU 300a turns on a waiting flag for passing through the combination operation gate.

[0427] (Step S660-19) 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.

[0428] (Step S660-21) The main CPU 300a sets the special game management phase to 03H, and ends the special prize opening closure validity process.

[0429] (Step S660-23) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0430] (Step S660-25) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0431] (Step S660-27) 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.

[0432] 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".

[0433] (Step S670-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S660-23 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.

[0434] (Step S670-3) The main CPU300a executes a state setting process for setting the game state after the end of the big role game executed based on the game ball entering the specific area 502 in the small win game. Specifically, the main CPU300a refers to the game state setting table (FIG. 17) and sets the game state after the big role game ends and the number of time reductions based on the type of special symbol that triggered the execution of the small win game. Note that if the game ball did not enter the specific area 502 in the small win game, that is, if the special game management phase is "06H", the game state is not set in step S670-3.

[0435] 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 and the setting value being set.

[0436] (Step S670-5) 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 big role game ends.

[0437] (Step S670-7) The main CPU 300a sets in the transmission buffer a number-designating command corresponding to the time-saving number saved in step S670-3.

[0438] (Step S670-9) The main CPU300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning port. As a result, if the special 1 reserve or special 2 reserve is stored, the variable display of the special symbol is resumed.

[0439] 45 is a diagram 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, and the main control board 300 manages each processing related to such a normal game by the normal game management phase.

[0440] 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.

[0441] FIG. 46 is a flow chart for explaining the normal game management process (step S700) in the main control board 300.

[0442] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0443] (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.

[0444] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0445] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of a normal game.

[0446] 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".

[0447] (Step S710-1) The main CPU300a loads the counter value of the normal symbol reserved ball number counter and judges whether the counter value is "0", that is, whether the normal symbol reserved is "0". If it is judged that the counter value is "0", the normal symbol change waiting process is terminated, and if it is judged that the counter value is not "0", the process is transferred to step S710-3.

[0448] (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.

[0449] (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 normal symbol lottery, and executes a normal symbol winning determination process that stores the lottery result.

[0450] (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.

[0451] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0452] (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.

[0453] (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.

[0454] (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.

[0455] (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.

[0456] (Step S710-19) The main CPU 300a sets a normal symbol designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, i.e., the symbol type (winning symbol or losing symbol) determined by the normal symbol winning determination process.

[0457] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0458] 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".

[0459] (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.

[0460] (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.

[0461] (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.

[0462] (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.

[0463] (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.

[0464] (Step S720-11) The main CPU 300a sets a normal pattern variation stop time, which is the time for stopping and displaying the normal pattern, in a normal game timer.

[0465] (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.

[0466] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0467] 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".

[0468] (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.

[0469] (Step S730-3) The main CPU 300a checks the result of the regular drawing.

[0470] (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.

[0471] (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.

[0472] (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.

[0473] (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.

[0474] 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".

[0475] (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.

[0476] (Step S741) The main CPU 300a executes a normal electric accessory winning mouth opening / closing switching process, which will be described later.

[0477] (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.

[0478] 51 is a flowchart explaining the normal electric role winning opening opening / closing switching process in the main control board 300.

[0479] (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.

[0480] (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.

[0481] (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.

[0482] (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.

[0483] (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.

[0484] (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.

[0485] 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".

[0486] (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.

[0487] (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.

[0488] (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.

[0489] (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.

[0490] (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.

[0491] (Step S750-9) The main CPU 300a saves the normal power effective state time in the normal game timer.

[0492] (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.

[0493] 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".

[0494] (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.

[0495] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0496] (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.

[0497] 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".

[0498] (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.

[0499] (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.

[0500] As described above, according to this embodiment, a so-called second type of game is realized in which a game ball that enters the second large winning port 128 enters the specific area 502, resulting in a type 2 jackpot. In the second type of game, the greatest pleasure is watching whether the game ball that enters the second large winning port 128 enters the specific area 502. In addition, when a type 2 jackpot is won, a big role game is executed, but in this embodiment, the number of round games to be executed in the big role game is 3 times, 5 times, or 10 times depending on the type of the small winning symbol that is won. Therefore, in this embodiment, when a type 2 jackpot is won, a performance is executed to increase the player's expectations regarding the number of round games to be executed.

[0501] FIG. 55 is a diagram for explaining an example of a presentation mode. In this embodiment, a plurality of presentation modes (three in this case) are provided, and a player can select and set one of the presentation modes by operating the presentation button 208 or the like during a non-time-saving game state. The presentation mode may be set during the time-saving game state. For example, the presentation mode may be set when the time-saving game state transitions to a so-called customer waiting state. Each presentation mode has a suggested timing and suggested mode for the number of rounds to be played in the big prize game. The number of rounds to be played when a two-type jackpot is won is suggested by the suggested timing and suggested mode set in the presentation mode being set.

[0502] Specifically, in this embodiment, as shown in FIG. 55, three presentation modes are provided: a re-draw mode, a pre-notification mode, and a post-notification mode. The suggestion timing set in the re-draw mode is during the standby state or when the game ball passes through the role-linked operation gate. The suggestion timing set in the pre-notification mode is before the standby state, and here, the number of round games to be played is suggested during a small win game. The suggestion timing set in the post-notification mode is during a big win game. Below, the suggestion timing and suggestion mode of the number of round games to be played when a double big win is won will be explained for each presentation mode.

[0503] FIG. 56 is a diagram for explaining an example of the presentation when the re-draw mode is set. When the presentation mode is set to the re-draw mode, if the game ball enters the specific area 502 during a small win game and a two-type big win is won, the V winning presentation shown in FIG. 56(a) is executed. In the V winning presentation, "V" is displayed on the main presentation display section 200a. When the V winning presentation is executed for a predetermined time, the round number suggestion presentation is executed next.

[0504] This round number suggestion effect is an effect executed during a standby state, and as shown in Fig. 56(b), a roulette image 220 marked 3R, 5R, and 10R is displayed. Then, as shown by a downward white arrow in Fig. 56(c), the roulette image 220 is displayed rotating, and as shown in Fig. 56(d), one of 3R, 5R, and 10R is displayed stopped on the main effect display section 200a. In the example shown in Fig. 56, the display of "10R" is stopped, suggesting that 10 round games will be executed in the big role game to be executed thereafter.

[0505] When the number of rounds to be played is suggested by the round number suggestion effect, an instruction effect is executed as shown in Fig. 56(e). In the instruction effect, an instruction image 230 is displayed on the main effect display section 200a. The instruction effect is an effect that prompts the player to pass the game ball through the combination activation gate 125, that is, to perform the operation of launching the game ball into the second game area 116b. Here, an image that allows the player to recognize that the game ball needs to pass through the combination activation gate 125 is displayed as the instruction image 230.

[0506] Figure 57 is a timing chart of the effects when the re-draw mode is set. As described above, when the game ball enters the specific area 502 during a small win game (shown as "V win" in Figure 57), the waiting flag for passing through the combination gate is turned on, that is, the waiting state for the big win game is entered. Then, as the game moves to the waiting state, the V win effect, the round number suggestion effect, and the instruction effect are executed in sequence.

[0507] Here, the instruction performance includes the lighting of the combination operation gate lamp 204a. As described above, the combination operation gate 125 is provided with the combination operation gate lamp 204a, and the game ball is prompted to pass through the combination operation gate 125 by lighting the combination operation gate lamp 204a. Here, the combination operation gate lamp 204a starts to light up at the same time as the instruction performance starts, that is, after the number of rounds is suggested by the round number suggestion performance.

[0508] Here, the standby state continues until the game ball passes through the combination operation gate 125. Also, the instruction performance continues until the standby state ends. Then, when the game ball passes through the combination operation gate 125 during the standby state, the round game starts, and accordingly, the instruction performance ends and the round performance starts.

[0509] In addition, the player can end the waiting state at any time by passing the game ball through the combination operation gate 125. For example, assume that the game ball passes through the combination operation gate 125 during the execution of the V winning effect shown in FIG. 56(a) or the round number suggestion effect shown in FIG. 56(b) and (c). In this case, the instruction effect shown in FIG. 56(e) is not executed and the big role game starts. However, in this case, at the start of the round game and the round effect, a roulette image 220 is displayed as shown in FIG. 56(d), and the number of round games to be executed in the big role game is suggested.

[0510] In this way, in the re-draw mode, the round number suggestion effect, which suggests the number of times the round game will be played, is executed during the standby state, thereby improving the presentation effect. However, the player can skip the V winning presentation and the round number suggestion presentation and quickly start the big role game by passing the game ball through the combination gate 125. In this embodiment, as shown in FIG. 56, during the standby state, a message "Skip presentation by passing through the gate" is displayed, suggesting that the round number suggestion presentation and the like can be omitted.

[0511] As described above, the presentation modes include a re-selection mode in which the number of rounds to be played is suggested during the standby state.

[0512] FIG. 58 is a diagram for explaining an example of the presentation when the advance notice mode is set. When the presentation mode is set to the advance notice mode, a round number advance suggestion presentation is executed together with the start of the small win game. The round number advance suggestion presentation is a presentation that suggests the number of rounds to be played in the big role game if a type 2 jackpot is won before the type 2 jackpot is won. Here, as shown in FIG. 58(a), "Get 10R by passing V" is displayed on the main presentation display section 200a, suggesting that 10 rounds will be played if a type 2 jackpot is won.

[0513] The content of the round number advance suggestion effect is not limited to this. For example, the number of rounds to be played may be suggested by the color of light emitted by a predetermined lamp or a sound. In addition, although the round number advance suggestion effect is executed together with the start of the small win game here, for example, the round number advance suggestion effect may be executed based on the game ball entering the second large winning opening 128 during the small win game. Alternatively, the round number advance suggestion effect may be executed when the game ball reaches a predetermined area in the second large winning opening 128.

[0514] Then, when the game ball enters the specific area 502 during the small win game and the two-type jackpot is won, the V winning performance shown in FIG. 58(b) is executed. The V winning performance executed when the two-type jackpot is won is common to all performance modes. However, the content of the V winning performance may differ depending on the performance mode being set.

[0515] Then, when a predetermined time has elapsed from the start of the V winning performance, an instruction performance is executed as shown in FIG. 58(c). Here, the same instruction performance is executed in all performance modes. Therefore, even when the advance notice mode is set, the instruction image 230 is displayed in the instruction performance. However, the content of the instruction performance may differ depending on the performance mode being set.

[0516] After that, when the game ball passes through the combination gate 125, the standby state ends and the big prize game starts. When the big prize game starts, the round performance is executed. If the advance notice mode is set, the round number notification performance is executed as shown in FIG. 58(d) with the start of the round performance. Here, "10R GET" is displayed on the main performance display section 200a as the round number notification performance, and it is notified again that 10 round games will be executed.

[0517] Fig. 59 is a timing chart of the performance when the advance notice mode is set. As described above, in the advance notice mode, the round number advance suggestion performance is executed during the small win game. Then, when the game ball enters the specific area 502 (shown as "V winning" in Fig. 59), the game enters a standby state for the big role game, and as the game transitions to the standby state, the V winning performance and the instruction performance are executed in sequence.

[0518] The instruction performance in the advance notice mode also includes the lighting of the hand combination operation gate lamp 204a, and the lighting of the hand combination operation gate lamp 204a starts at the same time as the instruction performance starts. The instruction performance continues until the standby state ends, and when the game ball passes through the hand combination operation gate 125 during the standby state, the round game starts, and the instruction performance ends, and the round performance and the round number notification performance start.

[0519] In this way, in the advance notice mode, the round number suggestion effect executed in the re-selection mode is not executed. Therefore, as can be seen by comparing FIG. 57 and FIG. 59, in the advance notice mode, the timing of execution of the instruction effect is earlier than that in the re-selection mode. In the advance notice mode, since the player already knows the number of rounds to be executed, the instruction effect is executed early to encourage the game ball to pass through the combination operation gate 125. This shortens the time required for the standby state, and makes it possible to reduce the risk of the game being prolonged.

[0520] In this way, the presentation mode includes a pre-notification mode in which the number of rounds to be played is not suggested during the standby state, but the number of rounds to be played is suggested before the standby state.

[0521] FIG. 60 is a diagram for explaining an example of the presentation when the latter notification mode is set. When the presentation mode is set to the latter notification mode and the re-draw mode, the above-mentioned round number advance suggestion presentation is not executed during the small win game. When the game ball enters the specific area 502 during the small win game and a two-type jackpot is won, the V winning presentation shown in FIG. 60(a) is executed, and then, as shown in FIG. 60(b), the instruction presentation in which the instruction image 230 is displayed is executed.

[0522] Then, when the game ball passes through the combination gate 125 and the big role game starts, as shown in Fig. 60(c), the round performance is executed with the start of the big role game. Although not shown, in the round performance, a background image corresponding to the performance mode being set is displayed on the main performance display section 200a.

[0523] In the post-notification mode, a continuation suggestion effect is executed during the third round of play. In the continuation suggestion effect, as shown in FIG. 60(d), it is suggested whether the round of play will "continue" or "end". For example, when the number of rounds played in the big role game is 5 or 10, as shown in FIG. 60(e), "continue" is finally displayed on the main performance display unit 200a, suggesting the continuation of the round of play. In this case, the fourth and subsequent rounds of play are continued. On the other hand, when the number of rounds played is 3, "end" is finally displayed on the main performance display unit 200a, suggesting the end of the round of play. In the post-notification mode, the continuation suggestion effect is executed during the fifth round of play as well, in the same manner as described above.

[0524] However, the content of the continuation suggestion effect in the post-notification mode is merely an example. Here, it is assumed that whether or not the round game will continue is suggested, but for example, the number of round games to be executed in the big role game may be suggested during the predetermined number of round games. Alternatively, the continuation suggestion effect may be executed every time in all round games.

[0525] Fig. 61 is a timing chart of the performance when the post-notification mode is set. As described above, in the post-notification mode, when the game ball enters the specific area 502 (shown as "V winning" in Fig. 61), the game enters a standby state for the big role game, and as the game enters a standby state, the V winning performance and the instruction performance are executed in sequence.

[0526] The instruction performance in the post-notification mode also includes the lighting of the combination operation gate lamp 204a, and the lighting of the combination operation gate lamp 204a starts at the same time as the instruction performance starts. The instruction performance continues until the standby state ends, and when the game ball passes through the combination operation gate 125 during the standby state, the round game starts, and the instruction performance ends and the round performance starts. During the round game, a continuation suggestion performance is executed at a predetermined timing, and the number of times the round game will be executed is suggested.

[0527] As described above, in the post-notification mode, the round number suggestion effect executed in the re-selection mode is not executed, as in the pre-notification mode. Therefore, as can be seen by comparing FIG. 57 and FIG. 61, in the post-notification mode, the timing of execution of the instruction effect is earlier than in the re-selection mode. In the post-notification mode, the number of rounds to be executed is suggested during the big role game, so the instruction effect is executed early to encourage the game ball to pass through the role combination operation gate 125. This shortens the time required for the standby state, making it possible to reduce the risk of the game being prolonged.

[0528] In this way, the presentation mode includes a post-notification mode in which the number of times the round game will be played is not indicated during the standby state, but the number of times the round game will be played is indicated during the big role game.

[0529] According to the present embodiment described above, when the re-draw mode is set, the timing of executing the instruction performance is later than when the advance notice mode and the post-notification mode are set. Even if the re-draw mode is set, as in the advance notice mode and the post-notification mode, if the role-linked operation gate lamp 204a is turned on immediately after the V winning performance to encourage the passage of the game ball to the role-linked operation gate 125, the player may unintentionally omit the round number suggestion performance.

[0530] According to this embodiment, in the re-selection mode in which the number of rounds to be played is suggested during the standby state, the timing of the instruction effect is delayed compared to other presentation modes, thereby reducing the risk of the round number suggestion effect being unintentionally omitted. This prevents the presentation effect from decreasing, and reduces the risk of the interest in the game decreasing.

[0531] Here, in the advance notification mode and the post notification mode, the role combination operation gate lamp 204a starts to light up after the V winning performance, but for example, the role combination operation gate lamp 204a may also light up together with the start of the standby state.

[0532] The following describes the processing of the sub-control board 330 for executing the above-mentioned effects. Note that, here, the processing related to the effect mode will be described, and the other processing will not be described.

[0533] FIG. 62 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.

[0534] (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.

[0535] (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.

[0536] (Sub-timer interrupt processing of the sub-control board 330) 63 is a flow chart 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.

[0537] (Step S1100-1) The sub CPU 330a saves the registers.

[0538] (Step S1100-3) The sub CPU 330a performs a process for permitting an interrupt.

[0539] (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.

[0540] (Step S1150) The sub-CPU 330a performs a presentation mode setting process to set a presentation mode in response to an operational input by the player, which will be described later.

[0541] (Step S1200) The sub-CPU 330a performs a command reception process to execute a process based on a command received from the main control board 300. This command reception process will be described later.

[0542] (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, the sub-CPU 330a controls the execution of each performance by turning on or off various flags or sending commands to each performance device based on the time data set in the time table.

[0543] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.

[0544] FIG. 64 is a flowchart illustrating the rendering mode setting process in the sub-control board 330.

[0545] (Step S1150-1) The sub-CPU 330a judges whether a presentation mode setting operation for setting a presentation mode has been input. If it is judged that a presentation mode setting operation has been input, the process proceeds to step S11150-3, and if it is judged that a presentation mode setting operation has not been input, the presentation mode setting process is terminated.

[0546] (Step S1150-3) The sub-CPU 330a stores the presentation mode selected by the player, and ends the presentation mode setting process.

[0547] In this embodiment, the presentation mode is set based on the player's operation input. However, the presentation mode may be set in a pre-set order, for example, according to the number of variations or the number of time-saving times during a game. Also, for example, a lottery may be held at a predetermined timing during a game to determine the presentation mode, and the presentation mode may be set based on the lottery result.

[0548] 65 is a flowchart illustrating the opening designation command reception processing in the sub-control board 330. The opening designation command is set in the transmission buffer in step S630-21 in the main control board 300, and then transmitted to the sub-control board 330 in step S100-65.

[0549] (Step S1210-1) The sub-CPU 330a judges whether the currently set presentation mode is the advance notice mode. If it is judged to be the advance notice mode, the process proceeds to step S1210-3, and if it is judged not to be the advance notice mode, the process proceeds to step S1210-5.

[0550] (Step S1210-3) The sub-CPU 330a performs a round number advance suggestion effect execution process for executing the round number advance suggestion effect during a small win game, and ends the opening designation command reception process. As a result, in the advance notice mode, the round number advance suggestion effect is executed during a small win game.

[0551] (Step S1210-5) The sub-CPU 330a performs a small win game effect execution process for executing a predetermined effect different from the round number advance suggestion effect during the small win game, and ends the opening designation command reception process. As a result, in the effect modes other than the advance notice mode, an effect different from the round number advance suggestion effect is executed during the small win game.

[0552] 66 is a flowchart illustrating the specific area entry command reception processing in the sub-control board 330. The specific area entry command is set in the transmission buffer in step S540-7 in the main control board 300, and then transmitted to the sub-control board 330 in step S100-65.

[0553] (Step S1220-1) The sub-CPU 330a performs a V winning performance execution process for executing a V winning performance.

[0554] (Step S1220-3) The sub-CPU 330a determines whether the currently set presentation mode is the re-selection mode. If it is determined that the currently set presentation mode is the re-selection mode, the process proceeds to step S1220-5. If it is determined that the currently set presentation mode is not the re-selection mode, the process proceeds to step S1220-11.

[0555] (Step S1220-5) The sub-CPU 330a performs a round number suggestion effect execution process for executing the round number suggestion effect following the V winning effect. As a result, the round number suggestion effect is executed after the V winning effect is executed for a predetermined time.

[0556] (Step S1220-7) The sub-CPU 330a performs an instruction effect execution process for executing an instruction effect following the round number suggestion effect, whereby the instruction effect is executed after the round number suggestion effect has been executed for a predetermined period of time.

[0557] (Step S1220-9) The sub-CPU 330a sets the timer value (T) in the lamp lighting standby timer and ends the specific area entry command reception process. The lamp lighting standby timer is a timer that measures the waiting time until the role link operation gate lamp 204a is turned on. The timer value (T) set here is a value equivalent to the time until the instruction performance starts. Although a detailed explanation is omitted, the timer value set in the lamp lighting standby timer is subtracted as time passes, and when it reaches 0, the role link operation gate lamp 204a is controlled to be turned on.

[0558] (Step S1220-11) The sub-CPU 330a performs an instruction effect execution process for executing an instruction effect following the V winning effect. As a result, the instruction effect is executed after the V winning effect is executed for a predetermined time.

[0559] (Step S1220-13) The sub-CPU 330a sets the timer value (t) in the lamp lighting standby timer and ends the specific area entry command reception process. The timer value (t) set here is a value corresponding to the time until the instruction performance starts, and is a smaller value than the timer value (T) set in step S1220-9. As a result, in the pre-notification mode and the post-notification mode, the role combination operation gate lamp 204a starts lighting earlier than in the re-selection mode.

[0560] 67 is a flowchart explaining the role-linked operation gate pass command reception processing in the sub-control board 330. The role-linked operation gate pass command is set in the transmission buffer in step S550-5 in the main control board 300, and then transmitted to the sub-control board 330 in step S100-65.

[0561] (Step S1230-1) The sub-CPU 330a checks the currently set presentation mode.

[0562] (Step S1230-3) The sub-CPU 330a selects and stores a scenario in which the execution pattern of the round performance during the big role game is specified. The scenario is provided for each type of small winning symbol, and the execution pattern of the performance executed during the round game is set for each number of round games.

[0563] (Step S1230-5) The sub-CPU 330a executes the round performance based on the scenario stored in the above step S1220-3, and ends the role combination operation gate pass designation command reception process.

[0564] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is obvious that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that such modifications also belong to the technical scope of the present invention.

[0565] 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. In addition, the present invention only requires that a big role game is executed when a gaming ball enters a predetermined area, and the arrangement of the predetermined area is not specifically limited.

[0566] In any case, the present invention is widely applicable to gaming machines that are in a standby state for one of a number of specific games (in this embodiment, a big prize game) in which the number of times a round game in which a big prize opening is opened is different upon the establishment of a preset specific condition, and that start the specific game based on a gaming ball entering a predetermined area (in this embodiment, the role combination activation gate 125) during the standby state.

[0567] In addition, in the second type of gaming machine, the above-mentioned specific condition is that the gaming ball enters the specific area 502 during a small win game and wins a type 2 big win, and in the first type of gaming machine, the above-mentioned specific condition is that the big win pattern is displayed in a stopped state.

[0568] In addition, the types of small winning symbols and the number of round games to be executed in the above embodiment are merely examples. In the above embodiment, three types of big role games are provided: 3R big role games consisting of 3 round games, 5R big role games consisting of 5 round games, and 10R big role games consisting of 10 round games. However, it is sufficient to provide multiple types of big role games with different numbers of round games.

[0569] In the above embodiment, the contents of the instruction performance, the execution timing, the number and contents of the performance modes, and the contents of the performance suggesting the number of times the round game is to be played are merely examples. In any case, an instruction performance that encourages the game ball to enter a predetermined area is executed, one of a plurality of modes (in the embodiment, the performance modes) having different suggested timings for the number of times the round game is to be played in a specific game is set, and the number of times the round game is to be played is suggested based on the set mode, and the execution timing of the instruction performance may be made different depending on the set mode.

[0570] The presentation modes include a first mode (in an embodiment, a re-selection mode) in which the number of rounds to be played is suggested during a standby state, and a second mode (in an embodiment, an advance notification mode and a later notification mode) in which the number of rounds to be played is not suggested during a standby state, and when the first mode is set, the timing of executing the instruction presentation may be delayed compared to when the second mode is set.

[0571] In the above embodiment, the pre-notification mode and the post-notification mode are provided, but only one of these presentation modes may be provided. That is, the second mode may suggest the number of rounds to be played before the standby state or during a specific game.

[0572] In the above embodiment, main CPU 300a which executes the process of step S660-17 corresponds to the waiting means of the present invention. In the above embodiment, the main CPU 300a that executes the processes of FIG. 40 to FIG. 43 corresponds to the specific game executing means of the present invention. In the above embodiment, the sub-CPU 330a that executes the process of FIG. 66 corresponds to the instruction performance executing means of the present invention. In the above embodiment, the sub-CPU 330a that executes the process of FIG. 64 corresponds to the mode setting means of the present invention. In the above embodiment, the sub-CPU 330a that executes step S1220-5 in FIG. 65 and FIG. 66, and the process in FIG. 67 corresponds to the suggestion means of the present invention. [Explanation of symbols]

[0573] 100 Gaming Machines 125 Role-linked gate 126 First Grand Prize Winner 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM 330 Sub-control board 330a Sub CPU 330b Sub ROM 330c Sub RAM

Claims

1. a standby means for setting the game machine into a standby state for one of a plurality of types of specific games, each of which has a different number of times of execution of a round game in which a large prize opening is opened, when a preset specific condition is satisfied; A specific game execution means for starting the specific game based on the game ball entering a predetermined area in the standby state; An instruction effect execution means for executing an instruction effect that prompts the game ball to enter the predetermined area; A mode setting means for setting one of a plurality of modes having different suggested timings for the number of times the round games are to be played in the specific game; A suggestion means for suggesting the number of times the rounds of play are to be performed based on the mode being set; Equipped with The instruction performance execution means includes: The execution timing of the instruction performance is varied depending on the currently set mode. A gaming machine characterized by:

2. The mode includes: A first mode in which the number of times the round play is to be performed is suggested during the waiting state; A second mode in which the number of times the round play is to be performed is not suggested during the standby state; Includes: The instruction performance execution means includes: When the first mode is set, the execution timing of the instruction performance is delayed compared to when the second mode is set.

2. The gaming machine according to claim 1 .

3. In the second mode, The number of times the round game will be played is suggested before the standby state or during the specific game.

3. The gaming machine according to claim 2 .

Citation Information

Patent Citations

  • Pachinko machine

    JP2013220311A