Game machine

By introducing variable start-up ports and assisted game execution mechanisms into the game console, the problem of lack of innovation in the game status of existing game consoles is solved, diversified gaming experience is achieved, and players' interest and participation are improved.

JP2025074643AInactive Publication Date: 2025-05-14HEIWA CORP
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Patent Information

Application Number
JP2023185601
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-30
Publication Date
2025-05-14
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The lack of innovation in the game status of existing gaming consoles makes it difficult to provide new gaming experiences, resulting in reduced player interest.

Method used

By introducing variable start-up ports and assisted game execution mechanisms into the game console, switching of multiple game states is achieved, and diversified game opportunities are provided through icon display and bonus port opening.

Benefits of technology

A novel gaming experience has been achieved, players' interest and participation have been improved, and the attractiveness of the gaming console has been enhanced.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the interest of a game by realizing a new game property.SOLUTION: A non-time-shortening game state, a first time-shortening game state, and a second time-shortening game state are provided. In the first time-shortening game state or the second time-shortening game state, when a preset end condition including at least that the number of normal symbol variations reaches a predetermined number is satisfied, the game state is changed to the non-time-shortening game state. When multiple game balls enter a second start port during one auxiliary game, multiple special 2 reservations are acquired, and advantageous games are executed multiple times on the basis of the multiple special 2 reservations, the game state after the last advantageous game executed is set on the basis of the last acquired special 2 reservation, regardless of the special 2 reservation other than the last acquired special 2 reservation, among the multiple special 2 reservations.SELECTED DRAWING: Figure 18
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Description

[Technical Field]

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

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

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-191558 Summary of the Invention [Problem to be solved by the invention]

[0004] As described above, gaming machines that have multiple game states with different game progress conditions are known, but there is a demand for the development of gaming machines that offer new gameplay that has never been seen before.

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

[0006] In order to solve the above problems, the gaming machine of the present invention comprises: A gaming machine having a non-easy-to-win state, a first easy-to-win state in which a gaming ball is more likely to enter a variable starting hole provided in a gaming area than in the non-easy-to-win state, and a second easy-to-win state, An auxiliary game determination means for determining whether or not an auxiliary game in which the variable start opening is opened is to be executed; An auxiliary game execution means for executing the auxiliary game by controlling the opening and closing of the variable start opening, and terminating the auxiliary game when a predetermined condition is met, including at least two or more predetermined number of game balls entering the variable start opening; An information acquisition means for acquiring predetermined information based on the entry of a game ball into the variable start opening; A symbol determination means for determining one of a plurality of types of symbols including at least a winning symbol based on the predetermined information; a symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting a game state after the advantageous game is executed to the first easy-to-win state or the second easy-to-win state; a state change means for changing the game state to the non-easy-to-win state when a predetermined termination condition is established in the first easy-to-win state or the second easy-to-win state, the termination condition including at least that the number of times of determination as to whether or not to execute the auxiliary game has reached a predetermined number; Equipped with The state changing means When a plurality of game balls enter the variable start port during one auxiliary game, a plurality of pieces of predetermined information are acquired, and the advantageous game is executed a plurality of times based on the plurality of pieces of predetermined information, a game state after the advantageous game executed last is set based on the last acquired predetermined information, regardless of the predetermined information other than the last acquired predetermined information among the plurality of pieces of predetermined information. It is characterized by:

[0007] In addition, the termination condition of the first winning-prone state includes that the variable start port is opened in a predetermined manner, The first winning-prone state ends when the variable start port is opened in the predetermined manner. The second likely-to-win state may not end based on the variable start opening being opened in the predetermined manner. [Effects of the Invention]

[0008] According to the present invention, the enjoyment of the game can be increased by realizing new gameplay features. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of the gaming machine showing the door in an open state. [Figure 2] FIG. [Figure 3] FIG. [Figure 4] FIG. [Figure 5] FIG. 1 is a block diagram of a gaming machine. [Figure 6] This is an address map of the memory area used by the main CPU. [Figure 7] A diagram explaining the random number judgment table for determining small wins. [Figure 8] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 9] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [Figure 14] 10A and 10B are diagrams illustrating the opening and closing modes of the large prize opening and the opening and closing modes of a specific area using a movable member. [Figure 15] FIG. 10 is a diagram illustrating a game status setting table. [Figure 16](a) is a diagram explaining the random number judgment table for determining normal winning symbols, (b) is a diagram explaining the random number judgment table for determining normal symbols for non-time-shortened game states, (c) is a diagram explaining the random number judgment table for determining normal symbols for the first time-shortened game state, and (d) is a diagram explaining the random number judgment table for determining normal symbols for the second time-shortened game state. [Figure 17] 10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 18] FIG. 10 is a diagram illustrating the gameplay according to the embodiment. [Figure 19] This is a diagram explaining the processing flow when normal map fluctuations begin on the main control board. [Figure 20] This is a diagram explaining the processing flow when special pattern variation begins on the main control board. [Figure 21] This is a diagram explaining the state transition when the first and second small winning patterns are both the special pattern Z4 in the second time-saving game state. [Figure 22] This is a diagram explaining the state transition when the first small win symbol is the special symbol Z3 and the second small win symbol is the special symbol Z4 in the second time-saving game state. [Figure 23] This is a diagram illustrating the state transition when the first small win symbol is the special symbol Z4 and the second small win symbol is the special symbol Z3 in the second time-saving game state. [Figure 24] This is a diagram illustrating the state transition when the first small win symbol is the special symbol Z3 and the second small win symbol is the special symbol Z3 in the second time-saving game state. [Figure 25] A figure explaining the state transition when winning the normal pattern L in the first time-saving game state. [Figure 26] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 27] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 28] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 29] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 30] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 31] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 32] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 33] 10 is a flowchart illustrating a switch management process in the main control board. [Figure 34] 10 is a flowchart illustrating gate passage processing in the main control board. [Figure 35] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 36] 10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 37] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 38] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 39] FIG. 10 is a diagram illustrating a special game management phase. [Figure 40] 10 is a flowchart illustrating the special game management process on the main control board. [Figure 41] 10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 42] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 43] 10 is a flowchart illustrating the state update process at the start of special chart fluctuations on the main control board. [Figure 44] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 45] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 46] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 47] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 48] 10 is a flowchart explaining the control process for opening the large prize opening on the main control board. [Figure 49] This is a flowchart explaining the large prize opening closure validity processing on the main control board. [Figure 50] This is a flowchart explaining the large prize slot end wait processing on the main control board. [Figure 51] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 52] 10 is a flowchart illustrating the normal game management process on the main control board. [Figure 53] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 54] 10 is a flowchart illustrating the state update process at the start of normal fluctuations in the main control board. [Figure 55] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board. [Figure 56] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 57] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 58] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 59] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board. [Figure 60] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board. [Figure 61] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. DETAILED DESCRIPTION OF THE INVENTION

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

[0011] 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.

[0012] 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 four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.

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

[0014] 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.

[0015] 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 that it can be rotated by a 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 that corresponds to the rotation angle of the operating handle 112.

[0016] The game ball thus launched rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116, as shown in FIG.

[0017] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where game balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and game balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.

[0018] 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 gaming 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 gaming machine 100. Because 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.

[0019] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 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 for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or 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 start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.

[0020] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming 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 pre-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a small jackpot game advantageous to the player can be executed and what kind of gaming state the subsequent game state will be. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.

[0021] The first starting port 120 is located at the bottom of the game area 116 and is either accessible to game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.

[0022] The second starting opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.

[0023] 4 is a partially enlarged view of the game board 108. The specific configuration of the second start opening 122 is not particularly limited, but here, the movable piece 122b is normally recessed into the back side of the game board 108, the second start opening 122 is closed, and the game ball flows down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second start opening 122.

[0024] In contrast, when a gaming ball passes through the gate 124 provided in the second gaming area 116b, the movable piece 122b protrudes to the front side of the gaming board 108, and it is determined whether or not to execute an auxiliary game that makes it easier for the gaming ball to enter the second starting hole 122. If it is determined that an auxiliary game should be executed, the movable piece 122b protrudes to the front side of the gaming board 108, and the auxiliary game is executed that makes it easier for the gaming ball to enter the second starting hole 122. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to an open state (a state in which the movable piece 122b protrudes) for a predetermined time that makes it easier for the gaming ball to enter the second starting hole 122.

[0025] When the movable piece 122b is in the protruding state, a game ball flowing down the front side of the movable piece 122b falls onto the movable piece 122b. The game ball that has fallen onto the movable piece 122b is guided by the movable piece 122b and led to the second starting hole 122. In this way, when the movable piece 122b is in the protruding state, the movable piece 122b functions as a tray that leads the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.

[0026] Furthermore, a big prize opening 128 is provided at the bottom of the game area 116. The big prize opening 128 is disposed at a position where at least game balls flowing down the second game area 116b can enter.

[0027] Furthermore, the big prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the big prize opening 128, making it impossible for game balls to enter the big prize opening 128. In contrast, when a small prize game or a big role game is played, the movable piece 128b is opened, making it possible for game balls to enter the big prize opening 128.

[0028] When a gaming ball enters the big prize opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 gaming balls are paid out to the player as prize balls for one gaming ball entering the big prize opening 128. In other words, by having a gaming ball enter the big prize opening 128, the player can increase the number of gaming balls he or she owns.

[0029] As shown in Fig. 4, the second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening formed at the top, which serves as the big prize opening 128. A movable piece 128b is provided at the top of the structure 129, and the movable piece 128b is normally maintained in a closed state in which it closes the big prize opening 128.

[0030] The movable piece 128b protrudes into the game area 116 where game balls roll and flow down so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) fall onto the movable piece 128b.

[0031] Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a gaming ball that has fallen onto the movable piece 128b rolls slowly from right to left on the movable piece 128b.

[0032] A lead-out path 128d is provided inside the big prize opening 128, and all gaming balls that enter the big prize opening 128 are led to the lead-out path 128d. The lead-out path 128d is provided with a specific area 140b and a non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and the gaming ball that enters the big prize opening 128 is configured to pass through either the specific area 140b or the non-specific area 140c.

[0033] The big prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 appears and disappears in the front-to-rear direction of the gaming machine 100 through a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unpowered state, and the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, preventing gaming balls from entering the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, the specific area 140b is blocked by the movable member 142, and gaming balls can pass through the non-specific area 140c.

[0034] Furthermore, when the actuator is energized, the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, allowing the gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, the specific area 140b is opened, allowing the gaming ball to pass through the specific area 140b. As will be described in detail later, when a gaming ball enters the specific area 140b in a small prize game, a jackpot (type 2 jackpot) is awarded, and a major prize game, which will be described later, is started.

[0035] When a small win game or a big win game is executed, the movable piece 128b transitions to an open state in which the big prize opening 128 is opened. Here, the movable piece 128b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, closing the big prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, opening the big prize opening 128. In this way, when the big prize opening 128 is opened, a gaming ball enters the big prize opening 128.

[0036] Returning to Figure 3, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, or the big prize opening 128 from the game area 116 to the back side of the game board 108.

[0037] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of a lamp that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.

[0038] The effect display device 200 also includes a main effect display unit 200a, which is an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. Images for various effects are displayed on this main effect display unit 200a.

[0039] The performance device 202 is placed in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but moves to the front of the main performance display section 200a in accordance with the image displayed on the main performance display section 200a, giving the player a sense of anticipation.

[0040] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.

[0041] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.

[0042] The effect button 208 is composed of a button that accepts pressing operations by the player, and is located in approximately the center of the width of the gaming machine 100, and below the transparent plate 110. This effect button 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when an operation by the player is accepted within the effective operation time, various effects are executed according to the operation.

[0043] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from 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 game balls from the ball ejection hole to below the lower tray 134.

[0044] In addition, 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, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.

[0045] (Internal configuration of control means) FIG. 5 is a block diagram showing the internal configuration of the control means that controls the progress of the game.

[0046] The main control board 300 controls the basic operations 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 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 sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.

[0047] The gaming machine 100 is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes 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.

[0048] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a special prize opening detection switch 128s that detects when a game ball enters the special area 140b, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.

[0049] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, and the big winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in 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 that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.

[0050] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the large prize opening 128 and the specific area 140b.

[0051] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.

[0052] 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.

[0053] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. The gaming machine 100 of this embodiment has a function of storing setting values ​​as registered setting values ​​and progressing a game according to the stored registered setting values. Here, although six setting values, 1 to 6, are provided, the game progress conditions are the same regardless of the setting value, and it is assumed that only one setting value is provided in practice.

[0054] 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. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.

[0055] 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 registered setting values ​​and base ratios.

[0056] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0057] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, 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 parlor via the payout control board 310 and the game information output terminal board 312.

[0058] 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 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 counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.

[0059] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads 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.

[0060] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate 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 game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.

[0061] A launch control circuit 320 is also connected to the payout control board 310 so as to be able to communicate bidirectionally. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. A touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a, which detects the operating angle of the operating handle 112, are connected to the launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of a launch solenoid 112c provided on the gaming ball launcher to launch the gaming ball.

[0062] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.

[0063] Specifically, the sub-control board 330 controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large number of various image data to be displayed on the main effect display unit 200a, 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 effect display unit 200a.

[0064] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.

[0065] 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. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.

[0066] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.

[0067] The memory area of ​​the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified 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).

[0068] The used area of ​​the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).

[0069] The unused area of ​​the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.

[0070] 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.

[0071] 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 an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.

[0072] 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) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).

[0073] 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 gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.

[0074] 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).

[0075] 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 stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.

[0076] 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 preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.

[0077] 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 be 4 bytes or more, and more preferably 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.

[0078] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.

[0079] As mentioned 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.

[0080] The details of each gaming state will be described later, but the non-time-shortening gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting hole 122, and the time-shortening gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortening gaming state and it is more likely for a gaming ball to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.

[0081] When the player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery is held to determine whether or not the player will receive a gaming profit (hereinafter referred to as "big prize lottery"). If a small prize is won in this big prize lottery, the big prize opening 128 is opened and a small prize game is executed.

[0082] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values ​​related to the big role lottery (small win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values ​​are stored in a special symbol reserve memory area of ​​the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.

[0083] The special symbol reservation memory area of ​​the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area has four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area.

[0084] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage units, a special 1 reservation is stored in the fourth storage unit.

[0085] In addition, the second special chart reserve memory area has one memory section (first memory section). When a gaming ball enters the second starting hole 122, a special 2 reserve is stored in the first memory section of the second special chart reserve memory area. For example, when a gaming ball enters the second starting hole 122, if no reserve is stored in the first memory section of the second special chart reserve memory area, a special 2 reserve is stored in the first memory section.

[0086] The number of special 1 reserves (X1) that can be stored in the first special chart reserve memory area is set to 4. Therefore, for example, when a game ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, the entry of the game ball into the first starting hole 120 will not cause a new special 1 reserve to be stored.

[0087] In addition, the number of special 2 reserves (X2) that can be stored in the second special chart reserve memory area is set to 1. Therefore, for example, when a game ball enters the second starting hole 122, if one special 2 reserve is already stored in the second special chart reserve memory area, the entry of the game ball into the second starting hole 122 will not cause a new special 2 reserve to be stored.

[0088] Fig. 7 is a diagram illustrating the small win determination random number judgment table. Fig. 7(a) shows the small win determination random number judgment table for special 1, and Fig. 7(b) shows the small win determination random number judgment table for special 2. When a gaming ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserve type read out when the big win lottery is started, and the big win lottery is held using the selected small win determination random number judgment table and the obtained small win determination random number.

[0089] When starting the lottery for the special 1 reserved lottery, the special 1 small win determination random number judgment table is referenced. According to the special 1 small win determination random number judgment table, if the small win determination random number is 10001 to 10206, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the probability of a small win in this case is approximately 1 / 318.1.

[0090] When starting a big role lottery for special 2 reserve, the small win determination random number judgment table for special 2 is referenced. According to the small win determination random number judgment table for special 2, a small win is determined when the small win determination random number is 0 to 65535. Therefore, when a big role lottery is executed by special 2 reserve, a small win is always won. In addition, if a small win is won in the big role lottery, a small win game described below is executed.

[0091] FIG. 8 is a diagram illustrating a winning symbol random number determination table. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of the major role lottery is derived as a "small win," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. Note that the "type" of special symbol shown in FIG. 8 may be a single special symbol stop display symbol, or may be a combination including multiple types of special symbols stop display symbols that are controlled in the same way.

[0092] When a "small win" is won by special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Figure 8(a). Also, when a "small win" is won by special 2 reservation, the special 2 winning symbol random number determination table is selected as shown in Figure 8(b). Hereinafter, the special symbol determined when a small win is won in the big role lottery is called the small win symbol, and the special symbol determined when a loss is determined is called the loss symbol.

[0093] According to the special 1 winning symbol random number determination table shown in Figure 8 (a), when the value of the winning symbol random number is 0, the special symbol Z1, which is a small winning symbol, is determined, and when the value of the winning symbol random number is 1 to 99, the special symbol Z2, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 1 reservation, the probability of winning the special symbol Z1 is 1%, and the probability of winning the special symbol Z2 is 99%.

[0094] According to the special 2 winning symbol random number determination table shown in Figure 8 (b), when the value of the winning symbol random number is 0 to 19, the special symbol Z3, which is a small winning symbol, is determined, and when the value of the winning symbol random number is 20 to 99, the special symbol Z4, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 2 reservation, the probability of winning the special symbol Z3 is 20%, and the probability of winning the special symbol Z4 is 80%.

[0095] In this way, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, 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.

[0096] FIG. 9 is a diagram illustrating a 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 depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained 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 this embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern.

[0097] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 9(a). Similarly, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 9(b). If the number of reserved special 1s is 2 to 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 9(c). Note that in FIG. 9, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.

[0098] 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 special 1 reserve in a non-time-saving game state, but the main ROM 300b also stores many other reach group determination random number judgment tables.

[0099] 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."

[0100] 10 is a diagram illustrating 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 loss, which is selected when the big role lottery result is a "loss," and a reach mode determination random number judgment table at the time of small win, which is selected when the big role lottery result is a "small win." Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of small win is provided for each reserve type.

[0101] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 10(a), an example of a reach mode determination random number judgment table for special 1 when a small win is made is shown in Figure 10(b), and an example of a reach mode determination random number judgment table for special 2 when a small win is made is shown in Figure 10(c).

[0102] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Figure 10(a), a reach mode determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery for the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach mode determination random number.

[0103] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 10(b) and (c), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.

[0104] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 10, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In addition, in the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, and the notation ○○H in FIGS. 10 to 12 indicates an arbitrary value expressed in hexadecimal.

[0105] As described above, when the result of the big role lottery is a "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 9. Then, depending on the determined group type and the game state, the variation mode number and variation pattern random number judgment table are determined by the reach mode determination random number judgment table when a miss is shown in Figure 10(a) and the reach mode determination random number.

[0106] 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 10, which corresponds to the determined small prize pattern (type of special pattern), will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.

[0107] 11 is a diagram illustrating a fluctuation pattern random number determination table. Here, a fluctuation pattern random number determination table x for a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.

[0108] When a game ball enters the first starting hole 120 or the second starting hole 122, one fluctuation pattern random number is acquired 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 acquired fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.

[0109] In this way, when the big role lottery is performed, a variation mode number and a variation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the number of reserved symbols, the reserved symbol type, etc. These variation mode numbers and variation pattern numbers specify the variation performance pattern, and each of them is associated with the mode and time of the variation performance.

[0110] Fig. 12 is a diagram illustrating a fluctuation time determination table. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 12(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.

[0111] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 12 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.

[0112] When the variation mode number is determined in the above manner, 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. The sub-control board 330 determines mainly the first half of the variation performance based on the received variation mode command, and mainly determines the second half of the variation performance based on the received variation pattern command, details of which will be described later. Note that, hereinafter, the variation mode number and variation pattern number will be collectively referred to as variation information, and the variation mode command and variation pattern command will be collectively referred to as variation command.

[0113] 13 is a diagram illustrating 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 special electric accessory operation ram set table is referenced to control the energization of the big prize opening solenoid 128c.

[0114] According to the special electric role operation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric role operates (the number of rounds of play executed during one small win play or one big win play), the number of times the special electric role opens and closes (the number of times the large prize opening 128 opens during one round of play), the solenoid energization time (the energization time of the large prize opening solenoid 128c for each opening of the large prize opening 128, i.e., the opening time of one large prize opening 128), the specified number (the maximum number of wins that can be won into the large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (waiting time from the end of the last round of play until normal special play resumes) are pre-stored as control data for the large role play as shown in the figure.

[0115] In the embodiment, when the special symbols Z1 to Z4, which are the small prize symbols, are determined, a small prize game consisting of one round of play is first executed. In this small prize game, the opening and closing of the large prize opening 128 is repeatedly executed. Specifically, the large prize opening 128 is controlled to open for 0.1 seconds (open 1), close for 3.0 seconds (close 1), open for 0.1 seconds (open 2), close for 1.0 seconds (close 2), open for 0.1 seconds (open 3), close for 1.0 seconds (close 3), and open for 0.1 seconds (open 4). As described above, in the embodiment, in the small prize game executed when the special symbols Z1 to Z5 are determined, the large prize opening 128 is opened a maximum of four times in the first round, but this is not limited to this. For example, the large prize opening 128 may be opened a maximum of 10 times in the first round.

[0116] Here, a specific area 140b and a non-specific area 140c are provided inside the big prize opening 128, and a gaming ball that enters the big prize opening 128 always enters either the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that has entered the big prize opening 128 enters the specific area 140b, a big prize game in which the big prize opening 128 is opened is executed following the small prize game. In this big prize game, nine round games (2R to 10R) are executed.

[0117] Figure 14 is a diagram illustrating the opening and closing modes of the large prize opening 128 and the opening and closing modes of the specific area 140b by the movable member 142. As shown in Figure 14, in a small prize game in which the large prize opening 128 is opened, the movable member 142 opens the specific area 140b for an instant (about 0.1 seconds) at the same time as the large prize opening 128 is opened, and then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again.

[0118] Specifically, as shown in Figure 14, when special symbols Z1 to Z4 are determined and a small prize game is executed, the large prize opening 128 is opened a total of four times in the small prize game. Therefore, there is a possibility that a gaming ball that enters the large prize opening 128 at the same time as the first opening of the large prize opening 128 may not be able to enter the specific area 140b, but when the large prize opening 128 is opened a second time or later, a gaming ball that enters the large prize opening 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure that decelerates the gaming ball rolling on the large prize opening 128 is provided above the large prize opening 128, so that if the gaming ball is launched appropriately into the second game area 116b from the start of the small prize game, the gaming ball will always enter the specific area 140b.

[0119] In addition, if an unforeseen event occurs, such as the gaming ball getting stuck in the large prize opening 128 or the gaming ball becoming stuck in the large prize opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will not enter the specific area 140b in the small prize game. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is on the assumption that the gaming machine 100 is in an appropriate state for progressing with the game and that no unforeseen event has occurred, and does not mean a physical 100% success rate.

[0120] FIG. 15 is a diagram illustrating the game state setting table. When a type 2 jackpot is won in a small win game as described above, the game state after the big win game is set based on the type of special symbol that was won and the reference game state. The reference game state is the game state that is referenced when the process of setting the game state is performed. Here, when a small win is won, the game state set at that time is stored as the reference game state. After that, when a game ball enters the specific area 140b during the small win game, a type 2 jackpot is won and a big win game is executed, and after the big win game ends, the process of setting the game state is performed. At this time, the game state after the big win game is set based on the won small win symbol and the reference game state.

[0121] In this embodiment, a non-time-shortened game state and a time-shortened game state are provided as game states. The non-time-shortened game state is the initial state of the gaming machine 100, and the time-shortened game state is a state in which the second start opening 122 is easier to open and a game ball is easier to enter the second start opening 122 than in the non-time-shortened game state (sometimes referred to as an "easy-to-enter ball state" or an "easy-to-win state").

[0122] Furthermore, here, a first time-shortened game state and a second time-shortened game state are provided as time-shortened game states. The first time-shortened game state and the second time-shortened game state have different opening conditions for the second start opening 122. Thus, opening conditions for opening the second start opening 122 are set for each game state, and opening conditions that make it easier to open the second start opening 122 are set for the time-shortened game state than for the non-time-shortened game state. Here, in this embodiment, "the second start opening 122 is easy to open" means that the movable piece 122b of the second start opening 122 is easy to operate in a manner that makes it easier for a game ball to enter the second start opening 122. Specifically, as will be described later, this means that a state in which the movable piece 122b is activated due to winning the normal symbol L in the normal symbol lottery is easy to occur.

[0123] In this embodiment, the first time-shortened gaming state is more advantageous to the player than the second time-shortened gaming state. In the following description, when there is no need to distinguish between the first time-shortened gaming state and the second time-shortened gaming state, these two gaming states will be collectively referred to as the time-shortened gaming state.

[0124] Here, when the game state after the big win game is set to the time-saving game state, the time-saving end condition for ending the time-saving game state is also set. Here, the time-saving end condition is set to the number of normal game fluctuations, the number of long openings of the second start port, the number of small win time-saving end operations, the number of special 2 fluctuations, and the number of special 1 fluctuations. The time-saving end condition is different between the first time-saving game state and the second time-saving game state. In other words, in this embodiment, the opening condition of the second start port 122 and the time-saving end condition are different between the first time-saving game state and the second time-saving game state.

[0125] Among the conditions for ending the time-saving mode, the number of times that the normal symbol changes is the number of times that the symbol changes based on the normal symbol reservation (hereinafter referred to as the normal symbol change), that is, the number of times that normal play is performed, and when the time-saving mode is set, it is set in the time-saving number of times counter (for normal symbols).The number of times that the normal symbol changes is subtracted each time a normal symbol change is performed in the time-saving mode.When the remaining number of times that the normal symbol changes is updated from 1 to 0, the time-saving mode ends and the mode is set to the non-time-saving mode.

[0126] Among the time-saving end conditions, the number of long openings of the second start port 122 is the number of long openings of the second start port 122, and is set in the time-saving count counter (for long opening) when the time-saving game state is set. As will be described in detail later, when a normal winning symbol is won in the normal symbol lottery, the type of normal winning symbol is determined. Here, two types of normal symbol winning symbols, L and S, are provided, and the opening and closing of the second start port 122 is controlled based on the type of normal symbol won and the game state at the start of the normal symbol variation.

[0127] At this time, if a normal symbol L is won in the time-saving game state, the opening time of the second start port 122 is set longer than when a normal symbol S is won in the time-saving game state, and when normal symbols L and S are won in the non-time-saving game state. In this way, in this embodiment, the opening time of the second start port 122 differs depending on the combination of the type of normal winning symbol that is won and the game state at the start of the normal symbol fluctuation. Hereinafter, the opening of the second start port 122 with a relatively long opening time is called a long opening, and the opening of the second start port 122 with a relatively short opening time is called a short opening.

[0128] The number of times the second start port is long-opened is subtracted at the start of a normal fluctuation in which the second start port 122 is long-opened in the time-shortened game state. When the remaining number of times the second start port is long-opened is updated from 1 to 0, the time-shortened game state ends and the game is set to a non-time-shortened game state.

[0129] Among the time-saving end conditions, the number of times that a small win time-saving end is activated is the number of times that a small win is won in the time-saving game state, or the number of times that a small win game is executed, and is set in the time-saving number cut-off counter (for small win) when the time-saving game state is set. The number of times that a small win time-saving end is activated is subtracted at the start of fluctuation when a small win is won, and when the remaining number of times that a small win time-saving end is activated is updated from 1 to 0, the time-saving game state ends and the game is set to a non-time-saving game state.

[0130] Among the time-saving end conditions, the number of special 2 variations is the number of times the pattern variation process based on the special 2 reservation (hereinafter referred to as special 2 variation), and is set in the time-saving count counter (for special 2) when the time-saving game state is set. The number of special 2 variations is then subtracted each time a special 2 variation starts in the time-saving game state. When the remaining number of special 2 variations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. The number of special 2 variations set in the time-saving count counter (for special 2) may be subtracted at the end of the special 2 variation, that is, when a special pattern is stopped and displayed on the second special pattern display 162.

[0131] Among the time-saving end conditions, the number of special 1 variations is the number of times the pattern variation process based on the special 1 reservation (hereinafter referred to as special 1 variation), and is set in the time-saving count counter (for special 1) when the time-saving game state is set. The number of special 1 variations is then subtracted each time a special 1 variation starts in the time-saving game state. When the remaining number of special 1 variations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. Note that the number of special 1 variations set in the time-saving count counter (for special 1) may be subtracted at the end of the special 1 variation, that is, when the special pattern is stopped and displayed on the first special pattern display 160.

[0132] In addition to the above, a total number of fluctuations may be set as a time-saving end condition. The total number of fluctuations is the total number of special 1 fluctuations and special 2 fluctuations, and is set in a time-saving count counter (for total) when the time-saving game state is set. The total number of fluctuations is then subtracted each time the result of the big role lottery is determined in the time-saving game state, that is, each time a fluctuation process is executed. When the remaining number of total fluctuations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. The total number of fluctuations may be subtracted at the start of special 1 fluctuation or special 2 fluctuation.

[0133] When any one of the five time-saving ending conditions is met, the currently set time-saving game state ends and the game state changes to a non-time-saving game state.

[0134] When the non-time-saving game state is set as the reference game state, if a small win is won and a type 2 jackpot is won in the small win game that is executed after the small win, the game state after the big win game is set based on the type of small win pattern, as shown in Figure 15(a).

[0135] When the non-time-saving game state is set as the reference game state, if the special pattern Z1 is won as the small win pattern, the game state after the big win game is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 140, the number of long openings of the second starting port is 1, the number of small win time-saving end activations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8.

[0136] As will be described in more detail later, the first time-saving game state is a game state in which the game progresses mainly by executing normal symbol variations, and has a game feature in which the aim is to win the normal symbol L described below during 140 normal symbol lotteries. Therefore, if the normal symbol L is not won in 140 normal symbol lotteries during the first time-saving game state, the first time-saving game state ends and the game transitions to a non-time-saving game state. Furthermore, if the normal symbol L is won during the first time-saving game state, it becomes possible for the game ball to enter the second starting hole 122, and the player can acquire the right to execute a maximum of two special 2 variations.

[0137] When the non-time-saving game state is set as the reference game state, if the special pattern Z2 is won as the small win pattern, the game state after the big win game is set to the second time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 100, the number of long openings of the second starting port is 0, the number of small win time-saving end activations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8.

[0138] As will be described in more detail later, the second time-saving game state is a game state in which the game progresses mainly by executing normal symbol variations, and has a game feature in which the aim is to win the normal symbol L described below within 100 normal symbol drawings. Therefore, if the normal symbol L is not won in 100 normal symbol drawings in the second time-saving game state, the second time-saving game state ends and the game transitions to a non-time-saving game state. Furthermore, if the normal symbol L is won in the second time-saving game state, it becomes possible for the game ball to enter the second starting hole 122, and the player can acquire the right to execute a maximum of two special 2 variations.

[0139] When the non-time-saving game state is the reference game state, if the special patterns Z3 and Z4 are won as the small win pattern, the game state after the big win game is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 140, the number of long openings of the second starting port is 1, the number of small win time-saving end activations is 1, the number of special 2 changes is 2, and the number of special 1 changes is 8.

[0140] In addition, when the time-saving game state is set as the reference game state, if a small win is won and a type 2 jackpot is won in the small win game that is executed after the small win, the game state after the big win game is set based on the type of small win pattern, as shown in Figure 15(b).

[0141] When the time-saving game state is the reference game state, if the special pattern Z1 is won as the small win pattern, the game state after the big win game is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 140, the number of long openings of the second starting port is 1, the number of small win time-saving end activations is 1, the number of special 2 changes is 2, and the number of special 1 changes is 8.

[0142] When the time-saving game state is the reference game state, if the special patterns Z2 and Z4 are won as the small win pattern, the game state after the big win game is set to the second time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 100, the number of long openings of the second starting port is 0, the number of small win time-saving end activations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8.

[0143] When the time-saving game state is the reference game state, if the special pattern Z3 is won as the small win pattern, the game state after the big win game is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 140, the number of long openings of the second starting port is 1, the number of small win time-saving end activations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8.

[0144] In this way, in this embodiment, even if the type of small winning symbol is the same, the counter value set in each time-saving count counter differs depending on the reference game state. The gameplay described below is realized by the counter value set in each time-saving count counter and the timing of subtracting this counter value.

[0145] Fig. 16(a) is a diagram explaining the random number judgment table for determining a normal symbol win, Fig. 16(b) is a diagram explaining the random number judgment table for determining a normal symbol for the non-time-shortened game state, Fig. 16(c) is a diagram explaining the random number judgment table for determining a normal symbol for the first time-shortened game state, and Fig. 16(d) is a diagram explaining the random number judgment table for determining a normal symbol for the second time-shortened game state. When the game ball flowing down the game area 116 passes through the gate 124, a judgment process for the type of win (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.

[0146] As will be described in more detail later, when a gaming ball passes through gate 124, one winning determination random number and one normal map determination random number are obtained from the range of 0 to 65535, and these random numbers are stored in the normal map reserve memory area of ​​main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four memory sections for saving winning determination random numbers and normal map determination random numbers. Therefore, if a gaming ball passes through gate 124 with winning determination random numbers and normal map determination random numbers stored in all four memory sections of the normal map reserve memory area, the winning determination random number and normal map determination random number will not be stored based on the passage of the gaming ball. Hereinafter, the random number value (information) stored in the normal map reserve memory area after a gaming ball passes through gate 124 will be referred to as the normal map reserve.

[0147] When starting the regular lottery, a regular lottery winning determination random number judgment table is referenced as shown in Figure 16(a). According to this regular lottery winning determination random number judgment table, if the winning determination random number is between 0 and 65535, it is judged as a regular lottery winning, and if the winning determination random number is 65536, it is judged as a regular lottery losing. Therefore, the probability of winning a regular lottery winning is approximately 1 / 1.

[0148] Then, when a normal symbol is won in the normal symbol lottery, the type of normal symbol is determined by referring to the normal symbol determination random number judgment table. A normal symbol determination random number judgment table is provided for each game state, and here, a normal symbol determination random number judgment table for a non-time-shortened game state that is referenced in a non-time-shortened game state shown in Figure 16(b), a normal symbol determination random number judgment table for a first time-shortened game state that is referenced in a first time-shortened game state shown in Figure 16(c), and a normal symbol determination random number judgment table for a second time-shortened game state that is referenced in a second time-shortened game state shown in Figure 16(d) are provided.

[0149] When a normal winning symbol is determined in the normal drawing in the non-time-saving game state, the table shown in Figure 16(b) is referenced. Similarly, when a normal winning symbol is determined in the normal drawing in the first time-saving game state or the second time-saving game state, the tables shown in Figure 16(c) and (d) are referenced, respectively. Here, normal symbols L and S are provided as types of normal symbols.

[0150] Both the normal symbol L and the normal symbol S are normal winning symbols, and when these normal symbols are stopped and displayed on the normal symbol display 168, an auxiliary game is executed and the second start hole 122 is controlled to open. However, as will be described in detail later, when the normal symbol L is won in the time-saving game state, the second start hole 122 is opened in the auxiliary game in a manner that allows a game ball to enter, whereas when the normal symbol S is won, the second start hole 122 is opened in the auxiliary game in a manner that prevents a game ball from entering. In other words, the normal symbol S is substantially equal to a normal losing symbol that prevents a game ball from entering the second start hole 122. In other words, the normal symbol L is a long-opening symbol that opens the second start hole 122 for a long time in the time-saving game state, and the normal symbol S can be said to be a short-opening symbol that opens the second start hole 122 for only a short time.

[0151] As shown in Figure 16 (b), according to the normal symbol determination random number judgment table for non-time-saving game state, when the value of the normal symbol determination random number is 0, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the non-time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is almost 0%.

[0152] 16(c), according to the normal symbol determination random number judgment table for the first time-saving game state, when the value of the normal symbol determination random number is 0 to 674, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the first time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is about 1 / 97.

[0153] 16(d), according to the normal symbol determination random number judgment table for the second time-saving game state, when the value of the normal symbol determination random number is 0 to 437, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the second time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is about 1 / 150.

[0154] Here, the probability of winning the normal pattern L differs between the normal pattern determination random number judgment table for the first time-shortened play state and the normal pattern determination random number judgment table for the second time-shortened play state. This is because, as the "type" of the normal pattern, some of the stopped display patterns of the multiple normal patterns that make up the normal pattern L in the first time-shortened play state are defined to be treated as the "type" of normal pattern S in the second time-shortened play state, thereby changing the probability of winning the normal pattern L.

[0155] In addition, if the normal symbol lottery determines that the symbol is a miss, the type of normal symbol will be determined to be a miss normal symbol, regardless of the game status.

[0156] FIG. 17(a) is a diagram explaining the normal symbol fluctuation time data table, and FIG. 17(b) is a diagram explaining the opening / closing control pattern table. As described above, when a normal symbol lottery is held, the normal symbol fluctuation time is determined. The normal symbol fluctuation time data table is referenced when determining the normal symbol fluctuation time when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery. According to this normal symbol fluctuation time data table, if the type of the winning normal symbol is normal symbol L, the fluctuation time is determined to be 10 seconds, and if the type of the winning normal symbol is normal symbol S or a normal symbol losing symbol, the fluctuation time is determined to be 1 second.

[0157] The normal symbol fluctuation time described above is merely an example. For example, similar to the special symbol fluctuation time, multiple fluctuation patterns with different fluctuation times may be provided, and the fluctuation pattern may be determined by lottery using a normal symbol fluctuation pattern table for the normal symbol lottery, obtained from a normal symbol fluctuation pattern random number used in the normal symbol lottery. A table for determining the normal symbol fluctuation time may also be provided for each game state. In this case, for example, a normal symbol fluctuation time data table provided for the non-time-saving game state may select a fluctuation of 5 to 10 seconds regardless of whether the normal symbol is a win or a win, or the type of normal symbol. Once the fluctuation time is determined, the normal symbol display 168 will fluctuate (blink) for the determined time, and after the fluctuation time has elapsed, the normal symbol display 168 will display the winning normal symbol.

[0158] Then, when the winning normal symbol is determined by the normal symbol lottery and the normal symbols L and S are displayed on the normal symbol display 168, an auxiliary game is executed. In the auxiliary game, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to an opening / closing control pattern table, as shown in Figure 17(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric accessory solenoid 122c begins, but here, for convenience of explanation, control data corresponding to each game state is shown in one table.

[0159] According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries 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 effective state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power effective state time has elapsed) are pre-stored as control data for the second start port 122 for each type of normal pattern, as shown in the figure.

[0160] As is clear from FIG. 17(b), when a normal symbol S is selected, or when a normal symbol L is selected in the non-time-saving game mode, the second start hole 122 is opened only once every 0.01 seconds. In this case, it is almost impossible for a game ball to enter the second start hole 122. In contrast, when a normal symbol L is selected in the time-saving game mode, the second start hole 122 is opened twice every 2.9 seconds. In this case, if the player properly launches the game balls, two game balls can be reliably placed in the second start hole 122 during one auxiliary game. Note that the specified number is set to eight, and when eight game balls enter the second start hole 122 during the auxiliary game, the auxiliary game ends. However, the specified number is not limited to eight, and may be any predetermined number equal to or greater than two.

[0161] In this way, the probability of winning the normal winning symbol and the normal symbol variation time are associated with each game state as game progress conditions, and in the time-saving game state, normal symbol variation is more likely to be executed than in the non-time-saving game state. In other words, in the time-saving game state, normal symbol lotteries are held one after another as long as the game ball passes through gate 124.

[0162] For example, a normal ball operation port may be provided downstream of the second game area 116b, separate from the gate 124, and when a game ball enters the normal ball operation port, a normal ball reservation may be acquired in the same way as when a game ball passes through the gate 124. In this case, if one game ball is paid out as a prize ball when a game ball enters the normal ball operation port, the player can reduce the consumption of game balls during the time-saving game state.

[0163] 18 is a diagram illustrating the game characteristics according to the embodiment. The following mainly describes the case where the player appropriately launches the game ball and the game progresses in accordance with the original game characteristics, i.e., the case where the game continues normally, and a description of the case where an irregular situation occurs will be omitted. The case where the game continues normally refers to the case where the player plays in accordance with the original game characteristics and where no irregular situation such as various errors or game stoppages occurs.

[0164] The initial state of the gaming machine 100 is the non-time-saving game state, and the player starts playing in the non-time-saving game state, as shown in (1) of FIG. 18. In the non-time-saving game state, since winning the normal symbol L is rare, the player performs a so-called left shot, which launches the game ball toward the first game area 116a, causing the game ball to enter the first starting hole 120. In other words, in the non-time-saving game state, the main variable is the special 1 variable, and the main reserve that the player should acquire (hereinafter referred to as the target reserve) is set to the special 1 reserve. Therefore, in the non-time-saving game state, the player plays in the hope of winning a small prize using the special 1 reserve. Note that in the non-time-saving game state, the probability of winning a small prize based on the special 1 reserve is set to approximately 1 / 318.1.

[0165] In the non-time-saving game state, when a small win is won by the special 1 reserve, the special symbol Z1 is determined as the small win symbol with a 1% probability, and a small win game based on the special symbol Z1 is executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the big win game. Then, after the big win game ends, the game state is set to the first time-saving game state, as shown in (2) of FIG. 18.

[0166] Furthermore, in the non-time-saving game state, if a small win is won by the special 1 reserve, the special symbol Z2 is determined as the small win symbol with a probability of 99%, and a small win game based on the special symbol Z2 is executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the big win game. Then, after the big win game ends, the game state is set to the second time-saving game state, as shown in (3) of FIG. 18.

[0167] In the first time-saving gaming state shown in (2) of Fig. 18, a normal map lottery (normal map variation) is frequently executed by passing a gaming ball through the gate 124. Since the gate 124 is provided in the second gaming area 116b, the player performs a so-called right hit, which causes the gaming ball to flow down into the second gaming area 116b, and passes the gaming ball through the gate 124. In other words, in the first time-saving gaming state, the target reserve is set to normal map reserve and the target variation is set to normal map variation.

[0168] In the first time-saving game state, the number of normal symbol variations is set to 140 as a condition for ending the time-saving game. Also, the probability of winning the normal symbol L is set to approximately 1 / 97. Therefore, in the first time-saving game state, the player will play with the aim of winning the normal symbol L before the normal symbol lottery is completed 140 times.

[0169] In the first time-saving game state, if the normal symbol L is not won in 140 normal symbol drawings, the time-saving end condition (number of normal symbol changes) is met, and the first time-saving game state ends and the game transitions to a non-time-saving game state. In other words, in the first time-saving game state, if the normal symbol L is not won in 140 normal symbol drawings, the game will end in a so-called time-saving game state, and the game will transition to a non-time-saving game state as shown in (1) of Figure 18.

[0170] On the other hand, if a normal symbol L is hit during the first time-saving game mode, the auxiliary game is executed, and the second start slot 122 is opened twice for 2.9 seconds. Because the second start slot 122 is located in the second game area 116b, if the player continues to play right during the auxiliary game, two special 2 reserves (rights to special 2 variations) are acquired. In other words, since the special game and the normal game are executed simultaneously, when a special 2 reserve is acquired, a special 2 variation is immediately initiated, except in the case where a special 1 variation is being performed as an irregular state. In this case, the first memory section of the second special symbol reserve memory area becomes empty, and one more special 2 reserve can be stored. As a result, when the second start slot 122 is long-opened during the auxiliary game, the player can acquire two rights to special 2 variations.

[0171] In this embodiment, when the special 2 variation is executed, a small prize is always won and a small prize game is executed. In this small prize game, if the game ball is properly launched, the game ball enters the specific area 140b and wins a type 2 big prize. Therefore, if two rights to the special 2 variation are acquired, a small prize game and a big prize game are executed twice, and the player can win 1500 balls x 2 = 3000 game balls as prize balls.

[0172] The special 2 digestion zone A shown in (4) of Figure 18 is a state to which a transition occurs when one or more game balls enter the second starting hole 122 during the auxiliary game that is executed after winning the normal symbol L in the first time-saving game state. Here, when a normal symbol L is won in the first time-saving game state and one or more rights to a special 2 variation are acquired, the period from the start of the first special 2 variation to the end of the first or second major role game is called the special 2 digestion zone A.

[0173] Therefore, during the special 2 consumption zone A, it includes cases where it is set to a non-time-shortened game state, cases where it is set to the first time-shortened game state, and cases where a small win game or a big win game is being played.

[0174] In addition, when a normal symbol L is won in the first time-saving game state, it is possible that the game will not be played properly and no game balls will enter the second start hole 122. In this case, at the start of the normal symbol fluctuation, the number of long openings of the second start hole, which is the time-saving end condition, is updated from 1 to 0, and the game state has transitioned to a non-time-saving game state, so it is treated as a so-called puncture, and the game state thereafter will be set to a non-time-saving game state.

[0175] Then, when all the rights to the special 2 variation acquired during the long opening of the second starting port 122 are consumed and one or two big role games are completed, the game state after the big role game is set again to the first time-shortened game state shown in (2) of Fig. 18. Although the details will be described later, in this embodiment, once it is set to the first time-shortened game state, the first time-shortened game state and the special 2 consumption zone A will loop as long as one or more rights to the special 2 variation are acquired by winning the normal pattern L.

[0176] In other words, in the first time-saving game state, regardless of the type of small prize symbol that was won, the game state after the last big prize game will be the first time-saving game state. Also, if the right to special 2 variation is acquired twice, the small prize symbol will be determined by the first special 2 variation and the second special 2 variation, respectively. At this time, regardless of the type of small prize symbol determined by the first special 2 variation and the type of small prize symbol determined by the second special 2 variation, the game state after the second big prize game will be the first time-saving game state.

[0177] In the second time-shortened gaming state shown in (3) of Figure 18, as in the first time-shortened gaming state, a normal lottery (normal game change) is frequently executed by passing the game ball through the gate 124. Therefore, the player hits the right side in the second time-shortened gaming state and passes the game ball through the gate 124. In other words, in the second time-shortened gaming state, the target reserve is set to normal reserve and the target change is set to normal game change.

[0178] In the second time-saving game state, the condition for ending the time-saving game is set to 100 normal symbol variations. Also, the probability of winning the normal symbol L is set to approximately 1 / 150. Therefore, in the second time-saving game state, the player plays with the aim of winning the normal symbol L within 100 normal symbol lotteries.

[0179] In the second time-saving game state, if the normal symbol L is not won in 100 normal symbol drawings, the time-saving end condition (number of normal symbol changes) is met, and the second time-saving game state ends and the game transitions to a non-time-saving game state. In other words, if the normal symbol L is not won in 100 normal symbol drawings in the second time-saving game state, the game will end in a so-called time-saving game state, and the game will transition to a non-time-saving game state as shown in (1) of Figure 18.

[0180] On the other hand, if a normal symbol L is won in the second time-saving game state, an auxiliary game is executed, and the second start hole 122 is opened twice for 2.9 seconds. Since the second start hole 122 is located in the second game area 116b, if the player continues to hit the right during the auxiliary game, two special 2 reserves (rights to special 2 variations) are acquired, just as in the first time-saving game state. If two rights to special 2 variations are acquired, a small prize game and a big prize game are executed twice, and the player can acquire 1500 balls x 2 = 3000 game balls as prize balls.

[0181] The special 2 digestion zone B shown in (5) of Figure 18 is a state to which a transition occurs when one or more game balls enter the second starting hole 122 during the auxiliary game that is executed when a normal symbol L is won in the second time-saving game state. Here, when a normal symbol L is won in the second time-saving game state and one or more rights to a special 2 variation are acquired, the period from the start of the first special 2 variation to the end of the first or second major role game is called the special 2 digestion zone B.

[0182] Therefore, during the special 2 consumption zone B, it includes cases where it is set to a non-time-shortened game state, cases where it is set to a second time-shortened game state, and cases where a small win game or a big win game is being played.

[0183] In addition, if a normal symbol L is won in the second time-saving game state, the game may not be played properly and no game ball may enter the second starting hole 122. In this case, if the remaining number of normal symbol variations is not 0, the game will not move to the special 2 consumption zone B and the second time-saving game state will continue.

[0184] Specifically, when the second time-shortened gaming state is set, the time-shortened number of times the second start port has been long-opened is set to 0 in the time-shortened number counter (for long opening) as a time-shortened ending condition. When the time-shortened number counter (for long opening) is set to 0, even if the second start port 122 is long-opened, the counter value remains 0 and is not subtracted from 1 to 0. Therefore, in the second time-shortened gaming state, the time-shortened ending condition for the number of times the second start port has been long-opened is never met.

[0185] In addition, since no game ball has entered the second start port 122, the time-saving end conditions for the small win time-saving end operation count and the special 2 variation count are not met. As a result, in the second time-saving game state, there is no risk of a failure due to a game ball not entering the second start port 122, as in the first time-saving game state.

[0186] Then, when all the rights to the special 2 variation acquired during the long opening of the second starting port 122 are consumed and one or two big role games are completed, the game state after the big role game is set. At this time, the game state after the big role game is set based on the special 2 variation acquired last among the rights to one or two special 2 variation acquired during the auxiliary game.

[0187] Specifically, if the right to special 2 variation is acquired only once during the auxiliary game, the game state after the big role game is set based on the type of small winning symbol won in this one special 2 variation. That is, if the winning small winning symbol is special symbol Z3, the game state after the big role game is set to the first time-saving game state shown in (2) of Figure 18. On the other hand, if the winning small winning symbol is special symbol Z4, the game state after the big role game is set to the second time-saving game state shown in (3) of Figure 18.

[0188] In addition, if the right to special 2 variation is acquired twice during the auxiliary game, the game state after the big role game is set based on the type of small winning symbol won in the second special 2 variation. Therefore, if the small winning symbol won in the second special 2 variation is special symbol Z3, the game state after the big role game is set to the first time-saving game state shown in (2) of Figure 18, and if the small winning symbol won in the second special 2 variation is special symbol Z4, the game state after the big role game is set to the second time-saving game state shown in (3) of Figure 18.

[0189] At this time, the type of small winning symbol won in the first special 2 variation does not affect the game state set after the second big role play. In other words, even if the special symbol Z3 or Z4 is won in the first special 2 variation, the game state will be set based only on the type of small winning symbol won in the second special 2 variation.

[0190] As described above, in this embodiment, the game states are provided with a non-time-shortened game state, a first time-shortened game state in which a game ball is more likely to enter the second starting hole 122 provided in the game area 116 than in the non-time-shortened game state, and a second time-shortened game state. The first time-shortened game state has different game progress conditions from the second time-shortened game state, and the first time-shortened game state is a game state that is more advantageous to the player than the second time-shortened game state.

[0191] In most cases, the first win based on the special 1 reserve will transition to the second time-saving game state. If the normal symbol L is hit in the second time-saving game state, the player can win 3,000 game balls. At this time, the probability of winning the special symbols Z3 and Z4 is 20% and 80%, respectively, so the game state after the big win will transition to the first time-saving game state with a 20% probability and the second time-saving game state with an 80% probability.

[0192] The first time-saving game state has a higher number of normal symbol variations and a higher probability of winning the normal symbol L than the second time-saving game state. Even if a player wins the normal symbol L in the first time-saving game state, they can acquire 3,000 game balls. If a player wins the normal symbol L in the first time-saving game state and also wins a Type 2 jackpot, the first time-saving game state will then loop. In other words, once the first time-saving game state is entered, the player can loop between the first time-saving game state and the special 2 consumption zone A without being demoted to the second time-saving game state until the time-saving game ends.

[0193] In this embodiment, the above-mentioned gameplay is realized by setting the time-saving end conditions, i.e., the number of times set in each time-saving number-off counter, and the order of processing in the main control board 300. The following describes the processing in the main control board 300 to realize the above-mentioned gameplay.

[0194] Figure 19 is a diagram explaining the flow of processing at the start of normal symbol variation in the main control board 300. Note that Figure 19 shows an extracted portion of the processing executed when a normal symbol L is won in the time-saving game state, and in reality, various processing is executed in addition to the processing shown in Figure 19.

[0195] When a normal symbol L is won in the time-saving game state, the number of times the second starting hole long is opened is subtracted at the start of the normal symbol variation (STEP 1). When the number of times the second starting hole long is opened is updated from 1 to 0 (YES in STEP 2), the game state is changed to a non-time-saving game state (STEP 3). Then, when a Type 2 jackpot is won, the currently set game state is stored as the reference game state to be referenced in the process of setting the game state after the big win (STEP 4). After that, the number of times the normal symbol varies is subtracted (STEP 5), and when the number of times the normal symbol varies is updated from 1 to 0 (YES in STEP 6), the game state is changed to a non-time-saving game state (STEP 7).

[0196] According to the process at the start of the normal game fluctuation described above, when the second start port 122 is long-opened in the first time-shortened game state, the reference game state becomes a non-time-shortened game state. Specifically, when the game state is set to the first time-shortened game state, the number of long-openings of the second start port is set to "1" as a time-shortened end condition (see FIG. 15). In other words, during the first time-shortened game state, the counter value of the time-shortened number-off counter (for long-opening) is set to "1".

[0197] Therefore, when the normal symbol L is won in the first time-shortened game state and the second starting port 122 is opened long, the counter value of the time-shortened number counter (for long opening) is updated from "1" to "0" in STEP 1 of Fig. 19 at the start of the normal symbol variation. As a result, at the start of the normal symbol variation, the game state is changed to a non-time-shortened game state, and the current game state becomes a non-time-shortened game state. Then, since the reference game state is stored in STEP 4 after the game state is changed, when the normal symbol L is won in the first time-shortened game state, the reference game state always becomes a non-time-shortened game state.

[0198] On the other hand, according to the process at the start of the normal game fluctuation described above, when the second start port 122 is long-opened in the second time-shortened game state, the reference game state becomes the time-shortened game state. Specifically, when the game state is set to the second time-shortened game state, the number of long-openings of the second start port is set to "0" as a time-shortened end condition (see FIG. 15). In other words, during the second time-shortened game state, the counter value of the time-shortened number-off counter (for long-opening) is set to "0".

[0199] Therefore, when the normal symbol L is won in the second time-saving game state and the second start port 122 is opened long, the counter value of the time-saving number cut counter (for long opening) remains "0" at the start of the normal symbol change in STEP 1 of FIG. 19 and is not updated. Therefore, at the start of the normal symbol change, the result is determined as NO in STEP 2, and the game state is not changed to a non-time-saving game state, and the current game state remains in the time-saving game state (second time-saving game state). Therefore, in the second time-saving game state, the time-saving game state is stored as the reference game state in STEP 4.

[0200] Figure 20 is a diagram explaining the flow of processing at the start of special symbol variation in the main control board 300. Note that Figure 20 shows an extracted portion of the processing executed when a small winning symbol is won in the time-saving game state, and in reality, various processing is executed in addition to the processing shown in Figure 20.

[0201] When a small win symbol is won in the time-saving game mode, the number of times the small win time-saving end operation is performed is subtracted at the start of the special symbol variation (special 1 variation or special 2 variation) (STEP 11). When the number of times the small win time-saving end operation is updated from 1 to 0 (YES in STEP 12), the game state is changed to a non-time-saving game state (STEP 13). Then, when a type 2 jackpot is won, the currently set game state is stored as the reference game state to be referenced in the process of setting the game state after the big win game (STEP 14). After that, when a special 1 variation is started, the number of special 1 variations is subtracted, and when a special 2 variation is started, the number of special 2 variations is subtracted (STEP 15). When the number of special 1 variations or the number of special 2 variations is updated from 1 to 0 (YES in STEP 16), the game state is changed to a non-time-saving game state (STEP 17).

[0202] As described above, in this embodiment, if a normal symbol L is won in the time-saving game state, the right to two special 2 variations is acquired, and the small win game and the big win game are executed twice in succession. At this time, if a normal symbol L is won in the second time-saving game state, the game state after the second big win game is set based on the type of small win symbol won the second time, regardless of the type of small win symbol won the first time. On the other hand, if a normal symbol L is won in the first time-saving game state, the game state after the second big win game is set to the first time-saving game state, regardless of the type of small win symbol won the first and second times. This is realized by the processing at the start of the normal symbol variation and the processing at the start of the special symbol variation described above, and the reason for this will be explained using a specific example.

[0203] FIG. 21 is a diagram illustrating the state transition when the first and second small winning symbols are both the special symbol Z4 in the second time-saving gaming state. Note that (a) ON of the normal symbol variation in FIGS. 21 to 25 indicates that the normal symbol display 168 is displaying a variable normal symbol, and OFF of the normal symbol variation indicates that the normal symbol display 168 is displaying a stopped normal symbol or that normal symbol variation is not being performed. Also, (b) ON of the auxiliary game in FIGS. 21 to 25 indicates that auxiliary game is being performed, and OFF of the auxiliary game indicates that auxiliary game is not being performed. Also, (c) ON of the time-saving state in FIGS. 21 to 25 indicates that the first time-saving gaming state or the second time-saving gaming state is being performed, and OFF of the time-saving state indicates that the non-time-saving gaming state is being performed. 21 to 25 (d) ON of special symbol variation indicates that the first special symbol display 160 is displaying a variation of the special symbol, and OFF of special symbol variation indicates that the first special symbol display 160 is displaying a stopped special symbol or is not displaying a variation of the special symbol. Also, in Fig. 21 to 25 (e) ON of advantageous play indicates that a small win game or a big role game is being played, and OFF of advantageous play indicates that neither a small win game nor a big role game is being played.

[0204] For example, suppose the small win symbol that was won at the first time was the special symbol Z2, and after the big win, the second time-saving game state was set. In this case, at the end of the big win game shown at t1 in the figure, the number of normal symbol changes is set to 100, the number of long openings of the second starting hole is set to 0, the number of small win time-saving end operations is set to 2, the number of special 2 changes is set to 2, and the number of special 1 changes is set to 8. At this point, the reference game state has been reset and is not stored.

[0205] Then, after the second time-saving game state is set, the normal symbol change is started as shown at t2 in the figure. Note that in the normal symbol change that started at t2, the normal symbol S is won. In this case, at the start of the normal symbol change shown at t2, the number of normal symbol changes is subtracted from 100 to 99. Also, at the start of the normal symbol change, the reference game state is stored, but since the game state at this time is the second time-saving game state, the time-saving game state is stored as the reference game state.

[0206] Then, after the normal symbol variation time has elapsed, the second start port 122 is short-opened, as shown in (b) of FIG. 21. When the short-opening is completed, the second normal symbol variation begins, as shown at t3 in the figure. Here, in the normal symbol variation that began at t3, the normal symbol L is won. In this case, at the start of the normal symbol variation shown at t3, the number of normal symbol variations is subtracted from 99 to 98. At this time, because the normal symbol L is won, at t3, a process is performed to subtract the number of long openings of the second start port (STEP 1 of FIG. 19). However, since the number of long openings of the second start port was originally set to "0," the number of long openings of the second start port is not subtracted. Therefore, at t3, the game state is maintained in the second time-saving game state, and the reference game state also remains in the time-saving game state.

[0207] Then, at t4 in the figure, the auxiliary game is started, and the second starting port 122 is long-opened. At this time, as indicated by the circled numbers 1 and 2 in the figure, two game balls enter the second starting port 122 while it is long-opened. As indicated by t5 in the figure, when the first game ball enters the second starting port 122, a special chart change (special 2 change) immediately begins, as shown in Figure 21(d). At this time, the number of times the small win time-saving end operation has been performed and the number of times the special 2 change has been performed are subtracted from "2" to "1," but since the game state is maintained in the second time-saving game state, the reference game state remains in the time-saving game state.

[0208] Then, when the long release ends, normal pattern variation begins at t6 in the figure, and at this time, the normal pattern variation count is decremented to 97. After that, at t7 in the figure, a small winning pattern is displayed on the second special pattern display 162, and the special pattern variation ends. At this time, the game state is reset, and the game state shifts from the second time-saving game state to the non-time-saving game state, and the counter values ​​of each time-saving count counter are reset.

[0209] Then, as shown in FIG. 21(e), the advantageous game (small win game) begins at t8, and the advantageous game (big win game) ends at t9. At the end of the big win game, the game state and the time-saving end conditions are set based on the reference game state and the type of small win symbol that was won. Here, since the time-saving game state is stored as the reference game state, the game state setting table b shown in FIG. 15(b) is referenced. Also, in this example, the special symbol Z4, which is the small win symbol, has been won. Therefore, at t9, the second time-saving game state is set, and the time-saving end conditions are set as follows: the number of normal symbol changes is 100, the number of long openings of the second start port is 0, the number of small win time-saving end activations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8. At this time, the reference game state is reset.

[0210] When the big role game ends and the second time-saving game state is set, the special symbol change can be executed. At this time, since the special symbol 2 reserve is stored in the first memory section of the second special symbol reserve memory area, after the big role game ends, at t10 in the figure, the special symbol 2 reserve stored in the first memory section is read out and the special symbol change begins.

[0211] In the special chart change, a small win is always won. Therefore, at t10, the number of times the small win time-saving end operation and the number of times the special 2 change are activated are subtracted from "2" to "1", respectively. In this case, the game state is maintained in the second time-saving game state, so the time-saving game state is stored as the reference game state.

[0212] Then, when the special chart change (special 2 change) that started at t10 ends, the game state is changed to a non-time-saving game state, and each time-saving count counter is reset, and then advantageous play begins at t11 ​​in the figure.

[0213] In addition, when the second start port 122 is long-opened during the time-saving game mode, two special 2 reserves can be acquired, and two special 2 variations are executed, sandwiching a favorable game. At this time, the variation time of the first special 2 variation is set to be equal to or longer than the execution time of the auxiliary game, and the first special 2 variation ends after the auxiliary game ends. In contrast, the variation time of the second special 2 variation is shorter than the variation time of the first special 2 variation, and is set to an extremely short time, for example, 0.5 seconds. This creates the impression that the two favorable games are just one game.

[0214] Then, when the advantageous game (big win game) ends at t12 in the figure, the game state and the time-saving end conditions are set based on the reference game state and the type of small win symbol that was won. Here, since the time-saving game state is stored as the reference game state, the game state setting table b shown in FIG. 15(b) is referenced. Also, in this example, the special symbol Z4, which is the small win symbol, is won. Therefore, at t12, the second time-saving game state is set, and the time-saving end conditions are set as follows: the number of normal symbol changes is 100, the number of long openings of the second start hole is 0, the number of small win time-saving end operations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8. At this time, the reference game state is reset. As a result, the game state after the second big win game becomes the second time-saving game state, which is the same as the state at t1 described above.

[0215] 22 is a diagram illustrating the state transition when the first small win symbol is the special symbol Z3 and the second small win symbol is the special symbol Z4 in the second time-saving gaming state. In the example shown in FIG. 22, the processing from t1 to t8 is the same as the example shown in FIG. 21. Therefore, the explanation from t1 to t8 is omitted here.

[0216] During the auxiliary play, the right to a special 2 variation is acquired twice. When the first advantageous play (big prize play) ends at t9 in the figure, the game state and the time-saving termination conditions are set based on the reference game state and the type of small prize symbol that was won. Here, since the time-saving game state is stored as the reference game state, the game state setting table b shown in Figure 15(b) is referenced. Also, in this example, the special symbol Z3, which is the small prize symbol, is won. Therefore, at t9, the first time-saving game state is set, and the time-saving termination conditions are set as follows: the number of normal symbol variations is 140, the number of long openings of the second starting hole is 1, the number of small prize time-saving termination activations is 2, the number of special 2 variations is 2, and the number of special 1 variations is 8. At this time, the reference game state is reset.

[0217] When the major win game ends and the second time-saving game state is set, at t10 in the figure, the special 2 reserve stored in the first memory unit is read out and the special pattern variation begins. At t10, the number of times the small win time-saving end operation has occurred and the number of times the special 2 variation has occurred are each subtracted from "2" to "1." In this case, since the game state is maintained in the second time-saving game state, the time-saving game state is stored as the reference game state.

[0218] Then, when the special symbol variation (special 2 variation) that started at t10 ends, the game state is changed to a non-time-saving game state, and each time-saving counter is reset, and then, at t11 ​​in the figure, advantageous play begins. When the advantageous play (big role play) ends at t12 in the figure, the game state and the time-saving end condition are set based on the reference game state and the type of small winning symbol that was won.

[0219] Here, since the time-saving game state is stored as the reference game state, the game state setting table b shown in Figure 15 (b) is referenced. Also, in this example, the special symbol Z4, which is a small win symbol, is won. Therefore, at t12, the second time-saving game state is set, and the time-saving end conditions are set as follows: the number of normal symbol changes is 100, the number of long openings of the second starting hole is 0, the number of small win time-saving end operations is 2, the number of special 2 changes is 2, and the number of special 1 changes is 8. At this time, the reference game state is reset. As a result, the game state after the second major role game becomes the second time-saving game state, which is the same as the state at t1 described above.

[0220] As described above, according to this embodiment, when the normal pattern L is won in the second time-saving game state, of the two rights to special 2 variation acquired during the auxiliary game, even if the first small win pattern is either the special pattern Z3 or Z4, if the second small win pattern is the special pattern Z4, the game state after the second major role game will be the second time-saving game state.

[0221] 23 is a diagram illustrating the state transition when the first small win symbol is the special symbol Z4 and the second small win symbol is the special symbol Z3 in the second time-saving gaming state. In the example shown in FIG. 23, the processing from t1 to t11 is the same as the example shown in FIG. 21. Therefore, the explanation from t1 to t11 is omitted here.

[0222] During the auxiliary play, the right to a special 2 variation is acquired twice. When the second advantageous play (big prize play) ends at t12 in the figure, the game state and the time-saving termination conditions are set based on the reference game state and the type of small prize symbol that was won. Here, since the time-saving game state is stored as the reference game state, the game state setting table b shown in Figure 15(b) is referenced. Also, in this example, the special symbol Z3, which is the small prize symbol, is won. Therefore, at t12, the first time-saving game state is set, and the time-saving termination conditions are set as follows: the number of normal symbol variations is 140, the number of long openings of the second starting hole is 1, the number of small prize time-saving termination activations is 2, the number of special 2 variations is 2, and the number of special 1 variations is 8. At this time, the reference game state is reset.

[0223] 24 is a diagram illustrating the state transition when the first small win symbol is the special symbol Z3 and the second small win symbol is the special symbol Z3 in the second time-saving gaming state. In the example shown in FIG. 24, the processing from t1 to t11 is the same as the example shown in FIG. 22. Therefore, the explanation from t1 to t11 is omitted here.

[0224] During the auxiliary play, the right to a special 2 variation is acquired twice. When the second advantageous play (big prize play) ends at t12 in the figure, the game state and the time-saving termination conditions are set based on the reference game state and the type of small prize symbol that was won. Here, since the time-saving game state is stored as the reference game state, the game state setting table b shown in Figure 15(b) is referenced. Also, in this example, the special symbol Z3, which is the small prize symbol, is won. Therefore, at t12, the first time-saving game state is set, and the time-saving termination conditions are set as follows: the number of normal symbol variations is 140, the number of long openings of the second starting hole is 1, the number of small prize time-saving termination activations is 2, the number of special 2 variations is 2, and the number of special 1 variations is 8. At this time, the reference game state is reset.

[0225] As described above, according to this embodiment, when the normal pattern L is won in the second time-saving game state, of the two rights to special 2 variation acquired during the auxiliary game, even if the first small win pattern is either the special pattern Z3 or Z4, if the second small win pattern is the special pattern Z3, the game state after the second major role game will be the first time-saving game state.

[0226] Next, we will explain the transition of the state when winning the normal symbol L in the first time-saving game state. As shown in t12 of Figure 23 and Figure 24, when the game state of the second big role game is set to the first time-saving game state, the normal symbol fluctuation number is set to 140 times, the second start port long opening number is set to 1 time, the small win time-saving end operation number is set to 2 times, the special 2 fluctuation number is set to 2 times, and the special 1 fluctuation number is set to 8 times.

[0227] Then, after the big win, the game starts in the first time-saving game state, and the normal pattern change is executed at t13 shown in Figures 23 and 24. At this time, if the normal pattern L is won in the normal pattern change, the number of times the second start port long is opened is subtracted at the start of the normal pattern change, that is, at t13 (STEP 1 in Figure 19). As a result, the number of times the second start port long is opened is updated from "1" to "0", and the game state is changed to the non-time-saving game state (STEP 3 in Figure 19). Therefore, as shown in Figures 23(c) and 24(c), at t13, the game state is changed from the first time-saving game state to the non-time-saving game state.

[0228] Also, at the start of the normal game state change, the game state is changed and then the reference game state is stored (STEP 4 in FIG. 19). Therefore, as shown in FIG. 23 and FIG. 24, at t13, the normal game state change count is subtracted from 140 to 139, the number of times the second starting slot is opened long is subtracted from "1" to "0", and the "non-time-reduction game state" is stored as the reference game state.

[0229] After that, at t14 in the figure, the auxiliary game is started, and the second starting port 122 is long-opened. At this time, as shown by the circled numbers 3 and 4 in the figure, two game balls enter the second starting port 122 while it is long-opened. As shown by t15 in the figure, when the first game ball enters the second starting port 122, a special chart change (special 2 change) immediately begins, as shown in Figures 23(d) and 24(d). At this time, the number of small win time-saving end operations and the number of special 2 changes are subtracted from "2" to "1," but since the game state is maintained in the non-time-saving game state, the reference game state remains in the non-time-saving game state.

[0230] After that, at t16 in the figure, the small winning symbol is stopped and displayed on the second special symbol display 162, and the special symbol variation ends. At this time, the game state and the counter value of each time-saving counter are reset.

[0231] Figure 25 is a diagram illustrating the state transition when a normal symbol L is won in the first time-saving game state. Figure 25 shows the processing from t16 onwards in Figures 23 and 24. After the special symbol variation ends at t16 in the figure, as shown in Figure 25(e), advantageous play (small win play) starts at t17 in the figure, and advantageous play (big role play) ends at t18 in the figure.

[0232] At the end of the big win game, the game state and the time-saving end condition are set based on the reference game state and the type of the small win symbol that was won. Here, since the non-time-saving game state is stored as the reference game state, the game state setting table a shown in Figure 15 (a) is referenced. According to the game state setting table a, regardless of whether the special symbol Z3 or Z4 is won, the game state is set to the first time-saving game state, and the time-saving end condition is also the same.

[0233] Therefore, at t18, the first time-saving game state is set, and the time-saving end conditions are set as follows: the number of normal changes is 140, the number of long openings of the second starting port is 1, the number of small win time-saving end operations is 1, the number of special 2 changes is 2, and the number of special 1 changes is 8. At this time, the reference game state is reset.

[0234] When the big role game ends and the first time-saving game state is set, the special symbol change can be executed. At this time, since the special symbol 2 reserve is stored in the first memory section of the second special symbol reserve memory area, after the big role game ends, at t19 in the figure, the special symbol 2 reserve stored in the first memory section is read out and the special symbol change begins.

[0235] In the special chart change, a small prize is always won. Therefore, at t19, the number of times the small prize time-saving end operation is performed is reduced from "1" to "0," and the number of times the special 2 change is reduced from "2" to "1." In this case, the number of times the small prize time-saving end operation is performed is changed from "1" to "0" (STEP 11 in Figure 20), so the time-saving end condition is met, and the game state is changed from the first time-saving game state to a non-time-saving game state (STEP 13 in Figure 20). Then, since the reference game state is stored after the game state is changed, the non-time-saving game state is stored as the reference game state at t19.

[0236] After that, when the special symbol variation (special 2 variation) that started at t19 ends, the game state and each time-saving counter are reset, and advantageous play begins at t20 in the figure. Then, when the advantageous play ends at t21 in the figure, the game state and time-saving end conditions are set based on the reference game state and the type of small winning symbol that was won. Here, since the non-time-saving game state is stored as the reference game state, the game state setting table a shown in Figure 15(a) is referenced.

[0237] As with the above-mentioned t18, according to the game state setting table a, when either the special symbol Z3 or Z4 is won, the game state is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal symbol fluctuations is 140, the number of long openings of the second starting port is 1, the number of small win time-saving end operations is 1, the number of special 2 fluctuations is 2, and the number of special 1 fluctuations is 8. At this time, the reference game state is reset.

[0238] After that, when a normal symbol change is executed in the first time-saving game state, the number of normal symbol changes is subtracted as shown at t22 in the figure. At this time, if the normal symbol L is not won, the first time-saving game state is maintained, and the time-saving game state is stored as the reference game state. After that, when a normal symbol change is executed again, the number of normal symbol changes is further subtracted as shown at t23 in the figure.

[0239] Then, suppose that the normal symbol L is selected in the normal symbol variation executed at t24 in the figure. In this case, the number of times the second starting slot is opened long is subtracted from "1" to "0", the game state is changed to the non-time-saving game state, and each time-saving counter is reset. At this time, the non-time-saving game state is stored as the reference game state.

[0240] Therefore, after this, when a game ball enters the long-open second starting hole 122 and a favorable game is executed, the game state is set by referring to the game state setting table a at the end of the favorable game. In other words, once the first time-shortened game state is set, the reference game state referenced when setting the game state thereafter becomes the non-time-shortened game state. If the reference game state is the non-time-shortened game state, regardless of whether the special symbol Z3 or Z4 is won, the first time-shortened game state is set after the big win game. As a result, if the normal symbol L is won in the first time-shortened game state and the right to a special 2 variation is acquired, the first time-shortened game state will be looped thereafter, regardless of the type of small win symbol.

[0241] As described above, according to this embodiment, a new gameplay that has never been seen before is realized, and the enjoyment of the game is increased.

[0242] Here, when the gaming state is changed to the non-time-shortened gaming state at t13, t19, and t24, the counter values ​​of each time-shortened count counter are not reset, but the counter values ​​of all time-shortened count counters may be reset when the gaming state is changed to the non-time-shortened gaming state. Alternatively, in the non-time-shortened gaming state, the process of updating the counter values ​​of the time-shortened count counters may not be executed.

[0243] Next, the main processing of the main control board 300 in the gaming machine 100 for realizing the above-mentioned gameplay will be described.

[0244] Figure 26 is a diagram explaining the gaming machine status flag. In the main control board 300, the gaming machine status flag manages whether or not a game can be played. One of six flag values ​​from 00H to 05H is set to the gaming machine status flag. A flag value of 00H for 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.

[0245] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag 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. A flag value of 03H for the gaming machine status flag indicates a setting abnormality state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormality state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormality state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.

[0246] (CPU initialization process of main control board 300) FIG. 27 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 28 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0247] 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).

[0248] (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 required to execute various processes.

[0249] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0250] (Step S100-5) The main CPU 300a determines whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. 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.

[0251] (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.

[0252] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0253] (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.

[0254] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If the main CPU 300a determines that the backup flag and checksum are normal, it proceeds to step S100-15. If it determines that either or both of them are abnormal, it proceeds to step S100-25.

[0255] (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.

[0256] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the main CPU 300a proceeds to step S100-19.

[0257] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.

[0258] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button not pressed, the setting confirmation status is entered.

[0259] (Step S100-23) The main CPU 300a executes initialization processing to clear the areas of the main RAM 300c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.

[0260] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0261] (Step S100-27) The main CPU 300a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.

[0262] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 300c.

[0263] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0264] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.

[0265] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.

[0266] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.

[0267] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0268] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: the setting change switch 180s is on; the middle frame 104 is open; and a RAM clear operation signal is input from the RAM clear switch 182s.

[0269] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0270] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0271] (Step S100-47) The main CPU 300a executes initialization processing to clear the items in the main RAM 300c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.

[0272] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 300c has been cleared.

[0273] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0274] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.

[0275] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0276] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0277] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0278] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0279] (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 used to determine 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 update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.

[0280] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.

[0281] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .

[0282] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.

[0283] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.

[0284] FIG. 29 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.

[0285] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0286] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0287] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.

[0288] (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.

[0289] (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 the transmission buffer.

[0290] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.

[0291] (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.

[0292] (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.

[0293] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process to set 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.

[0294] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 300a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.

[0295] (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.

[0296] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.

[0297] (Main control board 300 power off evacuation process (XINT interrupt process)) 30 is a flowchart explaining the power-off save processing (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization processing and executes the power-off save processing.

[0298] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0299] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0300] (Step S300-5) The 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.

[0301] (Step S300-7) The main CPU 300a restores the register.

[0302] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.

[0303] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0304] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0305] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0306] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.

[0307] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0308] (Step S300-21) The 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 S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.

[0309] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0310] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S100) described above.

[0311] In addition, if a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are being looped.

[0312] (Timer interrupt processing of main control board 300) 31 is a flowchart explaining the timer interrupt processing 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, an interrupt occurs in the CPU initialization processing (step S100), and the following timer interrupt processing is executed.

[0313] (Step S400-1) The main CPU 300a saves the registers.

[0314] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.

[0315] (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 that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.

[0316] (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 status.

[0317] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0318] (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.

[0319] (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.

[0320] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0321] (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 each time the main control board 300 performs a timer interrupt process, and the decrement stops when the timer counter reaches 0.

[0322] (Step S400-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S100-61.

[0323] (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.

[0324] Although a detailed explanation will be omitted, in this embodiment, the small win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the small win determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.

[0325] (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 special prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.

[0326] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game, which will be described in detail later.

[0327] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.

[0328] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.

[0329] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, and the large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.

[0330] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.

[0331] (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.

[0332] (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 indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172, in an output buffer corresponding to each common.

[0333] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member driving solenoid 142c, and storing the synthesized images in an output port buffer.

[0334] (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.

[0335] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0336] (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 alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.

[0337] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0338] FIG. 32 is a flowchart illustrating the setting-related processing (S450) described above.

[0339] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.

[0340] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0341] (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.

[0342] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0343] (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, it proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, it proceeds to step S450-11.

[0344] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0345] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0346] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. If it is determined that the setting change switch 180s is on, the setting-related processing ends, but if it is determined that the setting change switch 180s is not on, the processing proceeds to step S450-17.

[0347] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.

[0348] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 29. 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 hold designation command, the special chart 2 hold designation command, the number of times command, the variable 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.

[0349] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0350] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 27). After that, the timer interrupt process is executed, but because 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. 31) are stopped, and setting-related processes are executed.

[0351] 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 accordance with the setting change operation.

[0352] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.

[0353] Here, in the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the sub-command group set processing transmits a setting value designation command corresponding to the registered setting value 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 has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.

[0354] In addition, in the embodiment, a plurality of flag values ​​including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of registered setting values ​​being obtained fraudulently is reduced.

[0355] Next, among the above-mentioned 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.

[0356] FIG. 33 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0357] (Step S500-1) The main CPU 300a determines 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. As a result, if it is determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.

[0358] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.

[0359] (Step S500-3) The main CPU 300a determines 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 determined that the first start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first start hole detection switch is not on, the process proceeds to step S500-5.

[0360] (Step S520) The main CPU 300a executes first start hole passage processing based on the entry of the gaming ball into the first start hole 120. Details of this first start hole passage processing will be described later.

[0361] (Step S500-5) The main CPU 300a determines 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.

[0362] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.

[0363] (Step S500-7) The main CPU 300a determines whether the special prize opening detection switch has been detected as on, that is, whether a gaming ball has entered the first special prize opening 128 and a detection signal has been input from the special prize opening detection switch 128s. If it is determined that the special prize opening detection switch has been detected as on, the process proceeds to step S500-9, and if it is determined that the special prize opening detection switch has not been detected as on, the process proceeds to step S500-11.

[0364] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game ball entered the big win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game ball entered the big win port 128 properly, the main CPU 300a increments the big win port winning ball number counter by 1, and sets a big win port winning designation command in the transmission buffer.

[0365] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is on, that is, whether the gaming ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is on, the process proceeds to step S540, and if it is determined that the specific area detection switch is not on, the process proceeds to step S500-13.

[0366] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.

[0367] (Step S500-13) The main CPU 300a determines whether the general winning opening detection switch is on, that is, whether a gaming ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that the general winning opening detection switch is on, the process proceeds to step S500-15, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-17.

[0368] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0369] (Step S500-17) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0370] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0371] FIG. 34 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.

[0372] (Step S510-1) The main CPU 300a loads the winning determination random numbers and the ordinary determination random numbers updated by the hardware random number generator.

[0373] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.

[0374] (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.

[0375] (Step S510-7) The main CPU 300a determines which of the four storage sections in the general map reserve storage area is the target storage section in which to save the acquired winning determination random number and general map determination random number.

[0376] (Step S510-9) The main CPU 300a saves the winning determination random number and the ordinary determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.

[0377] (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.

[0378] FIG. 35 is a flowchart illustrating the first start port passing process (step S520) in the main control board 300.

[0379] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify 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.

[0380] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0381] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate 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 gate passing process.

[0382] FIG. 36 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.

[0383] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0384] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0385] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0386] (Step S530-5) The main CPU 300a loads the normal game management phase. Note that, as will be described in detail later, the normal game management phase indicates the stage of the execution process of the normal game, i.e., the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.

[0387] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H." The normal game management phase "04H" indicates that the normal electric device prize opening control process is in progress. In this normal electric device prize opening control process, the normal electric device solenoid 122c is energized and the movable piece 122b is controlled to the open state, so here, it is determined whether the second start opening 122 is in a state in which it can be properly opened. If it is determined that the normal game management phase is not "04H," the second start opening passage process is terminated. If it is determined that the normal game management phase is "04H," the process proceeds to step S530-9.

[0388] (Step S530-9) The main CPU 300a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passage process.

[0389] 37 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.

[0390] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0391] (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.

[0392] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generation unit.

[0393] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-23. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.

[0394] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.

[0395] (Step S535-11) The main CPU 300a determines a target storage section to save the acquired small win determination random number from among the four storage sections of the first special chart reservation storage area and one storage section of the second special chart reservation storage area.

[0396] (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 updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.

[0397] (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.

[0398] (Step S535-17) The main CPU 300a executes an acquisition time effect determination process to perform a provisional lottery for a major role, provisionally determine a winning symbol, and provisionally determine variable information based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read out is transmitted to the sub-control board 330.

[0399] (Step S535-19) The main CPU 300a loads the counter values ​​of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.

[0400] (Step S535-21) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.

[0401] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0402] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-27, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.

[0403] (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 terminates the special pattern random number acquisition process (step S535).

[0404] FIG. 38 is a flowchart illustrating the specific area passing process in step S540.

[0405] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it determines whether the valid period flag is on. If it determines that the valid period flag is on, it proceeds to step S540-3, and if it determines that the valid period flag is not on, it proceeds to step S540-9.

[0406] As will be described in more detail later, this valid period flag is used to determine whether the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).

[0407] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that the gaming ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0408] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0409] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.

[0410] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0411] (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.

[0412] 39 is a diagram illustrating the special game management phase. As already explained, in the embodiment, a special game triggered by a game ball entering the first start port 120 or the second start port 122 and a normal game triggered by a game ball passing 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 special game by the special game management phase.

[0413] As shown in FIG. 39, 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 processing" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress processing" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display processing" 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 processing" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closure valid processing" is called, and when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait processing" is called.

[0414] FIG. 40 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0415] (Step S600-1) The main CPU 300a loads the special game management phase.

[0416] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.

[0417] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0418] (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.

[0419] 41 is a flowchart illustrating 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".

[0420] (Step S610-1) The main CPU 300a determines 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 determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.

[0421] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.

[0422] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.

[0423] (Step S610-7) The main CPU300a block-transfers the special 2 reserve stored in the first storage section of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage sections of the first special symbol reserve storage area, to a storage section with a smaller ordinal number by one. Specifically, the main RAM300c is provided with a 0th storage section to be processed, and the special 2 reserve stored in the 1st storage section is block-transferred to the 0th storage section. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special 1 reserve stored in the 2nd to 4th storage sections of the first special symbol reserve storage area is transferred to the 1st to 3rd storage sections, and the special 1 reserve stored in the 1st storage section is block-transferred to the 0th storage section. In this special pattern memory area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th memory unit is decremented by "1", and a reserved reduction command indicating that the special 1 reserved or special 2 reserved has been decremented by "1" is set in the transmission buffer.

[0424] (Step S610-9) The main CPU 300a loads the small win determination random number and reservation type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, draws a big role lottery, and executes a special symbol win judgment process that stores the lottery result.

[0425] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbol. Here, if the result of the major role lottery in step S610-9 above is a small win, the winning symbol random number and reserve type transferred to the 0th memory unit are loaded, the corresponding winning symbol random number determination table is selected to extract the special symbol determination data, and the extracted special symbol determination data (small win symbol type) is saved. Also, if the result of the major role lottery in step S610-9 above is a loss, the special symbol determination data for the loss corresponding to the reserve type (losing symbol type) is saved. Specifically, if the reserve type is special 1 reserve, special symbol X is saved as the losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as the losing 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.

[0426] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.

[0427] (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.

[0428] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.

[0429] (Step S614) The main CPU 300a executes a special chart change start state update process. The details of this special chart change start state update process will be described later.

[0430] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.

[0431] (Step S610-21) The main CPU 300a loads the counter values ​​of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.

[0432] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0433] FIG. 42 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0434] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in step S610-9 is a small win. If it is determined to be a small win, the process proceeds to step S612-3, and if it is determined not to be a small win (a loss), the process proceeds to step S612-5.

[0435] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, type of special symbol, reserved type, and variable state.

[0436] (Step S612-5) If 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 number counter, and if 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 number counter.

[0437] (Step S612-7) The main CPU 300a 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, the reach group (group type) is determined.

[0438] (Step S612-9) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-7.

[0439] (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 determined together with the variation mode number.

[0440] (Step S612-13) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 in the transmission buffer.

[0441] (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.

[0442] (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 symbol variation number determination process.

[0443] FIG. 43 is a flowchart illustrating the state update process at the start of special chart variation in the main control board 300.

[0444] (Step S614-1) The main CPU 300a determines whether a small win has been won in step S610-9. If it is determined that a small win has been won, the process proceeds to step S614-3. If it is determined that a small win has not been won, the process proceeds to step S614-9.

[0445] (Step S614-3) The main CPU 300a subtracts the number of times of the small win time reduction end operation.

[0446] (Step S614-5) In the above step S614-3, the main CPU 300a determines whether the small win time-saving end operation count has been updated from 1 to 0. As a result, if it is determined that the small win time-saving end operation count has been updated from 1 to 0, the process proceeds to step S614-7, and if it is determined that the small win time-saving end operation count has not been updated from 1 to 0, the process proceeds to step S614-9.

[0447] (Step S614-7) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.

[0448] (Step S614-9) The main CPU 300a stores the current gaming state as a reference gaming state.

[0449] (Step S614-11) The main CPU 300a subtracts the special 1 variation count or the special 2 variation count.

[0450] (Step S614-13) In the above step S614-11, the main CPU 300a determines whether the number of special 1 changes or the number of special 2 changes has been updated from 1 to 0. As a result, if it is determined that the number of special 1 changes or the number of special 2 changes has been updated from 1 to 0, the process proceeds to step S614-15, and if it is determined that the number of special 1 changes or the number of special 2 changes has not been updated from 1 to 0, the special chart change start state update process is terminated.

[0451] (Step S614-15) The main CPU 300a sets the game state to a non-time-shortened game state, and ends the state update process at the start of the special chart variation.

[0452] 44 is a flowchart 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".

[0453] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0454] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is 0. If the counter value is 0, the process proceeds to step S620-5. If the counter value is not 0, the process proceeds to step S620-9.

[0455] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-15.

[0456] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-5 is 0. If the timer value is 0, the process proceeds to step S620-15. If the timer value is not 0, the process proceeds to step S620-9.

[0457] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays 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 greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0458] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0." If it is determined that the timer value of the special symbol display timer is "0," the process proceeds to step S620-13. If it is determined that the timer value of the special symbol display timer is not "0," the process during the special symbol variation is terminated.

[0459] (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 lights up in sequence at predetermined time intervals.

[0460] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0461] (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.

[0462] (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.

[0463] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer, and ends the special symbol variation process.

[0464] 45 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0465] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined 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 determined that the timer value of the special game timer is 0, the process proceeds to step S630-3.

[0466] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0467] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery confirmed in step S630-3 is a small win. If it is determined to be a small win, the process proceeds to step S630-15. If it is determined not to be a small win, the process proceeds to step S630-7.

[0468] (Step S630-7) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.

[0469] (Step S630-9) The main CPU 300a sets a number command for transmitting the counter value of each time-saving number-off counter to the sub-control board 330 in a transmission buffer.

[0470] (Step S630-11) The main CPU 300a 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 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.

[0471] (Step S630-15) The main CPU 300a resets the gaming state. Here, the gaming state is set to a non-time-shortening gaming state, and the counter values ​​of the time-shortening counters are reset.

[0472] (Step S630-17) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0473] (Step S630-19) The main CPU 300a performs a process for setting the maximum number of times a special electric device is operated. Specifically, the data set in step S630-17 above is referenced, and a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the maximum number of times a special electric device is operated counter. This maximum number of times a special electric device is operated counter indicates the number of rounds ("1") that can be executed in the small prize game that is about to start. Meanwhile, the main RAM 300c is provided with a continuous number of times a special electric device is operated counter, and the current number of rounds is managed by adding "1" to the counter value of the continuous number of times a special electric device is operated counter at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of this continuous number of times a special electric device is operated counter is also executed upon the start of the small prize game.

[0474] (Step S630-21) The main CPU 300a refers to the data set in step S630-19 and saves a predetermined opening time as a timer value in the special game timer.

[0475] (Step S630-23) The main CPU 300a sets an opening designation command for transmitting the start of a small win game to the sub-control board 330 in the transmission buffer.

[0476] (Step S630-25) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process, thereby starting a small win game.

[0477] 46 is a flowchart illustrating 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".

[0478] (Step S640-1) The main CPU 300a 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 CPU 300a 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 S640-3.

[0479] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.

[0480] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round game) to the sub-control board 330 in the transmission buffer.

[0481] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0482] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 03H, the process proceeds to step S640-9. If it is determined that the special game management phase is not 03H, the process proceeds to step S640-13.

[0483] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the first round of play, the process proceeds to step S640-11. If it is determined that it is not the start of the first round of play, the process proceeds to step S640-13.

[0484] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b upon the start of the small win game.

[0485] (Step S640-13) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.

[0486] FIG. 47 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300.

[0487] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the special electric accessory opening / closing port 128 is opened and closed during one round of play). As a result, if it is judged that the counter value is the upper limit value, the main CPU 300a ends the special electric accessory opening / closing switching process, and if it is judged that the counter value is not the upper limit value, it proceeds to step S641-3.

[0488] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.

[0489] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start energization of the special prize opening solenoid 128c or to stop energization of the special prize opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.

[0490] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in 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 special winning port 128 once.

[0491] (Step S641-9) The main CPU 300a determines whether the special prize opening solenoid 128c is in the energization start state, i.e., whether the control process to start energizing the special prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the special prize opening solenoid 128c is in the energization start state, the process proceeds to step S641-11, and if it is determined that the special prize opening solenoid 128c is not in the energization start state, the special prize opening opening open / close switching process is terminated.

[0492] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.

[0493] 48 is a flowchart illustrating 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".

[0494] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.

[0495] (Step S650-3) The main CPU 300a determines 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 number of times. If it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.

[0496] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching number counter is not the upper limit value of the special electric accessory opening / closing switching number of times, the main CPU 300a executes the processing of the above step S641.

[0497] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of wins in one round have entered the 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.

[0498] (Step S650-7) The main CPU 300a stops the energization of the special prize opening solenoid 128c and executes special prize opening closing processing required to close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.

[0499] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0500] (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").

[0501] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening 128 has been closed in the transmission buffer, and ends the special prize opening opening control process.

[0502] 49 is a flowchart illustrating the special prize opening closure validity process in the main control board 300. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".

[0503] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.

[0504] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined 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 determined that they do not match, the process proceeds to step S660-5.

[0505] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "05H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.

[0506] (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.

[0507] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 05H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 05H, the process proceeds to step S660-21.

[0508] (Step S660-11) The main CPU 300a determines whether all game balls that entered the special prize opening 128 have been dispensed. Here, it is determined that dispensing has been completed when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the special prize opening 128 becomes 0. If it is determined that dispensing has been completed, the process proceeds to step S660-13, and if it is determined that dispensing has not been completed, the special prize opening closure validating process is terminated. Note that if the determination result that dispensing has not been completed is continuously derived over a certain period of time, error processing is performed.

[0509] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. If it is determined that the specific area entry flag is on, the process proceeds to step S660-15. If it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.

[0510] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0511] (Step S660-17) The main CPU 300a checks the type of small winning symbol and sets a predetermined number (counter value corresponding to the type of special symbol = value obtained by subtracting 1 from the number of rounds, i.e., the number of rounds played in a big winning game) as the counter value in the special electric device maximum operation count counter.

[0512] (Step S660-19) The main CPU 300a sets 07H in the special game management phase and ends the big prize opening closure validity processing.

[0513] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0514] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0515] (Step S660-25) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.

[0516] 50 is a flowchart illustrating 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".

[0517] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.

[0518] (Step S670-3) The main CPU 300a checks the reference gaming state stored in step S614.

[0519] (Step S670-5) The main CPU 300a executes a state setting process to set the game state after the end of the big win game, which was executed based on the game ball entering the specific area 140b during the small win game. Specifically, the main CPU 300a selects one of game state setting tables a or b based on the reference game state confirmed in step S670-3. Then, by referring to the selected game state setting table, the main CPU 300a sets the game state after the big win game based on the type of special symbol that triggered the execution of the small win game, and sets counter values ​​to each time-shortening counter. Note that when the main CPU 300a sets the game state after the big win game to the time-shortening game state, it sets a time-shortening state flag corresponding to the time-shortening game state.

[0520] In addition, if the game ball does not enter the specific area 140b in the small win game, that is, if the special game management phase is "06H", the game state is not set in the step S670-5. In addition, here, based on the small win pattern that triggered the execution of the small win game, a process of setting the variable state after the end of the big win game is also performed.

[0521] (Step S670-7) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable state that are set after the big win game ends.

[0522] (Step S670-9) The main CPU 300a sets in the transmission buffer the number-of-times designation command corresponding to the counter value of each time-saving number-of-times cut-off counter saved in step S670-5.

[0523] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the special symbol will be resumed.

[0524] 51 is a diagram illustrating 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 normal game by the normal game management phase.

[0525] As shown in FIG. 51, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of normal games, 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 processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.

[0526] FIG. 52 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.

[0527] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0528] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.

[0529] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0530] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0531] 53 is a flowchart illustrating 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".

[0532] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.

[0533] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers and regular symbol determination random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve 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.

[0534] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects a winning determination random number judgment table, and performs a normal symbol lottery. If the result of the normal symbol lottery is a normal symbol loss, it stores the normal symbol loss symbol as the type of normal symbol. Also, if the result of the normal symbol lottery is a normal symbol win, it loads the normal symbol determination random number transferred to the 0th storage unit, selects a normal symbol determination random number judgment table corresponding to the current game state, and determines and stores the type of normal symbol.

[0535] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the type of normal symbol determined in step S710-5.

[0536] (Step S710-9) The main CPU 300a checks the type of the winning normal symbol, and selects and sets the corresponding normal symbol variation time data table.

[0537] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the normal symbol variation time data table set in step S710-9.

[0538] (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.

[0539] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display device 168.

[0540] (Step S712) The main CPU 300a executes a state update process at the start of a normal map change. The details of this state update process at the start of a normal map change will be described later.

[0541] (Step S710-17) 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.

[0542] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (normal winning pattern or normal losing pattern) determined by the normal pattern winning determination process.

[0543] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0544] FIG. 54 is a flowchart illustrating the state update process at the start of normal fluctuations in the main control board 300.

[0545] (Step S712-1) The main CPU 300a determines whether the current game state is a time-shortened game state. If it is determined that the current game state is a time-shortened game state, the process proceeds to step S712-3. If it is determined that the current game state is not a time-shortened game state, the process ends.

[0546] (Step S712-3) The main CPU 300a determines whether the normal symbol L has been determined in step S710-5. If it is determined that the normal symbol L has been determined, the process proceeds to step S712-5. If it is determined that the normal symbol L has not been determined, the process proceeds to step S712-11.

[0547] (Step S712-5) The main CPU 300a subtracts the number of times the second start port has been long opened.

[0548] (Step S712-7) In step S712-5, the main CPU 300a determines whether the number of long openings of the second start port has been updated from 1 to 0. As a result, if it is determined that the number of long openings of the second start port has been updated from 1 to 0, it transfers processing to step S712-9, and if it is determined that the number of long openings of the second start port has not been updated from 1 to 0, it transfers processing to step S712-11.

[0549] (Step S712-9) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.

[0550] (Step S712-11) The main CPU 300a stores the current gaming state as a reference gaming state.

[0551] (Step S712-13) The main CPU 300a subtracts the number of normal changes.

[0552] (Step S712-15) In step S712-13, the main CPU 300a determines whether the number of normal map changes has been updated from 1 to 0. If it is determined that the number of normal map changes has been updated from 1 to 0, the process proceeds to step S712-17. If it is determined that the number of normal map changes has not been updated from 1 to 0, the process of updating the state at the start of the normal map change is terminated.

[0553] (Step S712-17) The main CPU 300a sets the game state to a non-time-shortened game state, and terminates the state update process at the start of the normal game fluctuation.

[0554] 55 is a flowchart for 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".

[0555] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.

[0556] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 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 greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0557] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.

[0558] (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 it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.

[0559] (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 is finally stopped and displayed on the normal symbol display 168, and the result of the normal symbol lottery is announced.

[0560] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.

[0561] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.

[0562] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0563] 56 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0564] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal symbol stop symbol display process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.

[0565] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0566] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.

[0567] (Step S730-7) The main CPU 300a 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 to start the variable display of the normal symbol based on the next reservation will be performed.

[0568] (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 release in the normal game timer as a timer value.

[0569] (Step S730-11) The main CPU 300a 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.

[0570] 57 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".

[0571] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer is not "0." If it is judged that the timer value of the normal game timer is not "0," the normal electric device prize opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0," the process proceeds to step S741.

[0572] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0573] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.

[0574] Figure 58 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.

[0575] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory 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.

[0576] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table corresponding to the game state at the start of the normal pattern variation, and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to 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 power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.

[0577] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 122c or stop energization of 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 start or stop of energization of the normal electric role solenoid 122c is controlled in the above step S400-31 and step S400-33.

[0578] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in 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.

[0579] (Step S741-9) The main CPU 300a judges whether the normal electric accessory solenoid 122c is in the energization start state, that is, whether the control process to start energizing the normal electric accessory 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 moves to step S741-11, and if it is judged not to be in the energization start state, the normal electric accessory winning opening opening / closing switching process is terminated.

[0580] (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.

[0581] 59 is a flowchart explaining the normal electric device winning opening control process in the main control board 300. This normal electric device winning opening control process is executed when the normal game management phase is "04H".

[0582] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.

[0583] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.

[0584] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.

[0585] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric device winning ball number counter updated in step S530-9 above has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control has entered the second starting opening 122. As a result, if it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.

[0586] (Step S750-7) The main CPU 300a executes the normal electric accessory closing process required to stop the energization of the normal electric accessory solenoid 122c and close the second start opening 122. As a result, the second start opening 122 is in a closed state.

[0587] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0588] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.

[0589] 60 is a flowchart explaining the normal electric device winning opening closing validity processing in the main control board 300. This normal electric device winning opening closing validity processing is executed when the normal game management phase is "05H".

[0590] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric device winning port closure validity process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S760-3.

[0591] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0592] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.

[0593] 61 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".

[0594] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.

[0595] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric accessory 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.

[0596] As described above, the main control board 300 executes various processes, whereby the special game and the normal game progress, and the gameplay shown in FIG. 18 is realized.

[0597] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.

[0598] In the above embodiment, a case where the game state is changed to a non-time-saving game state at the start of the special and normal game state is described. However, as long as the reference game state is stored at the start of the special and normal game state, the game state may be changed at the end of the special or normal game state. Also, for example, if a small prize is won in the time-saving game state but a Type 2 jackpot is not won, the game state at the start of the special and normal game state may be reset after the end of the small prize game.

[0599] In addition, in the above embodiment, the number of special 2 variations is set to "2", which is the number of special 2 variation rights that can be acquired in one supplementary game, as a time-saving end condition, but the number of special 2 variations may also be set to "1". However, as described above, if the game state is changed at the end of the special and normal variations and the number of special 2 variations is set to "1", it becomes possible to transition to the first time-saving game state by intentionally preventing the second type jackpot from being won.

[0600] Specifically, if a player acquires the right to two Special 2 variations and wins a small jackpot in the first Special 2 variation, but intentionally avoids winning a Type 2 jackpot, the reference game state at the start of the second Special 2 variation will be a non-time-saving game state. This makes it possible to transition to the first time-saving game state by intentionally avoiding a Type 2 jackpot in the first Special 2 variation. Therefore, in this design, it is desirable to set the ending time of the normal variation longer than the time until the second Special 2 variation begins. In this way, even if a player intentionally avoids winning a Type 2 jackpot in the first Special 2 variation, the game state at the start of the second Special 2 variation will remain in the time-saving game state, and the time-saving game state will be stored as the reference game state.

[0601] In the above embodiment, the number of times set in each time-saving counter as a time-saving end condition is merely an example, and the design can be modified as appropriate within the scope that allows the above-mentioned gameplay to be realized.

[0602] Also, in the above embodiment, the winning probability of the normal symbol L is different between the first time-shortened game state and the second time-shortened game state. However, the winning probability of the normal symbol L may be the same. In other words, only the number of times the normal symbol changes may be different between the first time-shortened game state and the second time-shortened game state. Also, in the above embodiment, the number of times the normal symbol changes may be the same between the first time-shortened game state and the second time-shortened game state. In any case, it is sufficient that any of the game progress conditions is different between the first time-shortened game state and the second time-shortened game state.

[0603] In any case, the present invention is a gaming machine provided with a non-easy-to-win state (non-time-shortened gaming state in the embodiment), a first easy-to-win state (first time-shortened gaming state in the embodiment) in which a gaming ball is more likely to enter a variable start opening (second start opening 122 in the embodiment) provided in a gaming area than in the non-easy-to-win state, and a second easy-to-win state (second time-shortened gaming state in the embodiment), and the gaming machine is provided with auxiliary game determination means (main CPU 300a that executes the process of step S710-5 in the embodiment) that determines whether or not to execute an auxiliary game in which the variable start opening is opened, and a control means for controlling the opening and closing of the variable start opening to execute an auxiliary game. and an auxiliary game execution means (in the embodiment, the main CPU 300a which executes the processes of FIGS. 57 to 61) which executes the auxiliary game and ends the auxiliary game when a predetermined condition is met, which at least includes two or more predetermined number of game balls entering the variable start opening; an information acquisition means (in the embodiment, the main CPU 300a which executes the process of step S535) which acquires predetermined information (in the embodiment, reserved) based on the game balls entering the variable start opening; and a pattern determination means which determines one of a plurality of types of patterns including at least a winning pattern (in the embodiment, a small winning pattern) based on the predetermined information. a determining means (in the embodiment, the main CPU 300a which executes the processing of step S610-11), a pattern display means (in the embodiment, the main CPU 300a which executes the processing of step S620) which displays the determined pattern on the pattern display unit (in the embodiment, the second special pattern display 162), an advantageous game execution means (in the embodiment, the main CPU 300a which executes the processing of FIG. 46 to FIG. 49) which executes an advantageous game (in the embodiment, a small win game and a big role game) in which a big prize opening is opened when a winning pattern is displayed on the pattern display unit, and a game after the advantageous game when the advantageous game is executed. The present invention is provided with a state setting means (in an embodiment, the main CPU 300a executing the process of FIG. 50) capable of setting the state to a first easy-to-win state or a second easy-to-win state, and a state changing means (in an embodiment, the main CPU 300a executing the process of step S712) for changing the game state to a non-easy-to-win state when a preset termination condition is met in the first easy-to-win state or the second easy-to-win state, the termination condition including at least the number of times that the number of decisions on whether or not to execute an auxiliary game has reached a predetermined number, and the state changing means is configured to change the game state to a non-easy-to-win state when a plurality of game balls enter the variable start opening during one auxiliary game and a plurality of predetermined information is acquired,When advantageous games are executed multiple times based on multiple pieces of predetermined information, the gaming machine may set the game state after the last advantageous game executed based on the last acquired predetermined information, regardless of the predetermined information other than the last acquired predetermined information among the multiple pieces of predetermined information.

[0604] In addition, the conditions for terminating the first easy-to-win state include the variable starting port being opened in a predetermined manner (long opening in this embodiment), and the first easy-to-win state may end based on the variable starting port being opened in a predetermined manner, while the second easy-to-win state may not end based on the variable starting port being opened in a predetermined manner.

[0605] In the above embodiment, when the second time-shortened gaming state is set, the number of long openings of the second start port is set to 0, so that the second time-shortened gaming state does not end based on the long opening of the second start port 122. However, when the second time-shortened gaming state is set, for example, a number equal to or greater than the special 2 variable number set as the time-shortened ending condition may be set. Even in this case, as in the above, the second time-shortened gaming state ends based on another time-shortened ending condition, and the second time-shortened gaming state does not end based on the long opening of the second start port 122.

[0606] In the above embodiment, the process of subtracting the number of times the second starting port is long opened (STEP 1 in FIG. 19), the process of changing the game state to a non-time-reduction game state when the number of times the second starting port is long opened is updated from 1 to 0 (STEP 3 in FIG. 19), and the process of storing the reference game state at the time of a double jackpot (STEP 4 in FIG. 19) are executed at the start of the normal map fluctuation. However, these processes may be executed at the start of the special map fluctuation instead of at the start of the normal map fluctuation.

[0607] In this case, the game state is changed to the non-time-saving game state at the start of the special game, not at the start of the normal game. Therefore, when a long game is won, the game state during the normal game and at the start of the auxiliary game becomes the time-saving game state. If a game ball enters the second starting hole 122 during the long game and the special 2 game begins, the game state becomes the non-time-saving game state at the start of the special 2 game, and the non-time-saving game state is stored as the reference game state. Therefore, according to the above embodiment, in the example shown in Figures 23 and 24, at t13, the number of long game openings of the second starting hole is updated from 1 to 0, and the non-time-saving game state is stored as the reference game state. These processes are performed at t15. This also allows for gameplay similar to that of the above embodiment.

[0608] In addition, in the above embodiment, only small win symbols are provided as winning symbols, but only big win symbols may be provided as winning symbols, or small win symbols and big win symbols may be provided. That is, in the above embodiment, the case where the present invention is applied to a type 2 gaming machine is described, but the present invention can also be applied to a type 1 gaming machine and a type 1 / type 2 mixed gaming machine. [Explanation of symbols]

[0609] 100 gaming machines 122 Second starting point 128 Grand Prize Winner 162 Second Special Pattern Display 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM

Claims

1. A gaming machine having a non-easy-to-win state, a first easy-to-win state in which a gaming ball is more likely to enter a variable starting hole provided in a gaming area than in the non-easy-to-win state, and a second easy-to-win state, An auxiliary game determination means for determining whether or not an auxiliary game in which the variable start opening is opened is to be executed; An auxiliary game execution means for executing the auxiliary game by controlling the opening and closing of the variable start opening, and terminating the auxiliary game when a predetermined condition is satisfied, the predetermined condition including at least two or more predetermined number of game balls entering the variable start opening; An information acquisition means for acquiring predetermined information based on the entry of a game ball into the variable start opening; A symbol determination means for determining one of a plurality of types of symbols including at least a winning symbol based on the predetermined information; A symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting a game state after the advantageous game is executed to the first easy-to-win state or the second easy-to-win state; a state changing means for changing the game state to the non-easy-to-win state when a preset ending condition is established in the first easy-to-win state or the second easy-to-win state, the ending condition including at least a fact that the number of times of determining whether or not to execute the auxiliary game has reached a predetermined number; Equipped with The state changing means is When a plurality of game balls enter the variable start port during one auxiliary game, a plurality of pieces of the predetermined information are acquired, and the advantageous game is executed a plurality of times based on the plurality of pieces of the predetermined information, a game state after the advantageous game executed last is set based on the last acquired predetermined information, regardless of the predetermined information other than the last acquired predetermined information among the plurality of pieces of the predetermined information. A gaming machine characterized by:

2. The termination condition of the first winning-prone state includes that the variable start port is opened in a predetermined manner, The first winning-prone state is ended based on the variable start port being opened in the predetermined manner, The second winning-prone state does not end based on the variable start port being opened in the predetermined manner.

2. The gaming machine according to claim 1 .

Citation Information

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