Game machine
The gaming machine introduces a novel gameplay experience by utilizing a dynamic start port system and symbol determination mechanism, allowing for adjustable game states and difficulty levels, thereby addressing the need for innovative gameplay in existing machines.
Patent Information
- Application Number
- JP2023194264
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-15
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2043-11-15
AI Technical Summary
Existing gaming machines lack innovative gameplay mechanics, leading to a demand for a novel gaming experience that has not been previously offered.
A gaming machine with a start port system featuring two openings that can be opened and closed, along with symbol determination means to identify winning and specific symbols, allowing for dynamic game state settings and varying levels of difficulty based on symbol determinations.
Enables the realization of new game properties and mechanics, providing players with a unique and engaging gaming experience by dynamically adjusting game states and difficulty levels.
Smart Images

Figure 2025080898000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, when a game ball enters a start port, hold information is acquired. When the start condition is satisfied, a big winning lottery is conducted based on the acquired hold information, and when winning a big hit, a big winning game in which a large number of prize balls can be obtained is executed. There is known a gaming machine. For example, Patent Document 1 proposes a gaming machine in which a winning easy state where a game ball easily enters a start port is provided, and when winning a short time hit in a non-winning easy state, a winning easy state is set.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, there is known a gaming machine provided with a plurality of game states in which the game progress conditions are different, but there is a demand for the development of a gaming machine having a novel gameplay that has never existed before.
[0005] An object of the present invention is to provide a gaming machine capable of realizing a novel gameplay.
Means for Solving the Problems
[0006] In order to solve the above problems, the gaming machine of the present invention includes a start port including a first start port and a second start port that can be opened and closed, and symbol determination means for executing symbol determination processing for determining any one of a plurality of types of symbols including a winning symbol and a specific symbol different from the winning symbol based on the entry of a game ball into the start port Based on the determination of the winning symbol, a big winning opening control means for executing a big winning opening opening / closing game in which the big winning opening is opened, It has a non-winning easy state and an advantageous state accompanied by a winning easy state in which the entry of game balls into the second starting opening is relatively easier than in the non-winning easy state, and at least the first advantageous state and the second advantageous state are included as the advantageous states. A game state setting means capable of setting a game state, Comprising, The game state setting means, After the execution of the big winning opening opening / closing game, the first advantageous state or the second advantageous state can be set, After the determination of the specific symbol in the symbol determination process, a predetermined advantageous state other than the first advantageous state can be set, After the end of the first advantageous state and after the end of the second advantageous state, the specific symbol is determined in the symbol determination process based on the entry of game balls into the first starting opening, and the expectation of setting the predetermined advantageous state is different. It is characterized by this.
[0007] Also, in order to solve the above problems, the gaming machine of the present invention, A starting opening including a first starting opening and an openable / closable second starting opening, Based on the entry of game balls into the starting opening, a symbol determination means for executing a symbol determination process for determining any one of a plurality of types of symbols including a winning symbol, a first specific symbol different from the winning symbol, a second specific symbol, and a third specific symbol, Based on the determination of the winning symbol, a big winning opening control means for executing a big winning opening opening / closing game in which the big winning opening is opened, It has a non-winning easy state and an advantageous state accompanied by a winning easy state in which the entry of game balls into the second starting opening is relatively easier than in the non-winning easy state, and at least the first advantageous state and the second advantageous state are included as the advantageous states. A game state setting means capable of setting a game state, Comprising, The game state setting means, After the execution of the big winning opening / closing game, it is possible to set the first advantageous state or the second advantageous state. After the end of the first advantageous state, when the first specific symbol is determined in the symbol determination process based on the entry of a game ball into the first starting opening, it is possible to set a predetermined advantageous state other than the first advantageous state. When the second specific symbol is determined in the symbol determination process based on the entry of a game ball into the second starting opening, which is the timing for ending the second advantageous state, after the end of the second advantageous state, when the first specific symbol is determined in the symbol determination process based on the entry of a game ball into the first starting opening, it is possible to set the predetermined advantageous state. When the third specific symbol is determined in the symbol determination process based on the entry of a game ball into the second starting opening, which is the timing for ending the second advantageous state, even when the first specific symbol is determined in the symbol determination process based on the entry of a game ball into the first starting opening after the end of the second advantageous state, it is characterized by not setting the predetermined advantageous state.
Effect of the Invention
[0008] According to the present invention, it becomes possible to realize new game properties.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.
[0011] To facilitate the understanding of the embodiments of the present invention, first, as an embodiment, the mechanical configuration and electrical configuration of a so-called one type of gaming machine, and the specific processes on each board will be described. Next, as an embodiment, specific effects executable in a one type of gaming machine and the specific processes related to the effects will be described.
[0012] FIG. 1 is a perspective view of a gaming machine 100 according to the embodiment, showing a state where the door is opened. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled in a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the middle frame 104 so as to be openable and closable by a hinge mechanism.
[0013] Similar to the outer frame 102, the middle frame 104 has an enclosed space formed by four sides assembled in a substantially rectangular shape, and the game board 108 is held in this enclosed space. Further, a transparent plate 110 made of glass or resin is held on the front frame 106. When the middle frame 104 and the front frame 106 are closed with respect to the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially in parallel while maintaining a predetermined interval, and the game board 108 can be visually recognized 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 according to the embodiment. As shown in this figure, an operation handle 112 protruding to the front side of the gaming machine 100 is provided at the lower part of the front frame 106. This operation handle 112 is provided so that the player can rotate it. When the player rotates the operation handle 112 to perform a firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball thus fired rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.
[0015] The game area 116 is a space formed between the game board 108 and the transparent plate 110, and is an area where the game ball can flow down or roll. A large number of pins and windmills are provided on the game board 108, and the game ball guided to the game area 116 collides with the pins and windmills so as to flow down and roll in irregular directions.
[0016] The game area 116 includes a first game area 116a and a second game area 116b in which the degree of entry of the game ball varies according to the firing intensity of the firing mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from the player facing the gaming machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from the player facing the gaming machine 100. Since the rails 114a and 114b are on the left side of the game area 116, the game ball fired by the firing mechanism with a firing intensity less than a predetermined intensity enters the first game area 116a, and the game ball fired with a firing intensity equal to or higher than the predetermined intensity enters the second game area 116b.
[0017] In addition, in the game area 116, a general winning opening 118, a first start opening 120, and a second start opening 122 into which game balls can enter are provided. When game balls enter these general winning opening 118, first start opening 120, and second start opening 122, predetermined prize balls are paid out to the player respectively. Note that the number of prize balls may be any number as long as it is 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first start opening 120, and second start opening 122 may be different, or may be set to the same number of prize balls. At this time, 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.
[0018] Note that, although details will be described later, a first start area is provided inside the first start opening 120, and a second start area is provided inside the second start opening 122. When a game ball enters the first start opening 120 or the second start opening 122 and the game ball enters the first start area or the second start area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Various game benefits such as whether a major winning game advantageous to the player can be executed and what kind of game state the subsequent game state will be are associated with each special symbol. Therefore, when a game ball enters the first start opening 120 or the second start opening 122, the player will obtain a predetermined number of prize balls and at the same time will obtain an opportunity to obtain the right to receive various game benefits.
[0019] The first start opening 120 is at the lower part of the game area 116, and only game balls flowing down in the first game area 116a can enter, or the game balls that have entered the first game area 116a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 116b.
[0020] Further, the second starting port 122 is located in the second game area 116b, and only the game balls flowing down in the second game area 116b can enter, or the game balls that have entered the second game area 116b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 116a. This second starting port 122 is constituted by a variable starting port (starting variable winning device) having a movable piece 122b, and the ease of entry of game balls into the second starting port 122 is variable.
[0021] Specifically, in the second starting port 122, the movable piece 122b is provided so as to be openable and closable. When the movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122. Although the specific configuration of the second starting port 122 is not particularly limited, here, the movable piece 122b is configured to be immersed in the back side of the game board 108 in the closed state and protrude to the front side of the game board 108 in the open state. In the closed state where the movable piece 122b is immersed, the second starting port 122 is closed, and the game balls flow down on the front side of the second starting port 122.
[0022] On the other hand, when the game balls pass through the gates 124 provided in the first game area 116a and the second game area 116b, it is determined whether or not an auxiliary game in which the second starting port 122 is opened is to be executed. When it is determined that the auxiliary game is to be executed, an auxiliary game in which the opening and closing of the second starting port 122 is controlled is executed. More specifically, on the condition that the game balls have passed through the gates 124, a lottery of ordinary symbols described later is performed. When winning in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.
[0023] In the open state where the movable piece 122b protrudes, the game balls flowing down on the front side of the second starting port 122 fall onto the movable piece 122b. The game balls that have fallen onto the movable piece 122b are guided by the movable piece 122b and led to the second starting port 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray for guiding the game balls to the second starting port 122, and it becomes easier for the game balls to enter the second starting port 122.
[0024] In addition, a large winning opening 128 is provided at the lower part of the game area 116. The large winning opening 128 is disposed at a position where game balls flowing down at least through the second game area 116b can enter. An opening / closing door 128b is provided to the large winning opening 128 so as to be openable and closable. Usually, the opening / closing door 128b closes the large winning opening 128, making it impossible for game balls to enter the large winning opening 128. On the other hand, when the above-described big winning game is executed, the opening / closing door 128b is opened, and the opening / closing door 128b functions as a tray, enabling game balls to enter the large winning opening 128. When a game ball enters the large winning opening 128, predetermined prize balls are paid out to the player.
[0025] Note that at the lowermost part of the game area 116, a discharge port 130 is provided for discharging game balls that have not entered any of the general winning openings 118, the first start openings 120, the second start openings 122, and the large winning opening 128 from the game area 116 to the back side of the game board 108.
[0026] The gaming machine 100 is provided with an effect display device 200 composed of a liquid crystal display device, an effect accessory device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, an audio output device 206 composed of a speaker, and an effect button 208 for receiving operations from the player, as effect devices for performing effects during the progress of the game.
[0027] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a each composed of an image display unit for displaying images. The main effect display unit 200a is disposed at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On the main effect display unit 200a, effect symbols 210a, 210b, and 210c are variably displayed as shown in the figure, and a variable effect is executed in which the big winning lottery result is notified to the player based on the stop display modes of these effect symbols 210a, 210b, and 210c. The sub-effect display unit 201a is provided above the main effect display unit 200a, and auxiliary effect images are displayed during the variable effect.
[0028] The performance accessory device 202 is arranged in front of the main performance display unit 200a and is usually retracted to the back side of the game board 108. However, during the variable display of the above-mentioned performance symbols 210a, 210b, and 210c, etc., it moves to the front of the main performance display unit 200a to give the player a sense of expectation of a big win.
[0029] The performance lighting device 204 is provided on the performance accessory device 202, the game board 108, etc., and is controlled to light up in various ways according to the image displayed on the main performance display unit 200a.
[0030] The audio output device 206 is provided at the upper position of the front frame 106 or the lowermost position of the outer frame 102, and outputs various sounds toward the front side of the gaming machine 100 according to the image displayed on the main performance display unit 200a.
[0031] The performance button 208 is composed of buttons that receive the pressing operation of the player. It is provided at a substantially central position in the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is enabled according to the image displayed on the main performance display unit 200a. When it receives the player's operation within the operation valid time, various performances are executed according to the operation.
[0032] The cross key 209 is composed of four buttons: an up button, a down button, a left button, and a right button that receive the pressing operation of the player, and is provided near the performance button 208. The performance button 208 and the cross key 209 may be used when making various settings.
[0033] Note that, in the figure, reference numeral 132 denotes an upper tray into which prize balls paid out from the gaming machine 100 or gaming balls lent out from the gaming ball lending device are guided. When this upper tray 132 is filled with gaming balls, the gaming balls are guided to the lower tray 134. Further, on the bottom surface of this lower tray 134, a ball discharge hole (not shown) for discharging gaming balls from the lower tray 134 is formed. This ball discharge hole is normally closed by a closing plate (not shown), but by pushing in the ball discharge knob 134a, the closing plate slides integrally with the ball discharge knob 134a, and it becomes possible to discharge the gaming balls from the ball discharge hole to below the lower tray 134.
[0034] Further, on the game board 108, outside the game area 116 and at a position visible to the player, a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right hit notification display 172 are provided. These displays 160 to 172 are devices for displaying various situations related to the game, and the details thereof will be described later.
[0035] FIG. 3 is a diagram for explaining the big winning opening 128 according to the embodiment. As described above, the big winning opening 128 is provided in the second game area 116b, and a probability variation area 140b is provided inside the big winning opening 128.
[0036] As shown in FIG. 3(a), a guiding path 128d is provided inside the big winning opening 128, and the big winning opening 128 is inclined so that the gaming balls entering the big winning opening 128 are guided to the guiding path 128d. Then, in the guiding path 128d, a probability variation area 140b and a non-probability variation area 140c each formed of a hole through which gaming balls can pass are provided, and the gaming balls entering the big winning opening 128 are configured to pass through either the probability variation area 140b or the non-probability variation area 140c and be discharged to the back side of the game board 108.
[0037] And, a movable member 142 that opens and closes the probability variation area 140b and the non-probability variation area 140c is provided in the big winning opening 128. By the movement (slide) of this movable member 142, it switches between a state that enables a game ball to enter the probability variation area 140b and a state that disables a game ball from entering the probability variation area 140b. More specifically, when the movable member 142 is displaced to the position shown in FIG. 3(b), the non-probability variation area 140c is blocked by the movable member 142, and the game ball can pass through the probability variation area 140b. On the other hand, when the movable member 142 is displaced to the position shown in FIG. 3(c), the probability variation area 140b is blocked by the movable member 142, and the game ball can pass through the non-probability variation area 140c. Although it will be described in detail later, when a game ball enters the probability variation area 140b during the execution of a big winning game, the game state after the end of the big winning game is set to a high-probability game state, and when a game ball does not enter the probability variation area 140b during the execution of the big winning game, the game state after the end of the big winning game is set to a low-probability game state.
[0038] (Internal Configuration of Control Means) FIG. 4 is a block diagram showing the internal configuration of control means for controlling the progress of the game according to the embodiment.
[0039] The main control board 300 controls the basic operations of the game. This main control board 300 includes a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out a program stored in the main ROM 300b based on input signals from each detection switch and timer, performs arithmetic processing, directly controls each device and display, or transmits a command to another board according to the result of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.
[0040] The gaming machine 100 of the embodiment is roughly classified into a special game started mainly by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started when the game ball passes through the gate 124. Various programs for proceeding with the special game and the normal game, as well as various data and tables necessary for various games, are stored in the main ROM 300b of the main control board 300.
[0041] Connected to the main control board 300 are a general winning port detection switch 118s for detecting that a game ball has entered the general winning port 118, a first start port detection switch 120s for detecting that a game ball has entered the first start port 120, a second start port detection switch 122s for detecting that a game ball has entered the second start port 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, a big winning port detection switch 128s for detecting that a game ball has entered the big winning port 128, a certain probability area detection switch 140s for detecting that a game ball has entered the certain probability area 140b, and an out ball detection switch 130s for detecting a game ball discharged from the game area 116. Detection signals are input from these respective detection switches to the main control board 300.
[0042] A combined flow path is provided on the back surface of the game board 108. The game balls that have entered the general winning port 118, the first start port 120, the second start port 122, and the big winning port 128 respectively, and the game balls guided to the back side from the discharge port 130 merge in the combined flow path and are configured to be guided to the facilities of the game hall. The out ball detection switch 130s is provided in the combined flow path, and all the game balls discharged from the game area 116, in other words, all the game balls launched into the game area 116, are detected by the out ball detection switch 130s.
[0043] In addition, on the main control board 300, there are connected a general-purpose electric device solenoid 122c that actuates the movable piece 122b of the second start port 122, a big winning port solenoid 128c that actuates the opening / closing door 128b for opening and closing the big winning port 128, and a movable member drive solenoid 142c that moves the movable member 142 provided in the big winning port 128. The main control board 300 controls the opening and closing of the second start port 122, the big winning port 128, and the probability variable area 140b.
[0044] Furthermore, on the main control board 300, there are connected a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right strike notification display 172. The main control board 300 controls the display of each of these displays.
[0045] Also, in the gaming machine 100, there are provided a plurality of abnormality detection sensors 174 such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door opening sensor that detects the open state of the middle frame 104 and the front frame 106, which detect the possibility of abnormality or fraud. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0046] Furthermore, on the back surface of the game board 108, a setting change switch 180s is provided. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value is possible on the condition that the setting change switch 180s is on. Although details will be described later, in the gaming machine 100 of the embodiment, any one of six levels of set values with different degrees of advantage is stored as a registered set value in the set value buffer, and the game progresses according to the stored registered set value.
[0047] Also, on the back surface of the game board 108, a RAM clear button is provided so that it can be pressed, and the pressing operation of this RAM clear button is detected by the RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at the time of power-on, the main CPU 300a clears the main RAM 300c.
[0048] Also, on the back surface of the game board 108, a performance display monitor 184 is provided. The main control board 300 displays registered setting values and base ratios on the performance display monitor 184.
[0049] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.
[0050] The payout control board 310 performs control for firing game balls and control for paying out bonus balls. This payout control board 310 also includes a CPU, a ROM, and a RAM, and is connected to the main control board 300 so as to be capable of two-way communication. A game information output terminal board 312 is connected to this payout control board 310, and various information during the progress of the game output from the main control board 300 is output to a hall computer of the game parlor or the like via the payout control board 310 and the game information output terminal board 312.
[0051] Also, a payout motor 314 for paying out the game balls stored in the storage section to the player as bonus balls is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on a payout number designation command transmitted from the main control board 300 so as to pay out a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by the payout ball counting switch 316s, and it is possible to grasp whether the bonus balls to be paid out have been paid out to the player.
[0052] In addition, a tray full detection switch 318s for detecting the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in the passage that guides the game balls paid out as prize balls to the lower tray 134, and each time a game ball passes through the passage, a game ball detection signal is input to the payout control board 310.
[0053] When a predetermined amount or more of game balls are stored in the lower tray 134 and it becomes full, the game balls stay in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is in a full state and transmits a tray full command to the main control board 300. On the other hand, after transmitting the tray full command, if the continuous input of the game ball detection signal stops, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.
[0054] In addition, a launch control circuit 320 is connected to the payout control board 310 so as to be capable of two-way communication. When the launch control circuit 320 receives launch control data from the payout control board 310, it permits launch. A touch sensor 112s provided on the operation handle 112 for detecting that the player has touched the operation handle 112 and an operation volume 112a for detecting the operation angle of the operation 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 to energize a launch solenoid 112c provided in the game ball launch device to launch the game ball.
[0055] The sub-control board 330 mainly controls various effects during gameplay, standby, etc. This sub-control board 330 is equipped with a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is communicably connected to the main control board 300 in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out the program stored in the sub-ROM 330b based on commands transmitted from the main control board 300, input signals from timers, etc., performs arithmetic processing, and controls the execution of effects. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a.
[0056] Specifically, the sub-control board 330 performs image display control to display images on the main effect display unit 200a and the sub-effect display unit 201a. A large number of various image data to be displayed on the main effect display unit 200a and the sub-effect display unit 201a are stored in the sub-ROM 330b. The sub-CPU 330a reads out the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display of the main effect display unit 200a and the sub-effect display unit 201a.
[0057] Also, the sub-control board 330 controls the movement of the effect device 202 and the lighting control of the effect lighting device 204, and performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from an effect button detection switch 208s that detects that the effect button 208 has been pressed, and a cross key detection switch 209s that detects that the cross key 209 has been pressed, predetermined processing is performed.
[0058] Note that a power supply board (not shown) is connected to each board, and power is supplied to each board from a commercial power supply via the power supply board. Also, the power supply board is provided with a backup power supply composed of a capacitor. The RTC 330d provided on the sub-control board 330 receives power supply from this backup power supply and measures the current time.
[0059] FIG. 5 is an address map of the memory area used by the main CPU 300a according to the embodiment. In FIG. 5, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in FIG. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) assigned to the main ROM 300b and a memory area (F000H to F3FFH) assigned to the main RAM 300c.
[0060] The memory area of the main ROM 300b includes a used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the used area, which stores programs and data for executing processes for performing tests defined by the game machine rules 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), that is, an unused area (2000H to 2BFFH).
[0061] In the used area of the main ROM 300b, there are provided a program area (0000H to 0A89H) for storing programs for controlling the progress of the game, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH to 0FFFH).
[0062] In the unused area of the main ROM 300b, there are provided a program area (2000H to 27FFH) for storing programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) for storing data other than these programs.
[0063] In addition to the used area and the unused area, in the memory area of the main ROM 300b, there are also an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute the program is stored.
[0064] The memory area of the main RAM 300c includes 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 area other than the used area, which is an unused area (F210H to F228H) that is temporarily used when a program for performing a test defined by the game machine rules or for displaying the performance display monitor 184 is being executed.
[0065] In the used area of the main RAM 300c, there are provided a work area (F000H to F12AH) that is temporarily used when a program for controlling the progress of the game is being executed, an unused area (F12BH to F1D7H), and a stack area (F1D8H to F1FFH) where data is temporarily stored during the execution of the program for controlling the progress of the game. Note that the used area may exclude the unused area (F12BH to F1D7H).
[0066] In the unused area of the main RAM 300c, there are provided a work area (F210H to F21FH) that is temporarily used when a program for performing a test defined by the game machine rules or for displaying the performance display monitor 184 is being executed, and a stack area (F220H to F228H) where data is temporarily stored during the execution of these programs.
[0067] In addition to the used area and the unused area, in the memory area of the main RAM 300c, there are also an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0068] As described above, in the main ROM 300b and the main RAM 300c, the used area used to control the progress of the game, the processes for performing the tests defined by the game machine rules, and the processes for controlling the display of the performance display monitor 184 are separated and provided.
[0069]
[0069] And in the main RAM 300c, a 16-byte unused area (F200H to F20FH) is provided between the used area and the unused area. This unused area (F200H to 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, preventing the unused area from being used when a program for controlling the progress of the game is being executed, and preventing the used area from being used when a program for performing the processes for the tests defined by the game machine rules or for controlling the display of the performance display monitor 184 is being executed.
[0070]
[0070] The unused area provided between the used area and the unused area only needs to be at least 1 byte or more. From the viewpoint of preventing fraud, it is preferably 4 bytes or more, and more preferably set to 16 bytes or more. Also, although writing and reading of data are prohibited in the unused area, from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0071] Next, the game in the gaming machine 100 of the embodiment will be described in conjunction with the various tables stored in the main ROM 300b.
[0072]
[0072] As described above, in the gaming machine 100 of the embodiment, two types of games, a special game and a normal game, proceed in parallel. As the game states when these two games proceed, any game state in which either a low-probability game state or a high-probability game state and any game state of a non-time-saving game state, a slightly time-saving game state, or a time-saving game state are combined is a game state in which the game proceeds.
[0073] Details of each gaming state will be described later. The low-probability gaming state is a gaming state in which the probability of obtaining the right to execute a big-win game in which the big winning opening 128 is opened is set low, and the high-probability gaming state is a gaming state in which the probability of obtaining the right to execute a big-win game is set high.
[0074] In addition, the non-time-shortening gaming state is a gaming state in which the movable piece 122b is unlikely to be in the open state and it is difficult for the game ball to enter the second starting port 122. 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 easier for the game ball to enter the second starting port 122. Also, in the micro time-shortening gaming state, although some of the conditions regarding the progress of the normal game are different from those in the non-time-shortening gaming state, the ease of entry of the game ball into the second starting port 122 is substantially equal to that in the non-time-shortening gaming state, and the player cannot distinguish between the non-time-shortening gaming state and the micro time-shortening gaming state. Therefore, from the perspective of game playability, the progress of the game is controlled assuming that the micro time-shortening gaming state and the non-time-shortening gaming state are substantially the same gaming state. Note that the initial state of the gaming machine 100 is set to the low-probability gaming state and the non-time-shortening gaming state, and this gaming state is referred to as the normal gaming state in the embodiment.
[0075] When the player operates the operation handle 112 to launch a game ball into the game area 116 and the game ball flowing down in the game area 116 enters the first starting port 120 or the second starting port 122, a lottery (hereinafter referred to as the "big-win lottery") is conducted to determine whether to grant a game benefit to the player. In this big-win lottery, if a big win is selected, the big winning opening 128 is opened and a big-win game in which the game ball can enter the big winning opening 128 is executed. Also, after the end of the big-win game, the gaming state is set to any of the above gaming states. Hereinafter, the big-win lottery method will be described.
[0076] Incidentally, although details will be described later, when a game ball enters the first starting port 120 or the second starting port 122, various random numbers related to the big combination lottery (big win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, variation pattern random number) are acquired, and each of these random numbers is stored in the special figure reservation memory area of the main RAM 300c. Hereinafter, the various random numbers that are stored in the special figure reservation memory area when a game ball enters the first starting port 120 will be collectively referred to as special reservation 1, and the various random numbers that are stored in the special figure reservation memory area when a game ball enters the second starting port 122 will be collectively referred to as special reservation 2.
[0077] The special figure reservation memory area of the main RAM 300c includes a first special figure reservation memory area and a second special figure reservation memory area. The first special figure reservation memory area and the second special figure reservation memory area each have four memory parts (first to fourth memory parts). When a game ball enters the first starting port 120, the special reservation 1 is sequentially stored in the first memory part of the first special figure reservation memory area, and when a game ball enters the second starting port 122, the special reservation 2 is sequentially stored in the first memory part of the second special figure reservation memory area.
[0078] For example, when a game ball enters the first starting port 120, if there is no reservation stored in any of the first to fourth memory parts of the first special figure reservation memory area, the special reservation 1 is stored in the first memory part. Also, for example, when a game ball enters the first starting port 120 while the special reservation 1 is stored in the first to third memory parts, the special reservation 1 is stored in the fourth memory part. Also, when a game ball enters the second starting port 122, similarly to the above, among the first to fourth memory parts of the second special figure reservation memory area, the special reservation 2 is stored in the memory part with the smallest number (ordinal number) where the special reservation 2 is not stored.
[0079] However, the special feature 1 retention number (X1) and the special feature 2 retention number (X2) that can be stored in the first special figure retention memory area and the second special figure retention memory area are each set to four. Therefore, for example, when a game ball enters the first start port 120, if four special feature 1 retentions are already stored in the first special figure retention memory area, no new special feature 1 retention will be stored due to the entry of the game ball into the first start port 120. Similarly, when a game ball enters the second start port 122, if four special feature 2 retentions are already stored in the second special figure retention memory area, no new special feature 2 retention will be stored due to the entry of the game ball into the second start port 122.
[0080] Figure 6 is a diagram for explaining the low-probability big win determination random number determination table according to the embodiment. When a game ball enters the first start port 120 or the second start port 122, one big win determination random number is acquired from within the range of 0 to 65535. Then, when starting the big combination lottery, that is, when performing the big win determination, a big win determination random number determination table is selected according to the game state, and the big combination lottery is performed based on the selected big win determination random number determination table and the acquired big win determination random number.
[0081] When starting the big combination lottery for the special feature 1 retention and the special feature 2 retention in the low-probability game state, the low-probability big win determination random number determination table is referred to. Here, in the embodiment, six levels of setting values with different degrees of advantage are provided, and the low-probability big win determination random number determination table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big combination lottery is performed by referring to the low-probability big win determination random number determination table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0082] In the low-probability gaming state, when the set value is set to 1 (registered set value = 1), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table a shown in Fig. 6(a). According to this low-probability big win determination random number determination table a, when the big win determination random number is 10001 to 10165, it is determined as a big win, and when it is any other big win determination random number, it is determined as a specific loss. Therefore, in this case, the big win probability is approximately 1 / 397.2, and the specific loss probability is approximately 1 / 1.
[0083] Also, in the low-probability gaming state, when the set value is set to 2 to 6 (registered set value = 2 to 6), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination tables b to f shown in Figs. 6(b) to (f). According to these low-probability big win determination random number determination tables b to f, the higher the set value, the higher the big win probability.
[0084] Fig. 7 is a diagram for explaining the high-probability big win determination random number determination table according to the embodiment. In the high-probability gaming state, when starting a major winning combination lottery for Special 1 hold and Special 2 hold, the high-probability big win determination random number determination table is referred to. The high-probability big win determination random number determination table is also provided for each set value, similar to the low-probability big win determination random number determination table.
[0085] In the high-probability gaming state, when the set value is set to 1 (registered set value = 1), a major winning combination lottery is conducted by referring to the high-probability big win determination random number determination table a shown in Fig. 7(a). According to this high-probability big win determination random number determination table a, when the big win determination random number is 10001 to 10670, it is determined as a big win, and when it is any other big win determination random number, it is determined as a specific loss. Therefore, in this case, the big win probability is approximately 1 / 97.8, and the specific loss probability is approximately 1 / 1.
[0086] Similarly, in the high-probability gaming state, when the set value is set to 2 to 6 (registered set value = 2 to 6), a major winning lottery is conducted by referring to the high-probability big win determination random number judgment tables b to f shown in FIGS. 7(b) to (f). According to these high-probability big win determination random number judgment tables b to f, the higher the set value, the higher the big win probability.
[0087] As described above, the major winning lottery is conducted according to the registered set value. At this time, the winning probability of the big win varies according to the registered set value, and when the registered set value is large, it is easier to win the big win than when it is small.
[0088] Also, here, although the winning probabilities of the big wins in both the low-probability gaming state and the high-probability gaming state are made to vary according to the registered set value, it may be that only the winning probability of the big win in either the low-probability gaming state or the high-probability gaming state varies according to the registered set value.
[0089] As described above, in this embodiment, the case of winning either a big win or a specific loss by the special 1 hold and the special 2 hold has been shown, but it may be possible to win a loss result (normal loss result) that does not give a gaming profit by the special 1 hold and the special 2 hold. In this case, the winning probability of the specific loss may be set to be the same for the special 1 hold and the special 2 hold, or the special 1 hold may be set higher than the special 2 hold, or the special 2 hold may be set higher than the special 1 hold. Also, the winning probability of the specific loss by the special 1 hold or the special 2 hold may vary depending on the registered set value. In this case, relatively, when the registered set value is high, the winning probability of the specific loss may be set higher or lower than when it is low.
[0090] FIG. 8 is a diagram for explaining a winning symbol random number determination table according to an embodiment. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is acquired from within the range of 0 to 99. Then, when the determination results of "big win" and "specific loss" are derived by the above-mentioned major winning lottery, the type of special symbol is determined by the acquired winning symbol random number and the winning symbol random number determination table.
[0091] At this time, when winning the "big win" by the special 1 hold, as shown in FIG. 8(a), the special 1 winning symbol random number determination table a is selected. When winning the "specific loss" by the special 1 hold, as shown in FIG. 8(b), the special 1 winning symbol random number determination table b is selected.
[0092] Also, when winning the "big win" by the special 2 hold, as shown in FIG. 8(c), the special 2 winning symbol random number determination table a is selected. When winning the "specific loss" by the special 2 hold, as shown in FIG. 8(d), the special 2 winning symbol random number determination table b is selected.
[0093] Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of the big win is obtained is called the big win symbol, and the special symbol determined when the determination result of the specific loss is obtained is called the specific loss symbol.
[0094] According to the special 1 winning symbol random number determination table a shown in FIG. 8(a) and the special 2 winning symbol random number determination table a shown in FIG. 8(c), according to the value of the acquired winning symbol random number, as shown in the figure, the type of special symbol (big win symbol) is determined. Specifically, according to the special 1 winning symbol random number determination table a, the special symbol A which is a big win symbol is determined with a probability of 70%, and the special symbol B which is a big win symbol is determined with a probability of 30%. Also, according to the special 2 winning symbol random number determination table a, the special symbol C which is a big win symbol is determined with a probability of 80%, and the special symbol D which is a big win symbol is determined with a probability of 20%.
[0095] Also, according to the winning symbol random number determination table b for Special 1 shown in FIG. 8(b) and the winning symbol random number determination table b for Special 2 shown in FIG. 8(d), the type of special symbol (specific losing symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number. Specifically, according to the winning symbol random number determination table b for Special 1, the special symbol Xa, which is a specific losing symbol, is determined with a probability of 80%, and the special symbol Xb, which is a specific losing symbol, is determined with a probability of 20%. Also, according to the winning symbol random number determination table b for Special 2, the special symbol Ya, which is a specific losing symbol, is determined with a probability of 99%, and the special symbol Yb, which is a specific losing symbol, is determined with a probability of 1%.
[0096] In addition, when it is possible to win the "ordinary loss" by means of the Special 1 hold and the Special 2 hold, when winning the "ordinary loss" by the Special 1 hold, the special symbol X may be determined as the losing symbol without conducting a lottery, and when winning the "ordinary loss" by the Special 2 hold, the special symbol Y may be determined as the losing symbol without conducting a lottery.
[0097] That is, the winning symbol random number determination table is referred to only when the major winning lottery result is "big win" or "specific loss", and is not referred to when the major winning lottery result is "ordinary loss". Here, in the winning symbol random number determination table for Special 1 and the winning symbol random number determination table for Special 2, different big win symbols or specific losing symbols are determined respectively. However, the same type of big win symbol or specific losing symbol may be determined in both tables, or regardless of the hold type, the type of special symbol (big win symbol or specific losing symbol) may be determined by referring to one winning symbol random number determination table.
[0098] Here, the selection ratios of the big win symbol and the specific losing symbol are common for all setting values, but either one or both of the big win symbol and the specific losing symbol may be made different for each setting value.
[0099] FIG. 9 is a diagram for explaining a reach group determination random number determination table according to an embodiment. A plurality of reach group determination random number determination tables are provided, and a preset table is selected according to the hold type, the number of holds, the game state, and the like. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is acquired from within the range of 0 to 10006. As described above, when the big winning lottery result is derived, a process of determining a variable effect pattern for notifying the big winning lottery result is performed. In the embodiment, when the big winning lottery result is "specific loss", in determining the variable effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table.
[0100] For example, when the game state is set to the non-time-limited game state and a big winning lottery result of "specific loss" is derived based on the special 1 hold, if the number of holds of the special 1 hold when performing the big winning lottery (hereinafter simply referred to as the "number of holds") is 0, as shown in FIG. 9(a), the reach group determination random number determination table A1 is selected. Similarly, when the game state is set to the normal game state and a big winning lottery result of "specific loss" is derived based on the special 1 hold, if the number of holds when performing the big winning lottery is 1 to 2, as shown in FIG. 9(b), the reach group determination random number determination table A2 is selected, and if the number of holds is 3, as shown in FIG. 9(c), the reach group determination random number determination table A3 is selected. In FIG. 9, the group x described in the column of the group type indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number determination table to be referred to.
[0101] Here, although the reach group determination random number determination table referred to when a big winning lottery result of "specific loss" is derived based on the special 1 hold in the non-time-limited game state has been described, a large number of other reach group determination random number determination tables are also stored in the main ROM 300b.
[0102] In addition, when the big winning lottery result is a "big win", the group type is not determined when determining the variation performance pattern. That is, the reach group determination random number determination table is only referred to when the big winning lottery result is a "specific loss", and is not referred to when the big winning lottery result is a "big win". In addition, when the big winning lottery result is a "specific loss", similar to the case of a "big win", the group type does not necessarily have to be determined.
[0103] FIG. 10 is a diagram for explaining the reach mode determination random number determination table according to the embodiment. This reach mode determination random number determination table is roughly divided into a reach mode determination random number determination table at the time of loss, which is selected when the big winning lottery result is a "specific loss", and a reach mode determination random number determination table at the time of big win, which is selected when the big winning lottery result is a "big win". Note that the reach mode determination random number determination table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number determination table at the time of big win is provided for each hold type.
[0104] In addition, each reach mode determination random number determination table is also provided for each game state and type of symbol. Here, an example of the reach mode determination random number determination table for group x at the time of loss, which is referred to in a predetermined game state and symbol type, is shown in FIG. 10(a), an example of the reach mode determination random number determination table at the time of big win for special 1 is shown in FIG. 10(b), and an example of the reach mode determination random number determination table at the time of big win for special 2 is shown in FIG. 10(c).
[0105] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is acquired from within the range of 0 to 250. And when the result of the above big winning combination lottery is "specific loss", as shown in Fig. 10(a), the losing reach mode determination random number determination table corresponding to the group type determined by the above group type lottery is selected, and based on the selected losing reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined. Also, when the result of the above big winning combination lottery is "big win", as shown in Figs. 10(b) and (c), the big win reach mode determination random number determination table corresponding to the read hold type is selected, and based on the selected big win reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined.
[0106] Also, in each reach mode determination random number determination table, a variable pattern random number determination table, which will be described later, is associated with the reach mode determination random number together with the variable mode number. At the same time as the variable mode number is determined, the variable pattern random number determination table is determined. In Fig. 10, the table x described in the column of the variable pattern random number determination table indicates an arbitrary table number. Therefore, depending on the acquired reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variable mode number and the table number of the variable pattern random number determination table will be determined. Also, in the embodiment, the variable mode number and the variable pattern number, which will be described later, are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended, but the ○○H described in Figs. 10 to 12 indicates an arbitrary value shown in hexadecimal.
[0107] As described above, when the major winning lottery result is "specific loss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 9 and the reach group determination random number. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the reach mode determination random number determination table shown in FIG. 10(a) and the reach mode determination random number.
[0108] On the other hand, when the major winning lottery result is "big win", referring to the big win reach mode determination random number determination table shown in FIG. 10 corresponding to the determined big win symbol (type of special symbol), the game state of the big win, etc., and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table will be determined.
[0109] FIG. 11 is a diagram for explaining the variation pattern random number determination table according to the embodiment. Here, the variation pattern random number determination table x of a predetermined table number x is shown, but in addition to this, a large number of variation pattern random number determination tables are provided for each table number.
[0110] When a game ball enters the first start port 120 or the second start port 122, one variation pattern random number is acquired from the range of 0 to 238. Then, based on the variation pattern random number determination table determined simultaneously with the above variation mode number and the acquired variation pattern random number, the variation pattern number is determined as shown in the figure.
[0111] In this way, when the major winning lottery is conducted, the variation mode number and the variation pattern number are determined according to the major winning lottery result, the determined symbol type, the game state, the hold number, the hold type, etc. These variation mode numbers and variation pattern numbers specify the variation effect pattern, and the mode and time of the variation effect are associated with each of them.
[0112] FIG. 12 is a diagram for explaining a variation time determination table according to an embodiment. As described above, when the variation mode number is determined, the variation time 1 is determined according to the variation time 1 determination table shown in FIG. 12(a). According to this variation time 1 determination table, the variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.
[0113] Also, as described above, when the variation pattern number is determined, the variation time 2 is determined according to the variation time 2 determination table shown in FIG. 12(b). According to this variation time 2 determination table, the variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The total time of the variation times 1 and 2 determined in this way is the time of the variation effect for notifying the major lottery result, that is, the variation time.
[0114] When the variation mode number is determined as described above, the variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330. When the variation pattern number is determined, the variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. In the sub-control board 330, based on the received variation mode command, the mode of the first half of the variation effect is mainly determined, and based on the received variation pattern command, the mode of the second half of the variation effect is mainly determined. Details thereof will be described later. Hereinafter, the variation mode number and the variation pattern number may be collectively referred to as variation information, and the variation mode command and the variation pattern command may be collectively referred to as variation commands.
[0115] FIG. 13 is a diagram for explaining a special electric accessory operation ram set table according to an embodiment. This special electric accessory operation ram set table stores various data for controlling major winning games. During a major winning game, the energization control of the big winning opening solenoid 128c is performed with reference to this special electric accessory operation ram set table. In reality, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (big win symbol), and a corresponding table is set at the start of a major winning game according to the determined type of special symbol. Here, for convenience of explanation, the control data of all special symbols is shown in one table.
[0116] When special symbols A, B, C, and D, which are big win symbols, are determined, as shown in FIG. 13, an opening / closing process for opening and closing the big winning opening 128 in a predetermined opening / closing pattern is executed with reference to the special electric accessory operation ram set table. The major winning game is composed of a plurality of round games in which the big winning opening 128 is opened and closed a predetermined number of times.
[0117] According to this special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum operation times of the special electric accessory (the number of round games executed during one major winning game), the opening / closing switching times of the special electric accessory (the number of times the big winning opening 128 is opened during one round game), the solenoid energization time (the energization time of the big winning opening solenoid 128c for each number of times the big winning opening 128 is opened, that is, the opening time of the big winning opening 128 once), the specified number (the maximum number of possible winnings for the big winning opening 128 in one round game), the effective time for closing the big winning opening (the closing time of the big winning opening 128 between round games, that is, the interval time between rounds), and the ending time (the waiting time from the end of the last round game until the normal special game resumes) are stored in advance as shown in the figure for each type of big win symbol as control data for the major winning game.
[0118] As shown in FIG. 13, when the special symbols A and C, which are jackpot symbols, are determined, a big winning game composed of 10 rounds of game play is executed. When the special symbols B and D, which are jackpot symbols, are determined, a big winning game composed of 4 rounds of game play is executed. Each round of game play ends when a specified number (10) of game balls enter the big winning opening 128 or when a predetermined time has elapsed since the big winning opening 128 was opened.
[0119] Specifically, when the special symbols A and C are determined, in the 1st to 10th rounds of game play, the big winning opening 128 is opened for 1 time for 29.0 seconds, so the player can surely enter a specified number of game balls into the big winning opening 128.
[0120] Also, when the special symbols B and D are determined, in the first round of game play, the big winning opening 128 is opened only once for 0.032 seconds. In this embodiment, when the player continuously performs a firing operation on the operation handle 112, game balls are fired into the game area 116 at intervals of 0.6 seconds. Therefore, in the first round of game play, the possibility of a game ball entering the big winning opening 128 is extremely low. Also, in the rounds of game play after the first round, the big winning opening 128 is opened for 1 time for 29.0 seconds, so the player can surely enter a specified number of game balls into the big winning opening 128.
[0121] Here, in this embodiment, in all big winning games, the first round of game play is set as a specific round of game play. This specific round of game play is a round of game play that affects the game state after the big winning game. Although it will be described in detail later, when a game ball that has entered the big winning opening 128 during the specific round of game play enters the probability change area 140b, the game state after the big winning game is set to a high probability game state and a time-saving game state. On the other hand, if a game ball that has entered the big winning opening 128 during this specific round of game play does not enter the probability change area 140b, the game state after the big winning game is set to a low probability game state and a time-saving game state.
[0122] FIG. 14 is a diagram for explaining the opening / closing mode of the big winning opening 128 and the opening / closing mode of the movable member 142 according to the embodiment. As shown in FIG. 14, when the big winning opening 128 is opened, the movable member 142 instantaneously (for about 0.032 seconds) opens the probability variable area 140b, and then maintains the probability variable area 140b in a closed state for a while (for example, for about 1.5 seconds), and then maintains the probability variable area 140b in an open state again. When the special symbols B and D are determined and the big winning game is executed, the big winning opening 128 is opened only for 0.032 seconds at the start of the specific round game. During this time, even if a game ball enters the big winning opening 128, it takes a predetermined time for the game ball to reach the probability variable area 140b. Therefore, when the game ball that has entered the big winning opening 128 reaches the probability variable area 140b, the probability variable area 140b is surely closed. As a result, when the special symbols B and D are determined and the big winning game is executed, the game ball does not enter the probability variable area 140b.
[0123] In addition, if an unexpected situation occurs, such as a game ball being caught in the big winning opening 128 or the game ball staying in the big winning opening 128 for a long time for some reason, even when the normal jackpot symbol is determined, there is a possibility that the game ball will enter the probability variable area 140b during the big winning game. Therefore, in this specification, for the sake of easy understanding, the words "certainly" and "surely" are used in the description, but this is based on the premise that the state of the gaming machine 100 is in an appropriate state when the game progresses and no unexpected situation occurs, and it does not mean 100% physically.
[0124] On the other hand, when the special symbols A and C are determined and the big winning game is executed, the big winning opening 128 is opened for 29.0 seconds in the specific round game. Therefore, one or two game balls that enter the big winning opening 128 simultaneously with the opening of the big winning opening 128 cannot enter the probability variable area 140b, but the game balls that enter the big winning opening 128 thereafter can surely enter the probability variable area 140b.
[0125] In this way, by causing the game ball to enter the probability-variable area 140b during the first-round game (specific-round game), the player can proceed with the game in an advantageous game state after the big-win game. Whether the game ball can enter the probability-variable area 140b is entrusted to the opening and closing conditions of the big winning opening 128 defined for each type of jackpot symbol.
[0126] FIG. 15 is a diagram for explaining a game state setting table for setting the game state according to the embodiment. In the embodiment, when the big-win game is executed, referring to the game state setting table a shown in FIG. 15(a), the game state after the end of the big-win game is set according to the type of special symbol determined at the time of jackpot winning. In the following, in the description of the game state, it will be described assuming that the registered setting value is set to "1".
[0127] In this embodiment, when the big-win game is executed, according to the combination of whether the game ball has entered the probability-variable area 140b during the type of jackpot symbol and the specific-round game (here, the first-round game) in the big-win game, the game state after the end of the big-win game is set.
[0128] In this embodiment, when the game state after the big-win game is set to the high-probability game state, a high-probability end condition for ending the high-probability game state is set. As the high-probability end condition, a high-probability number of times, which is the number of times of symbol variation processing based on Special 1 hold or Special 2 hold, is set.
[0129] Also, in this embodiment, when the game state after the big-win game is set to the time-saving game state, a time-saving end condition for ending the time-saving game state is set. As the time-saving end condition, at least one of the Special 1 time-saving number of times, the Special 2 time-saving number of times, the Special 1 and Special 2 time-saving number of times, and the number of specific losses (Yb) is set.
[0130] The special first short time count is the number of times of symbol variation processing (hereinafter referred to as special first variation) based on the special first reservation. And the special first short time count is subtracted each time the big winning lottery result based on the special first reservation is determined in the short time game state. When the remaining number of the special first short time count becomes 0, the game state is changed to the non-short time game state.
[0131] The special second short time count is the number of times of symbol variation processing (hereinafter referred to as special second variation) based on the special second reservation. And the special second short time count is subtracted each time the big winning lottery result based on the special second reservation is determined in the short time game state. When the remaining number of the special second short time count becomes 0, the game state is changed to the non-short time game state.
[0132] The special first and second short time count is the total number of times of the special first variation and the special second variation. The special first and second short time count is subtracted each time the big winning lottery result based on the special first reservation or the special second reservation is determined in the short time game state. When the remaining number of the special first and second short time count becomes 0, the game state is changed to the non-short time game state. In FIG. 15, the values described in each column of the special first short time count or the special second short time count indicate the values set as the special first short time count or the special second short time count respectively. The numerical values described across the two columns of the special first short time count and the special second short time count are the conditions shown as the special first and second short time count.
[0133] The specific losing (Yb) count is the number of times of winning the special symbol Yb. And the specific losing (Yb) count is subtracted each time winning the special symbol Yb in the short time game state. When the remaining number of the specific losing (Yb) count becomes 0, the game state is changed to the non-short time game state.
[0134] Among these short time end conditions, when any one of them is satisfied, the short time game state ends and the game state shifts to the non-short time game state. In addition to the above short time end conditions, for example, the total number of times of winning the special symbol Ya or the special symbol Yb based on the special second reservation may be set as the short time end condition.
[0135] In the example shown in FIG. 15 of the present embodiment, there is a region indicated by "-(hyphen)", and this region may mean no end condition (not set), or a value that is difficult to reach in a normal gaming method, such as 10,000 times, may be set.
[0136] In the present embodiment, when the gaming state is set to the time-saving gaming state, a time-saving end condition is set. However, depending on the type of special symbol, etc., different time-saving end conditions are set for the common low-probability gaming state and the time-saving gaming state. In the present embodiment, as the low-probability gaming state and the time-saving gaming state, a first time-saving mode, a second time-saving mode, and a third time-saving mode with different time-saving end conditions are provided.
[0137] When the jackpot symbol is the special symbol A and a game ball enters the probability-variable area 140b during a specific round game in the big-win game, the gaming state after the big-win game shifts to the ST mode where it is set to the high-probability gaming state and the time-saving gaming state. At this time, as the high-probability end condition, the high-probability number of times is set to 104 times. Also, as the time-saving end condition, the total number of times of special 1 variation and special 2 variation is set to 100 times (special 1 and special 2 time-saving number of times: 100 times).
[0138] Also, when the jackpot symbol is the special symbol A and a game ball does not enter the probability-variable area 140b during a specific round game in the big-win game, the gaming state after the big-win game shifts to the first time-saving mode where it is set to the low-probability gaming state and the time-saving gaming state. At this time, as the time-saving end condition, the special 2 time-saving number of times is set to 100 times. Note that in terms of design, when the jackpot symbol is the special symbol A, since the passage of the game ball through the probability-variable area 140b is assumed, as a modification example, when the probability-variable area 140b is not passed through in a specific round, the time-saving end condition may be set to 500 times, etc., so that it is not overly disadvantageous when ST cannot be obtained.
[0139] Also, when the jackpot symbol is the special symbol B and a game ball enters the probability-variable area 140b during a specific round game in the big-win game, the game state after the big-win game shifts to the ST mode where the game state is set to the high-probability game state and the time-saving game state.
[0140] Also, when the jackpot symbol is the special symbol B and a game ball does not enter the probability-variable area 140b during a specific round game in the big-win game, the game state after the big-win game shifts to the first time-saving mode where the game state is set to the low-probability game state and the time-saving game state. At this time, as the time-saving end condition, the special time-saving count is set to 100 times.
[0141] Also, when the jackpot symbol is the special symbol C and a game ball enters the probability-variable area 140b during a specific round game in the big-win game, the game state after the big-win game shifts to the ST mode where the game state is set to the high-probability game state and the time-saving game state.
[0142] Also, when the jackpot symbol is the special symbol C and a game ball does not enter the probability-variable area 140b during a specific round game in the big-win game, the game state after the big-win game shifts to the first time-saving mode where the game state is set to the low-probability game state and the time-saving game state. At this time, as the time-saving end condition, the special time-saving count is set to 100 times. Note that, similar to the special symbol A, the special symbol C may also be set to have a larger number of times as the time-saving end condition when it does not pass through the probability-variable area 140b as a modification example.
[0143] Also, when the jackpot symbol is the special symbol D and a game ball enters the probability-variable area 140b during a specific round game in the big-win game, the game state after the big-win game shifts to the ST mode where the game state is set to the high-probability game state and the time-saving game state.
[0144] Also, when the jackpot symbol is the special symbol D and the game ball does not enter the probability-variable area 140b during the specific round game in the big-win game, the game state after the big-win game shifts to the second time-limit mode in which the game state is set to the low-probability game state and the time-limit game state. At this time, as the time-limit end condition, the special time-limit count is set to 100 times and the specific loss (Yb) count is set to 1 time.
[0145] In addition, when the jackpot symbol is the special symbol A or C, as long as the game ball is being launched toward the big winning opening 128, the game ball enters the probability-variable area 140b during the specific round game in the big-win game, so it does not substantially fail to pass. Also, when the jackpot symbol is the special symbol B or D, the game ball does not substantially enter the probability-variable area 140b during the specific round game in the big-win game. That is, substantially, based on the conditions of the area surrounded by the thick line in FIG. 15(a), the game state after the end of the big-win game is set.
[0146] Also, in the present embodiment, when the game state is set to the low-probability game state and the non-time-limit game state, when the specific loss symbol stops and is displayed on the first special symbol display 160 or the second special symbol display 162, the game state is set based on the game state setting table b shown in FIG. 15(b).
[0147] Specifically, when the game state is set to the low-probability game state and the non-time-limit game state, when the special symbol Xa, which is the specific loss symbol, stops and is displayed on the first special symbol display 160, the game state shifts to the very short time-limit mode in which the game state is set to the low-probability game state and the very short time-limit game state. At this time, as the time-limit end condition, the special time-limit count 1 is set to 1000 times.
[0148] Also, when the game state is set to the low-probability game state and the non-time-limit game state, when the special symbol Xb, which is the specific loss symbol, stops and is displayed on the first special symbol display 160, the game state shifts to the second time-limit mode in which the game state is set to the low-probability game state and the time-limit game state.
[0149] Also, when the game state is set to the low-probability game state and the non-time-limit game state, if the special symbol Ya, which is a specific losing symbol, stops and is displayed on the second special symbol display 162, the game state shifts to the short-time limit mode where the game state is set to the low-probability game state and the very short-time limit game state.
[0150] Also, when the game state is set to the low-probability game state and the non-time-limit game state, if the special symbol Yb, which is a specific losing symbol, stops and is displayed on the second special symbol display 162, the game state shifts to the third short-time limit mode where the game state is set to the low-probability game state and the time-limit game state. At this time, as the time-limit end condition, the special 1 time-limit count is set to 1 time and the special 2 time-limit count is set to 100 times.
[0151] Incidentally, although details will be described later, in the present embodiment, when the time-limit end condition is satisfied and the game state shifts to the low-probability game state and the non-time-limit game state, after the game state shifts to the low-probability game state and the non-time-limit game state at the time of determination of the symbol in the variation process in which the time-limit end condition is satisfied, the game state is set based on the specific losing symbol.
[0152] For example, in the first short-time limit mode where the special 2 time-limit count is set to 100 times as the time-limit end condition, when the game state shifts to the low-probability game state and the non-time-limit game state at the time of determination of the specific losing symbol in the 100th special 2 variation, in the subsequent process, the game state is set based on the type of the specific losing symbol.
[0153] Also, in the second short-time limit mode where the special 2 time-limit count is set to 100 times and the specific losing (Yb) count is set to 1 time as the time-limit end condition, when the game state shifts to the low-probability game state and the non-time-limit game state at the time of determination of the specific losing symbol in the 100th special 2 variation, in the subsequent process, the game state is set based on the type of the specific losing symbol.
[0154] Also, in the second time-short mode, when a special symbol Yb is selected as a specific losing symbol and the special symbol Yb stops and is displayed on the second special symbol display 162, when the time-short end condition based on the number of specific losing (Yb) times is satisfied, the game state shifts to a low-probability game state and a non-time-short game state. Then, the game state is set based on the stopped and displayed special symbol Yb, and the game shifts to the third time-short mode.
[0155] Also, in the third time-short mode where the special first time-short count is set to 1 time and the special second time-short count is set to 100 times as the time-short end condition, when the game state shifts to a low-probability game state and a non-time-short game state at the determination of the specific losing symbol in the 100th special second variation, the game state is set based on the type of the specific losing symbol.
[0156] Also, in the third time-short mode, when a symbol stops and is displayed on the first special symbol display 160, the time-short end condition based on the special first time-short count is satisfied and the game state shifts to a low-probability game state and a non-time-short game state. Then, the game state is set based on the specific losing symbol that has stopped and is displayed on the first special symbol display 160.
[0157] Also, in the very short time-short mode where the special first time-short count is set to 1000 times as the time-short end condition, when the game state shifts to a low-probability game state and a non-time-short game state at the determination of the specific losing symbol in the 1000th special first variation, the game state is set based on the type of the specific losing symbol.
[0158] FIG. 16 is a diagram for explaining a normal symbol winning determination random number determination table according to the embodiment. When a game ball flowing down the game area 116 passes through the gate 124, a determination process of a normal symbol (hereinafter referred to as "normal symbol lottery") in which whether to energize and control the movable piece 122b of the second start port 122 is associated is performed.
[0159] Incidentally, although details will be described later, when a game ball passes through gate 124, one determination random number for each common pattern is acquired from within the range of 0 to 99, and this random number value is stored in the common pattern hold memory area of main RAM 300c with a maximum of four. That is, the common pattern hold memory area is provided with four storage units for saving the determination random number for each common pattern. Therefore, when a game ball passes through gate 124 with the determination random number for each common pattern stored in all four storage units of the common pattern hold memory area, the determination random number for each common pattern is not stored based on the passage of the game ball. Hereinafter, the determination random number for each common pattern stored in the common pattern hold memory area when a game ball passes through gate 124 is referred to as a common pattern hold.
[0160] When starting the common pattern lottery in the non-time-short game state, as shown in Fig. 16(a), the non-time-short game state common pattern winning determination random number determination table is referred to. According to this non-time-short game state common pattern winning determination random number determination table, when the determination random number for each common pattern is 0, the common pattern winning symbol is determined as the type of the normal symbol, and when the determination random number for each common pattern is 1 to 99, the common pattern losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the common pattern winning symbol in the non-time-short game state, that is, the winning probability, is 1 / 100. Although details will be described later, when the common pattern winning symbol is determined in this common pattern lottery, the second start port 122 is controlled to the open state, and when the common pattern losing symbol is determined, the second start port 122 is maintained in the closed state.
[0161] Also, when starting the common pattern lottery in the very short-time game state, as shown in Fig. 16(b), the very short-time game state common pattern winning determination random number determination table is referred to. According to this very short-time game state common pattern winning determination random number determination table, when the determination random number for each common pattern is 0 to 1, the common pattern winning symbol is determined as the type of the normal symbol, and when the determination random number for each common pattern is 2 to 99, the common pattern losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the common pattern winning symbol in the time-short game state, that is, the winning probability, is 2 / 100.
[0162] Also, when starting the general drawing lottery in the time-saving game state, as shown in FIG. 16(c), the general drawing winning determination random number determination table for the time-saving game state is referred to. According to this general drawing winning determination random number determination table for the time-saving game state, when the general drawing winning determination random number is 0 to 98, the general drawing winning symbol is determined as the type of the normal symbol, and when the general drawing winning determination random number is 99, the general drawing losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the general drawing winning symbol in the time-saving game state, that is, the winning probability is 99 / 100.
[0163] Regarding the general drawing lottery according to the embodiment, although it has been described in a manner where the winning probability of the general drawing winning symbol differs depending on the game state, the winning probability of the general drawing winning symbol among game states is made common (uniformly 99 / 100), and depending on the symbol type of the winning normal symbol, the symbol that makes the second start port 122 in a state where it is easy to receive balls for a long time is set as the winning symbol (long opening winning symbol), and the symbol that operates with a short opening operation in a manner where it is difficult for the second start port 122 to receive balls may be set as the losing symbol (short opening winning symbol).
[0164] FIG. 17(a) is a diagram for explaining a normal symbol variation time data table according to an embodiment, and FIG. 17(b) is a diagram for explaining an opening / closing control pattern table according to the embodiment. As described above, when the general symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referred to when determining the variation time of the normal symbol when the symbol for general symbol win or the symbol for general symbol loss is determined by the general symbol lottery. According to this normal symbol variation time data table, when the game state is set to the non-time-shortening game state, the variation time is determined to be 10 seconds, when the game state is set to the slightly time-shortening game state, the variation time is determined to be 9 seconds, and when the game state is set to the time-shortening game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the symbol for general symbol win is determined, the normal symbol display 168 lights up, and when the symbol for general symbol loss is determined, the normal symbol display 168 turns off. Note that, as described above, when the symbol for general symbol win and the symbol for general symbol loss are composed of the long-open win symbol and the short-open win symbol (and the symbol for general symbol loss), the normal symbol display 168 may be composed of two or more LEDs and configured to notify which normal symbol has won by lighting up with different combinations of LEDs.
[0165] Then, when the symbol for general symbol win is determined by the general symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in FIG. 17(b). Actually, the opening / closing control pattern table is provided for each game state, and the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c according to the game state when the normal symbol is determined. Here, for convenience of explanation, the control data corresponding to each game state is shown in one table.
[0166] When the symbol for each general symbol is determined, as shown in FIG. 17(b), the second start port 122 is controlled to open and close with reference to the opening / closing control pattern table. According to this opening / closing control pattern table, the general power release pre-time (waiting time until the opening of the second start port 122 starts), the maximum opening / closing switching times of the normal electric accessory (the number of times the second start port 122 opens), the solenoid energization time (the energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 for one time), the specified number (the maximum number of winning possibilities for the second start port 122 during all openings of the second start port 122), the general power closing effective time (the closing time between each opening of the second start port 122, that is, the rest time), the general power effective state time (the waiting time after the end of the last opening of the second start port 122), and the general power end wait time (the waiting time until the variable display of the general symbol described later resumes after the elapse of the general power effective state time) are stored in advance as shown in the figure for each game state as the control data of the second start port 122.
[0167] In this way, for the non-time-short game state, the micro-time-short game state, and the time-short game state, the opening / closing control conditions for opening and closing the second start port 122 are respectively associated as game progress conditions. In the time-short game state, it becomes easier for game balls to enter the second start port 122 than in the non-time-short game state. That is, in the time-short game state, as long as the game ball passes through the gate 124, general symbol lotteries are continuously conducted, and the second start port 122 frequently becomes the open state. Therefore, the player can conduct big winning symbol lotteries while reducing the consumption of game balls.
[0168] Here, it is assumed that the same opening / closing control pattern table is referred to for the non-time-short game state and the micro-time-short game state, but different opening / closing control pattern tables may be referred to for the non-time-short game state and the micro-time-short game state.
[0169] Note that the opening / closing conditions of the second start port 122 define three elements: the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the second start port 122. In the embodiment, in two of these elements, the short-time game state is set more favorably than the non-short-time game state, so that the short-time game state is set such that game balls are more likely to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more favorably than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state in at least one element, the short-time game state can be made such that game balls can more easily enter the second start port 122 than in the non-short-time game state. That is, when the game state is set to the non-short-time game state, the movable piece 122b is controlled to open and close according to the first condition, and when the game state is set to the short-time game state, the movable piece 122b is controlled to open and close according to the second condition that is more likely to be in the open state than the first condition.
[0170] FIG. 18 is a first diagram for explaining the game properties according to the present embodiment. FIG. 19 is a second diagram for explaining the game properties according to the present embodiment. In FIG. 19, in the final variation of the special second short-time count in the first to third short-time modes, the case of winning a specific loss based on a special second hold is explained. In FIG. 18, cases other than winning a specific loss based on a special second hold in the final variation of the special second short-time count in the first to third short-time modes are explained.
[0171] Note that hereinafter, mainly the case where the player appropriately fires game balls and the game progresses according to the original game properties, that is, the case where the game continues normally, will be described, and the case where an irregular situation occurs will basically be omitted from the description. Also, here, it is described assuming that the registered setting value is set to 1. Note that the case where the game continues normally means the case where the player plays the game according to the original game properties and no irregular situations such as various errors or game stops have occurred.
[0172] The initial state of the gaming machine 100 is a non-time-limit mode which is a low-probability gaming state and a non-time-limit gaming state. As shown in Fig. 18(1), the player starts the game in the non-time-limit mode. In the non-time-limit mode, since the second start port 122 hardly opens, the player performs a so-called left shot in which the game ball is launched toward the first game area 116a and the game ball is put into the first start port 120. That is, the hold to be mainly varied (target hold) is set as the special hold 1.
[0173] Therefore, in the non-time-limit mode, the player plays the game while expecting to win a jackpot by the special hold 1 or to win a specific loss by the special hold 1.
[0174] Also, in the non-time-limit mode, when winning a specific loss by the special hold 1, with a probability of 80%, the special symbol Xa is determined as the specific loss symbol. And when the special symbol Xa stops and is displayed on the first special symbol display 160 in the non-time-limit mode, as shown in Fig. 18(2), the gaming state is set to a micro-time-limit mode which is a low-probability gaming state and a micro-time-limit gaming state.
[0175] Also, in the non-time-limit mode, when winning a specific loss by the special hold 1, with a probability of 20%, the special symbol Xb is determined as the specific loss symbol. And when the special symbol Xb stops and is displayed on the first special symbol display 160 in the non-time-limit mode, as shown in Fig. 18(5), the gaming state is set to the second time-limit mode which is a low-probability gaming state and a time-limit gaming state.
[0176] Note that in the non-time-limit mode, the winning probability of the jackpot is set to about 1 / 397.2, and the winning probability of the specific loss is set to about 1 / 1. Therefore, substantially, in the non-time-limit mode, the player wins a specific loss by the special hold 1. Thus, substantially, the player can receive the big role lottery based on the special hold 1 only once in the non-time-limit mode.
[0177] In the very short time mode, since the second start port 122 hardly opens, as shown in Fig. 18(2), the player performs a so-called left shot that launches the game ball toward the first game area 116a and makes the game ball enter the first start port 120. That is, the hold mainly to be varied (target hold) is set as the special hold 1. Therefore, in the very short time mode, the player will play the game while expecting to win the jackpot by the special hold 1.
[0178] Note that in the very short time mode, the winning probability of the jackpot is set to about 1 / 397.2. Also, in the very short time mode, as the time shortening end condition, the number of times of time shortening is set to 1000 times.
[0179] Note that even in the very short time mode, although it is possible to win the specific loss, in the very short time mode, basically, even if the specific loss symbol stops and is displayed on the first special symbol display 160, the remaining number of times of time shortening is decremented by 1, and the currently set very short time mode is maintained. However, when the specific loss symbol is determined in the 1000th special variation 1 in the very short time mode, the game state shifts to the non-time shortening mode, and the game state is set based on the type of the specific loss symbol.
[0180] Also, in the non-time shortening mode or the very short time mode, if the jackpot is won by the special hold 1, with a 70% probability, the special symbol A is determined as the jackpot symbol, and the big role game based on the special symbol A is executed. In this big role game, since the game ball can enter the probability variation area 140b, as shown in Fig. 18(3), the game state after the big role game is set to the ST mode which is a high probability game state and a time shortening game state.
[0181] Also, in the non-time shortening mode or the very short time mode, if the jackpot is won by the special hold 1, with a 30% probability, the special symbol B is determined as the jackpot symbol, and the big role game based on the special symbol B is executed. In this big role game, since the game ball does not enter the probability variation area 140b, as shown in Fig. 18(4), the game state after the big role game is set to the first time shortening mode which is a low probability game state and a time shortening game state.
[0182] In the ST mode, by allowing the game ball to pass through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game ball flow down into the second game area 116b and enter the game ball into the second start port 122. That is, in the ST mode where the target hold is set to the special 2 hold, the player plays the game while expecting to win the jackpot by the special 2 hold.
[0183] Also, as shown in FIG. 18(3), in the ST mode, the winning probability of the jackpot is set to approximately 1 / 97.8. In the ST mode, as the high-probability end condition, the high-probability number of times is set to 104 times. Also, in the ST mode, as the time-saving end condition, the total number of times of the special 1 time-saving number of times and the special 2 time-saving number of times is set to 100 times.
[0184] Also, in the ST mode, when winning the jackpot by the special 2 hold, with a probability of 80%, special symbol C is determined as the jackpot symbol, and a big-win game based on special symbol C is executed. In this big-win game, since the game ball can enter the probability-variable area 140b, as shown in FIG. 18(3), the game state after the big-win game is set to the ST mode again.
[0185] Also, in the ST mode, when winning the jackpot by the special 2 hold, with a probability of 20%, special symbol D is determined as the jackpot symbol, and a big-win game based on special symbol D is executed. In this big-win game, since the game ball does not enter the probability-variable area 140b, as shown in FIG. 18(5), the game state after the big-win game is set to the second time-saving mode which is a low-probability game state and a time-saving game state.
[0186] Also, in the ST mode, when the time-saving end condition is satisfied at the 100th symbol determination, the game state shifts to a high-probability game state and a non-time-saving game state. At this time, even if a specific losing symbol is won, since the game state is a high-probability game state and a non-time-saving game state, the setting of the game state based on the type of the specific losing symbol is not performed.
[0187] Incidentally, even in the ST mode, although it is possible to win a specific loss, in the ST mode, basically, even if a specific loss symbol stops and is displayed on the second special symbol display 162, the remaining number of high-probability times and time-saving times is decremented by 1, and the currently set ST mode is maintained.
[0188] Further, in the present embodiment, since the number of special second holds (X2) that can be stored in the second special symbol hold memory area is set to four, when the player appropriately shoots game balls, at the 100th symbol determination in the ST mode, four special second holds are stored. Therefore, the big winning lottery for the 101st to 104th times is executed based on these four special second holds. And if a big win is not won before the remaining number of high-probability times reaches 0, it is a so-called high-probability miss, and the game state shifts to the non-time-saving mode.
[0189] Incidentally, in the present embodiment, even if the player wins a specific loss symbol in the 104th big winning lottery in the ST mode, since the game state is a high-probability game state and a non-time-saving game state, the game state is not set based on the type of the specific loss symbol.
[0190] Also, in the first time-saving mode, by passing a game ball through the gate 124, the second start port 122 is frequently opened. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot in which the game ball flows down into the second game area 116b and enters the game ball into the second start port 122. That is, in the first time-saving mode in which the target hold is set to the special second hold, basically, the game is played while expecting to win a big win by the special second hold.
[0191] Also, as shown in FIG. 18(4), in the first time-saving mode, the winning probability of a big win is set to approximately 1 / 397.2. In the first time-saving mode, the number of special second time-saving times is set to 100 as the time-saving end condition.
[0192] Also, in the first short-time mode, if a jackpot is won by the special 2 hold, with an 80% probability, special symbol C is determined as the jackpot symbol, and a major role game based on special symbol C is executed. In this major role game, since the game ball can enter the probability variable area 140b, as shown in FIG. 18(3), the game state after the major role game is set to the ST mode.
[0193] Also, in the first short-time mode, if a jackpot is won by the special 2 hold, with a 20% probability, special symbol D is determined as the jackpot symbol, and a major role game based on special symbol D is executed. In this major role game, since the game ball does not enter the probability variable area 140b, as shown in FIG. 18(5), the game state after the major role game is set to the second short-time mode.
[0194] Note that even in the first short-time mode, although it is possible to win a specific loss, in the first short-time mode, basically, even if a specific loss symbol stops and is displayed on the second special symbol display 162, the remaining number of short-time counts is decreased by 1, and the set first short-time mode is maintained.
[0195] Also, in the second short-time mode, by passing the game ball through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game ball flow down into the second game area 116b and enters the game ball into the second start port 122.
[0196] As shown in FIG. 18(5), in the second short-time mode, the winning probability of the jackpot is set to approximately 1 / 397.2. Also, in the second short-time mode, the winning probability of a specific loss is set to approximately 1 / 1. In the second short-time mode, as the short-time end condition, the special 2 short-time count is set to 100 times and the specific loss (Yb) count is set to 1 time.
[0197] In the second short-time mode, when winning the jackpot by the second special hold, with an 80% probability, special symbol C is determined as the jackpot symbol, and a major role game based on special symbol C is executed. In this major role game, since the game ball can enter the probability variation area 140b, as shown in FIG. 18(3), the game state after the major role game is set to the ST mode.
[0198] Also, in the second short-time mode, when winning the jackpot by the second special hold, with a 20% probability, special symbol D is determined as the jackpot symbol, and a major role game based on special symbol D is executed. In this major role game, since the game ball does not enter the probability variation area 140b, as shown in FIG. 18(5), the game state after the major role game is set to the second short-time mode again.
[0199] Also, in the second short-time mode, when winning the specific loss, with a 1% probability, special symbol Yb is determined as the specific loss symbol. When winning special symbol Yb, when the special symbol Yb stops and is displayed on the second special symbol display 162, the short-time end condition based on the number of specific losses (Yb) is satisfied, and the game state transitions to the low-probability game state and the non-short-time game state. Then, the game state is set based on the stopped and displayed special symbol Yb, and the game state will transition to the third short-time mode.
[0200] Note that in the second short-time mode, when winning special symbol Ya as the specific loss symbol, basically, when the special symbol Ya stops and is displayed on the second special symbol display 162, the remaining number of short-time counts is decreased by 1, and the currently set second short-time mode is maintained.
[0201] That is, in the second short-time mode, basically, the game is played while expecting to win the jackpot symbol or the specific loss symbol Yb by the second special hold.
[0202] Also, in the third time-saving mode, by allowing the game balls to pass through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game balls flow down into the second game area 116b and make the game balls enter the second start port 122.
[0203] As shown in FIG. 18(6), in the third time-saving mode, the winning probability of the big win is set to approximately 1 / 397.2. In the third time-saving mode, as the time-saving end condition, the special first time-saving count is set to 1 time and the special second time-saving count is set to 100 times.
[0204] In the third time-saving mode, when winning the big win by the special second hold, with a probability of 80%, special symbol C is determined as the big win symbol, and a big winning game based on special symbol C is executed. In this big winning game, since the game balls can enter the probability variable area 140b, as shown in FIG. 18(3), the game state after the big winning game is set to the ST mode.
[0205] Also, in the third time-saving mode, when winning the big win by the special second hold, with a probability of 20%, special symbol D is determined as the big win symbol, and a big winning game based on special symbol D is executed. In this big winning game, since the game balls do not enter the probability variable area 140b, as shown in FIG. 18(5), the game state after the big winning game is set to the third time-saving mode.
[0206] Also, in the third short-time mode, when the symbol stops and is displayed on the first special symbol display 160, if the short-time end condition based on the first special short-time count is satisfied, the game state transitions to the low-probability game state and the non-short-time game state, that is, the non-short-time mode shown in Fig. 18(1). At this time, since the winning probability of a big win is set to approximately 1 / 397.2 and the winning probability of a specific loss is set to approximately 1 / 1, it will substantially result in winning a specific loss. And when the symbol stopped and displayed on the first special symbol display 160 is a specific loss symbol, the game state is set based on the specific loss symbol. At this time, as described above, the special symbol Xb, which is a specific loss symbol, is determined with a probability of 20%, and the special symbol Xa, which is a specific loss symbol, is determined with a probability of 80%. That is, in the third short-time mode, the player can transition the game state to the second short-time mode with a probability of approximately 20% by executing the big combination lottery based on the first special hold in the period before the short-time end condition based on the second special short-time count is satisfied.
[0207] Next, with reference to Fig. 19, in the final variation of the second special short-time count in the first short-time mode to the third short-time mode, the case of winning a specific loss based on the second special hold will be described. As described above, in the final variation of the second special short-time count in the first short-time mode to the third short-time mode, that is, in the 100th second special variation, when the specific loss symbol related to the second special hold is determined, the game state transitions to the low-probability game state and the non-short-time game state. And the game state is set based on the type of the specific loss symbol.
[0208] In the final variation of the second special short-time count in the first short-time mode to the third short-time mode, when winning a specific loss based on the second special hold, the special symbol Ya, which is a specific loss symbol, is determined with a probability of 99%. In this case, the game state transitions to the very short-time mode as shown in Fig. 19(2).
[0209] In the final variation of the special second shortening count in the first shortening mode to the third shortening mode, when winning a specific loss based on the special reservation, a special symbol Yb, which is a specific loss symbol, is determined with a probability of 1%. In this case, the game state transitions to the third shortening mode as shown in FIG. 19(6).
[0210] That is, in the first shortening mode and the third shortening mode, except for the final variation of the special second shortening count, even if winning the special symbol Yb, the game state is not changed. However, in the final variation of the special second shortening count, if winning the special symbol Yb, the game state will transition to the third shortening mode, which is advantageous to the player.
[0211] According to the game characteristics of this embodiment described above, when the ST mode is cleared with a high probability, the game state transitions to the non-shortening mode, and it is possible to transition the game state to the second shortening mode, which is advantageous to the player, with a probability of about 20%. On the other hand, when the second shortening mode is set, by winning the special symbol Ya in the final variation of the special second shortening count of the second shortening mode, the game state transitions to the very short shortening mode. In the very short shortening mode, even if winning the special symbol Xb based on the special reservation 1, the game state does not transition to the second shortening mode. As a result, a new game characteristic that has never existed before, in which the special symbol Xb is derived after the end of the ST mode (i.e., the non-shortening mode) and after the end of the second shortening mode (i.e., the very short shortening mode), and the expectation of transitioning the game state to the second shortening mode is different, is realized, and it is possible to improve the interest of the game. In this embodiment, the configuration is such that when the ST mode ends, the expectation of transitioning the game state to the second shortening mode can be relatively higher than when the second shortening mode ends. However, it is sufficient that the expectation of transitioning the game state to the second shortening mode is different between when the ST mode ends and when the second shortening mode ends. That is, the configuration may be such that when the second shortening mode ends, the expectation of transitioning the game state to the second shortening mode can be relatively higher than when the ST mode ends.
[0212] Also, according to the gaming properties of the present embodiment, when the ST mode is cleared with a high probability, it will always shift to the non-time-saving mode, and by winning the special symbol Xb in the non-time-saving mode, it becomes possible to shift the gaming state to the advantageous second time-saving mode for the player. Further, by winning the special symbol Yb in the final variation of the special second time-saving count that triggers the end of the first time-saving mode, it shifts to the third time-saving mode, and by winning the special symbol Xb in the third time-saving mode, it becomes possible to shift the gaming state to the advantageous second time-saving mode for the player. On the other hand, when winning the special symbol Ya in the final variation of the special second time-saving count that triggers the end of the first time-saving mode, it shifts to the micro time-saving mode. In the micro time-saving mode, even if the special symbol Xb is won, a new gaming property that has never existed before, that is, the gaming state cannot be shifted to the second time-saving mode, is realized, and it becomes possible to enhance the interest of the game.
[0213] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 according to the embodiment will be described.
[0214] FIG. 20 is a diagram for explaining the gaming machine state flag according to the embodiment. In the main control board 300, whether the game can be progressed is managed by the gaming machine state flag. One of six types of flag values from 00H to 05H is set in the gaming machine state flag. The flag value of the gaming machine state flag = 00H indicates the playable state. When the gaming machine state flag is 00H, the game is progressed under control, and when the gaming machine state flag is other than 00H, the game is stopped.
[0215] The flag value of the gaming machine status flag = 01H indicates the setting change state. When the gaming machine status flag is 01H, the operation of changing the registered setting value becomes possible. The flag value of the gaming machine status flag = 02H indicates the setting confirmation state. When the gaming machine status flag is 02H, the registered setting value can be confirmed by being displayed on the performance display monitor 184 or the like. The flag value of the gaming machine status flag = 03H indicates the setting abnormal state. When the gaming machine status flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value of the gaming machine status flag = 04H indicates the RWM (read write memory) abnormal state. When the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates the checksum abnormal state. When the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to any one of the flag values, and processing according to the gaming machine status flag is performed.
[0216] (CPU initialization process of the main control board 300) FIG. 21 is a first flowchart for explaining the CPU initialization process in the main control board 300 according to the embodiment, and FIG. 22 is a second flowchart for explaining the CPU initialization process in the main control board 300 according to the embodiment.
[0217] 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).
[0218] (Step S100-1) In response to the power-on, the main CPU 300a reads the startup program from the main ROM 300b as an initial setting process, and performs setting processes necessary for executing various processes.
[0219] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0220] (Step S100-5) The main CPU 300a determines whether it has detected a power-off warning signal. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage drops below a predetermined value, a power-off warning signal is output from the power-off detection circuit. If the power-off warning signal is detected, the process proceeds to step S100-3 above. If the power-off warning signal is not detected, the process proceeds to step S100-7.
[0221] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 above has elapsed. As a result, 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 above.
[0222] (Step S100-9) The main CPU 300a executes the processes necessary to permit access to the main RAM 300c.
[0223] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine state flag before power-off into the D register.
[0224] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at the time of power-off, and also determines whether the backup flag is normal. As a result, if it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15. If it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0225] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine state flag at the head address to be cleared in the main RAM 300c.
[0226] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is input from the RAM clear switch 182s (whether the RAM clear button is pressed). As a result, if it is determined that the RAM clear operation signal is input, the process proceeds to step S100-31, and if it is determined that the RAM clear operation signal is not input, the process proceeds to step S100-19.
[0227] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine state flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. As a result, if it is determined that all three conditions are satisfied, the process proceeds to step S100-21, and if it is determined that even one of the three conditions is not satisfied, the process proceeds to step S100-23.
[0228] (Step S100-21) The main CPU 300a sets 02H (setting confirmation state) in the gaming machine state flag. That is, when the middle frame 104 is open, the setting change switch 180s is on, and the power is normally turned on without the RAM clear button being pressed, the setting confirmation state is entered.
[0229] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the head address set in step S100-15 in the main RAM 300c, and the process proceeds to step S100-49.
[0230] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0231] (Step S100-27) The main CPU 300a performs out-of-area read / write check processing for checking and clearing the read / write memory in the unused area.
[0232] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.
[0233] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.
[0234] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. As a result, if it is determined to be normal, the process proceeds to step S100-37, and if it is determined to be abnormal, the process proceeds to step S100-35.
[0235] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.
[0236] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. As a result, if it is determined that 02H is set, the process proceeds to step S100-39, and if it is determined that 02H is not set, the process proceeds to step S100-41.
[0237] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0238] (Step S100-41) The main CPU 300a determines whether the setting change condition is satisfied. As a result, if it is determined that the setting change condition is satisfied, the process proceeds to step S100-43, and if it is determined that the setting change condition is not satisfied, the process proceeds to step S100-45. Here, the setting change condition at least includes that 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.
[0239] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0240] (Step S100-45) The main CPU 300a saves the value set in the D register to the gaming machine state flag.
[0241] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target at the time of RAM clear in the main RAM 300c, and transfers the process to step S100-49.
[0242] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear specified command in the transmission buffer) of a payout command (RAM clear specified command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.
[0243] (Step S100-51) The main CPU 300a loads the gaming machine state flag.
[0244] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S110, and if it is determined not to be 00H, the process proceeds to step S100-55.
[0245] (Step S110) The main CPU 300a performs sub-command group setting processing. Note that this sub-command group setting processing will be described later.
[0246] (Step S100-55) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change state designation command is set, and if the gaming machine status flag is 02H, a setting confirmation state designation command is set. In this way, by transmitting the command corresponding to the gaming machine status flag to the sub-control board 330, the internal state of the main control board 300 can be grasped by the sub-control board 330.
[0247] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.
[0248] (Step S100-59) The main CPU 300a performs processing to prohibit interrupts.
[0249] (Step S100-61) The main CPU 300a updates the winning symbol random number initial value update random number. The winning symbol random number initial value update random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the winning symbol random number initial value update random number to the winning symbol random number initial value update random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number is updated to the winning symbol random number initial value update random number at that time.
[0250] (Step S100 - 63) The main CPU 300a analyzes the received data (main command) received from the payout control board 310 and executes various processes according to the received data.
[0251] (Step S100 - 65) The main CPU 300a performs a process for transmitting the sub - command stored in the transmission buffer to the sub - control board 330.
[0252] (Step S100 - 67) The main CPU 300a performs a process for permitting interrupts.
[0253] (Step S100 - 69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the process from the above step S100 - 59. In the following, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation effect pattern are collectively referred to as the variation effect random numbers.
[0254] Figure 23 is a flowchart for explaining the sub - command group setting process (S110) in the main control board 300 according to the embodiment.
[0255] (Step S110 - 1) The main CPU 300a loads the flag value of the gaming machine state flag.
[0256] (Step S110 - 3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, when the initialization process is executed in step S100-47 above, a RAM clear designation command is set.
[0257] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0258] (Step S110-7) The main CPU 300a performs set value designation command setting processing for setting a set value designation command indicating the registered set value in the transmission buffer.
[0259] (Step S110-9) The main CPU 300a performs special drawing 1 hold designation command setting processing for setting a special drawing 1 hold designation command indicating the number of special 1 holds in the transmission buffer.
[0260] (Step S110-11) The main CPU 300a performs special drawing 2 hold designation command setting processing for setting a special drawing 2 hold designation command indicating the number of special 2 holds in the transmission buffer.
[0261] (Step S110-13) The main CPU 300a performs number of times command setting processing for setting a number of times command indicating the remaining number of times in the short-time game state in the transmission buffer.
[0262] (Step S110-15) The main CPU 300a performs variable pattern selection state designation command setting processing for setting a variable pattern selection state designation command indicating the variable pattern selection state in the transmission buffer.
[0263] (Step S110-17) The main CPU 300a performs a special figure phase designation command setting process of setting a special figure phase designation command indicating a special game management phase in the transmission buffer. Note that the special game management phase will be described later.
[0264] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol variation waiting state. As a result, if it is determined that it is in the special symbol variation waiting state, the process proceeds to step S110-21, and if it is determined that it is not in the special symbol variation waiting state, the sub-command group setting process is terminated.
[0265] (Step S110-21) The main CPU 300a sets a customer waiting command in the transmission buffer and terminates the sub-command group setting process.
[0266] Next, the interrupt process in the main control board 300 according to the embodiment will be described. Here, the power-off backup process (XINT interrupt process) and the timer interrupt process will be described.
[0267] (Power-off backup process (XINT interrupt process) of the main control board 300) FIG. 24 is a flowchart for explaining the power-off backup process (XINT interrupt process) in the main control board 300 according to the embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off backup process.
[0268] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0269] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0270] (Step S300-5) The main CPU 300a determines whether a power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-7.
[0271] (Step S300-7) The main CPU 300a restores the register.
[0272] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off time-saving process.
[0273] (Step S300-11) The main CPU 300a executes output port clear processing to stop the output of the output port.
[0274] (Step S300-13) The main CPU 300a executes checksum setting processing to calculate and save the checksum.
[0275] (Step S300-15) The main CPU 300a executes RAM protection setting processing necessary to prohibit access to the main RAM 300c.
[0276] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.
[0277] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0278] (Step S300-21) The main CPU 300a determines whether it is detecting a power-off warning signal. As a result, if it determines that it is detecting a power-off warning signal, the process proceeds to step S300-17, and if it determines that it is not detecting a power-off warning signal, the process proceeds to step S300-23.
[0279] (Step S300-23) The main CPU 300a decrements by 1 the value of the loop counter set in step S300-17 above.
[0280] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not 0. As a result, if it determines that the counter value is not 0, the process proceeds to step S300-19, and if it determines that the counter value is 0, the process proceeds to the above-described CPU initialization process (step S100).
[0281] Note that when an actual power-off occurs, the operation of the gaming machine 100 stops while looping through steps S300-17 to S300-25.
[0282] (Timer interrupt processing of the main control board 300) FIG. 25 is a flowchart for explaining the timer interrupt processing in the main control board 300 according to the embodiment. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined period (4 milliseconds in the embodiment, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts the CPU initialization process (step S100), and the following timer interrupt processing is executed.
[0283] (Step S400-1) The main CPU 300a saves the registers.
[0284] (Step S400-3) The main CPU 300a performs processing to permit interrupts.
[0285] (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 for controlling the lighting of the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, the right strike notification display 172, and the performance display monitor 184.
[0286] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately obtaining the latest switch state.
[0287] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.
[0288] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined that it is 00H, the process proceeds to step S400-15, and if it is determined that it is not 00H, the process proceeds to step S400-13.
[0289] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or more. As a result, if it is determined that it is 03H or more, the process proceeds to step S400-27, and if it is determined that it is not 03H or more, the process proceeds to step S450.
[0290] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. Note that the setting-related processing will be described later.
[0291] (Step S400-15) The main CPU 300a performs timer update processing for updating various timer counters. Here, except when otherwise specified, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 is performed, and when they reach 0, the decrementing stops.
[0292] (Step S400-17) The main CPU 300a executes update processing for the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0293] (Step S400-19) The main CPU 300a performs processing for updating the winning symbol random number. Specifically, the random number counter is incremented by 1 for update. When the added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0294] Although detailed description is omitted, in the embodiment, the big win determination random number and the ordinary symbol win determination random number use hardware random numbers updated by a hardware random number generation unit built in the main control board 300. The hardware random number generation unit updates both the big win determination random number and the ordinary symbol win determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes one full cycle, and changes the start value every time the system is reset.
[0295] (Step S500) The main CPU 300a executes switch management processing for determining whether there is an input signal from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the ordinary symbol operation port detection switch 125s, and the big winning port detection switch 128s. Details of this switch management processing will be described later.
[0296] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above-described special game. Details of this special game management processing will be described later.
[0297] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above-described normal game. Details of this normal game management processing will be described later.
[0298] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results. When it is determined that an error has occurred, the main CPU 300a sets an error designation command corresponding to the type of error.
[0299] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, and the big winning port detection switch 128s, and executes winning port switch processing for adding a counter for prize ball control and the like corresponding thereto.
[0300] (Step S400-25) The main CPU 300a executes payout control management processing for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in the above step S400-23.
[0301] (Step S400-27) The main CPU 300a executes external information management processing for setting output data for external information to be output to the outside from the game information output terminal board 312.
[0302] (Step S400-29) The main CPU 300a executes LED display setting processing for setting common data for controlling the lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the common output buffer.
[0303] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.
[0304] (Step S400-33) The main CPU 300a executes port output processing for outputting the values of the common output buffer stored in each output port buffer to the output port.
[0305] (Step S400-35) The main CPU 300a performs processing for prohibiting interrupts.
[0306] (Step S400-37) The main CPU 300a performs processing for calculating the base ratio to be displayed on the performance display monitor 184 using the unused area of the main RAM 300c, and executes performance display monitor control processing for setting the calculated common data for displaying the base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated every predetermined period. Here, on the performance display monitor 184, the base ratio of the current period and the base ratio of the previous period may be switched and displayed at predetermined time intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation. Further, here, when the gaming machine state flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0307] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0308] FIG. 26 is a flowchart for explaining the above setting-related process (S450) according to the embodiment.
[0309] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine state flag is 01H (setting change state). As a result, if it is determined that the value is 01H, the process proceeds to step S450-3, and if it is determined that the value is not 01H, the process proceeds to step S450-15.
[0310] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0311] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal is input). As a result, if it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.
[0312] (Step S450-7) The main CPU 300a adds 1 to the set value in the processing area.
[0313] (Step S450-9) The main CPU 300a determines whether the set value in the processing area is in the range of 1 to 6. As a result, if it is determined that the set value is in the range of 1 to 6, the process proceeds to step S450-13, and if it is determined that the set value is not in the range of 1 to 6, the process proceeds to step S450-11.
[0314] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.
[0315] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.
[0316] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. As a result, if it is determined that the setting change switch 180s is on, the setting-related process ends, and if it is determined that the setting change switch 180s is not on, the process proceeds to step S450-17.
[0317] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related process in the transmission buffer.
[0318] (Step S110) The main CPU 300a executes the sub-command group setting process of FIG. 23. That is, when the setting-related process is executed, at the end thereof, the model command, the set value designation command, the special drawing 1 hold designation command, the special drawing 2 hold designation command, the number of times command, the variation pattern selection state designation command, the special drawing phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0319] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.
[0320] As described above, according to the embodiment, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the RAM clear button is pressed, and the power is normally turned on, in the CPU initialization process (FIG. 21), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt process is executed. However, since 01H (setting change state) is set in the gaming machine state flag, all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 25) are stopped, and the setting-related process is executed.
[0321] The setting-related process is repeatedly executed while the setting change switch 180s is on. During this setting-related process, the pressing operation of the RAM clear button is accepted as an operation for changing 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 any one of the setting values provided in multiple stages according to the setting change operation.
[0322] When the setting change switch 180s is switched off while 01H (setting change state) is set in the gaming machine state flag, the setting change process ends, and 00H (playable state) is set in the gaming machine state flag. As a result, from the next timer interrupt process, the processes related to the progress of the game can be executed.
[0323] Here, in the setting-related process of the embodiment, after the pressing operation of the RAM clear button, that is, after the acceptance of the operation for changing the registered setting value is completed, in the sub-command group setting process, the setting value designation command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, during the acceptance of the setting change operation, the setting value designation command is not transmitted to the sub-control board 330. In this way, during the acceptance of the setting change operation, the risk that the registered setting value is illegally acquired can be reduced by transmitting the setting value designation command when the acceptance of the setting change operation is completed and the game can proceed.
[0324] In addition, in the embodiment, a plurality of flag values including at least 01H (setting change state) are switched. When 01H (setting change state) is set in the gaming machine state flag, setting-related processing can be executed, and the progress of the game is stopped. In this way, since the setting-related processing is not executed during the progress of the game, a setting value designation command is not transmitted during the progress of the game, and the risk of illegally obtaining the registered setting value is reduced.
[0325] Next, among the above-described 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.
[0326] FIG. 27 is a flowchart for explaining the switch management processing (step S500) in the main control board 300 according to the embodiment.
[0327] (Step S500-1) The main CPU 300a determines whether it is when the gate detection switch is turned on or when the general drawing operation port detection switch is turned on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s is turned on. As a result, if it is determined that it is when the gate detection switch is turned on, the process proceeds to step S510, and if it is determined that it is not when the gate detection switch is turned on or when the general drawing operation port detection switch is turned on, the process proceeds to step S500-3.
[0328] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through the gate 124. The details of this gate passage processing will be described later.
[0329] (Step S500-3) The main CPU 300a determines whether it is the time of detecting the activation of the first starting port switch being turned on, that is, whether a game ball has entered the first starting port 120 and a detection signal has been input from the first starting port detection switch 120s. As a result, if it is determined that it is the time of detecting the activation of the first starting port switch being turned on, the process proceeds to step S520; if it is determined that it is not the time of detecting the activation of the first starting port switch being turned on, the process proceeds to step S500-5.
[0330] (Step S520) Based on the entry of the game ball into the first starting port 120, the main CPU 300a executes the first starting port passing process. The details of this first starting port passing process will be described later.
[0331] (Step S500-5) The main CPU 300a determines whether it is the time of detecting the activation of the second starting port switch being turned on, that is, whether a game ball has entered the second starting port 122 and a detection signal has been input from the second starting port detection switch 122s. As a result, if it is determined that it is the time of detecting the activation of the second starting port switch being turned on, the process proceeds to step S530; if it is determined that it is not the time of detecting the activation of the second starting port switch being turned on, the process proceeds to step S500-7.
[0332] (Step S530) Based on the entry of the game ball into the second starting port 122, the main CPU 300a executes the second starting port passing process. The details of this second starting port passing process will be described later.
[0333] (Step S500-7) The main CPU 300a determines whether it is the time of detecting the activation of the big winning port switch being turned on, that is, whether a game ball has entered the big winning port 128 and a detection signal has been input from the big winning port detection switch 128s. As a result, if it is determined that it is the time of detecting the activation of the big winning port switch being turned on, the process proceeds to step S500-9; if it is determined that it is not the time of detecting the activation of the big winning port switch being turned on, the process proceeds to step S500-11.
[0334] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning game and whether the entry of game balls into the big winning opening 128 is proper. Here, if it is determined that it is not in a big winning game, a predetermined fraud detection process is executed. If it is determined that it is in a big winning game and the entry of game balls into the big winning opening 128 is proper, the big winning opening winning ball count counter is incremented by 1, and a big winning opening winning designation command is set in the transmission buffer.
[0335] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the general winning opening detection switch being on, that is, whether game balls have 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 it is the time of detecting the general winning opening detection switch being on, the process proceeds to step S500-13. If it is determined that it is not the time of detecting the general winning opening detection switch being on, the process proceeds to step S500-15.
[0336] (Step S500-13) The main CPU 300a sets a general winning opening winning designation command in the transmission buffer.
[0337] (Step S500-15) The main CPU 300a determines whether it is the time of detecting the out ball detection switch being on, that is, whether a detection signal has been input from the out ball detection switch 130s. As a result, if it is determined that it is the time of detecting the out ball detection switch being on, the process proceeds to step S500-17. If it is determined that it is not the time of detecting the out ball detection switch being on, the process proceeds to step S500-19.
[0338] (Step S500-17) The main CPU 300a sets an out ball detection designation command in the transmission buffer.
[0339] (Step S500-19) The main CPU 300a determines whether it is the time when the probability variation area detection switch is turned on, that is, whether a game ball has entered the probability variation area 140b and a detection signal has been input from the probability variation area detection switch 140s. As a result, if it is determined that it is the time when the probability variation area detection switch is turned on, the process proceeds to step S540, and if it is determined that it is not the time when the probability variation area detection switch is turned on, the switch management process ends.
[0340] (Step S540) The main CPU 300a executes the probability variation area passage process based on the entry of the game ball into the probability variation area 140b, and ends the switch management process. The details of this probability variation area passage process will be described later.
[0341] FIG. 28 is a flowchart for explaining the gate passage process (step S510) in the main control board 300 according to the embodiment.
[0342] (Step S510-1) The main CPU 300a loads the general pattern hit determination random number updated by the hardware random number generation unit.
[0343] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol held ball number counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol held ball number counter is 4 or more. As a result, if it is determined that the counter value of the normal symbol held ball number counter is greater than or equal to the maximum value, the gate passage process ends, and if it is determined that the counter value of the normal symbol held ball number counter is not greater than or equal to the maximum value, the process proceeds to step S510-5.
[0344] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol held ball number counter to a value obtained by adding "1" to the current counter value.
[0345] (Step S510-7) The main CPU 300a calculates the target storage unit that is the target for saving the obtained determination random number per general drawing among the four storage units in the general drawing reserved storage area.
[0346] (Step S510-9) The main CPU 300a saves the determination random number per general drawing obtained in step S510-1 to the target storage unit calculated in step S510-7.
[0347] (Step S510-11) The main CPU 300a sets a general drawing reservation command indicating the general drawing reservation number stored in the general drawing reserved storage area in the transmission buffer and ends the gate passing process.
[0348] FIG. 29 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to the embodiment.
[0349] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is special 1 reservation or special 2 reservation as the reservation type. The special symbol identification value (00H) indicates special 1 reservation, and the special symbol identification value (01H) indicates special 2 reservation.
[0350] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0351] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start port passing process. This special symbol random number acquisition process is executed using a common module with the second start port passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be described after the description of the second start port passing process.
[0352] FIG. 30 is a flowchart for explaining the second start port passing process (step S530) in the main control board 300 according to the embodiment.
[0353] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0354] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0355] (Step S535) The main CPU 300a executes a special symbol random number acquisition process described later.
[0356] (Step S530-5) The main CPU 300a loads the normal game management phase. Although details will be described later, the normal game management phase indicates the stage of the execution process of the normal game, that is, the progress of the normal game, and is updated according to the stage of the execution process of the normal game.
[0357] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is not "04H". Note that "04H" of the normal game management phase indicates that the normal electric accessory winning port opening control process is in progress. In this normal electric accessory winning port opening control process, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start port 122 is in a state where it can be properly opened. As a result, if it is determined that the normal game management phase is not "04H", the second start port passing process ends, and if it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.
[0358] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball counter to the value obtained by adding "1" to the current counter value, and ends the second start port passing process.
[0359] FIG. 31 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the embodiment. This special symbol random number acquisition process is executed using a common module in the above-described first start port passing process (step S520) and second start port passing process (step S530).
[0360] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0361] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in step S535-1 above is "00H", the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number, is loaded. If the special symbol identification value loaded in step S535-1 above is "01H", the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number, is loaded.
[0362] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.
[0363] (Step S535-7) The main CPU 300a determines whether the target special symbol reserved ball number loaded in step S535-3 above is greater than or equal to the upper limit value. As a result, if it is determined that it is greater than or equal to the upper limit value, the special symbol random number acquisition process ends. If it is determined that it is not greater than or equal to the upper limit value, the process proceeds to step S535-9.
[0364] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol hold ball counter to a value obtained by adding "1" to the current counter value.
[0365] (Step S535-11) The main CPU 300a calculates a target storage unit that is a target for saving the acquired jackpot determination random number among the eight storage units in the special symbol hold memory area.
[0366] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol 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 storage unit calculated in step S535-11.
[0367] (Step S535-15) The main CPU 300a performs a special symbol hold ball winning order setting process of updating and storing the winning orders of special 1 hold and special 2 hold stored in the special symbol hold memory area.
[0368] (Step S535-16) The main CPU 300a executes an acquisition-time effect determination process of performing a major role preliminary draw, a winning symbol preliminary determination, and a variation information preliminary determination based on the various random numbers stored in the target storage unit in step S535-13. In this acquisition-time effect determination process, a look-ahead designation command indicating variation information determined when a newly stored hold is read out is transmitted to the sub-control board 330.
[0369] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter.
[0370] (Step S535-19) The main CPU 300a sets a special drawing reservation designation command in the transmission buffer based on the counter value loaded in the above step S535-17, and ends the special symbol random number acquisition process. Here, a special drawing 1 reservation designation command is set based on the counter value of the special symbol 1 reserved ball number counter (special 1 reservation number), and a special drawing 2 reservation designation command is set based on the counter value of the special symbol 2 reserved ball number counter (special 2 reservation number). As a result, every time a special 1 reservation or a special 2 reservation is stored, the special 1 reservation number and the special 2 reservation number are transmitted to the sub-control board 330.
[0371] Figure 32 is a flowchart for explaining the probability variation area passage process of the above step S540.
[0372] (Step S540-1) When the main CPU 300a determines that it is the time when the probability variation area detection switch is turned on in the above step S500-19, it determines whether the validity period flag is on. As a result, when it is determined that the validity period flag is on, the process proceeds to step S540-3, and when it is determined that the validity period flag is not on, the process proceeds to step S540-9.
[0373] Although it will be described in detail later, this validity period flag is for determining whether to regard the entry of a game ball into the probability variation area 140b as valid. In the present embodiment, it is turned on at the start of the first round game during a big winning game and turned off after a certain period of time has elapsed since the end of the first round game.
[0374] (Step S540-3) In the above step S540-1, when it is determined that the expiration period flag is on, the main CPU 300a determines whether the probability variation area entry flag is on. The probability variation area entry flag is used to identify that a game ball has already effectively entered the probability variation area 140b. When it is determined that the probability variation area entry flag is on, the probability variation area passing process is terminated. When it is determined that the probability variation area entry flag is not on, the process proceeds to step S540-5.
[0375] (Step S540-5) The main CPU 300a turns on the probability variation area entry flag.
[0376] (Step S540-7) The main CPU 300a sets a probability variation area entry command in the transmission buffer to transmit to the sub-control board 330 that a game ball has effectively entered the probability variation area 140b, and terminates the probability variation area passing process.
[0377] (Step S540-9) The main CPU 300a executes predetermined error processing.
[0378] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and terminates the probability variation area passing process.
[0379] FIG. 33 is a diagram for explaining the special game management phase according to the embodiment. As already described, in the embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122 and a normal game triggered by the passage of a game ball through the gate 124 proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly. In the main control board 300, each process related to such a special game is managed by the special game management phase.
[0380] As shown in FIG. 33, the main ROM 300b stores a plurality of special game control modules for executing and controlling special games, and a special game management phase is associated with each of these special game control modules. Specifically, when the special game management phase is "00H", a module for executing "special symbol variation waiting process" is called; when the special game management phase is "01H", a module for executing "special symbol variation in process" is called; when the special game management phase is "02H", a module for executing "special symbol stop symbol display process" is called; when the special game management phase is "03H", a module for executing "before big winning opening release process" is called; when the special game management phase is "04H", a module for executing "big winning opening release control process" is called; when the special game management phase is "05H", a module for executing "big winning opening closing valid process" is called; and when the special game management phase is "06H", a module for executing "big winning opening end wait process" is called.
[0381] FIG. 34 is a flowchart for explaining the special game management process (step S600) in the main control board 300.
[0382] (Step S600-1) The main CPU 300a loads the special game management phase.
[0383] (Step S600-3) The main CPU 300a selects a special game control module corresponding to the special game management phase loaded in step S600-1.
[0384] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 to start the process.
[0385] (Step S600-7) The main CPU 300a loads a special game timer for managing the control time of the special game and ends the special game management process.
[0386] Figure 35 is a flowchart for explaining the special symbol variation waiting process on the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".
[0387] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 hold ball counter, that is, the special 2 hold number (X2), is "1" or more. As a result, if it is determined that the special 2 hold number (X2) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 2 hold number (X2) is not "1" or more, the process proceeds to step S610-3.
[0388] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball counter, that is, the special 1 hold number (X1), is "1" or more. As a result, if it is determined that the special 1 hold number (X1) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold number (X1) is not "1" or more, the process proceeds to step S610-5.
[0389] (Step S610-5) The main CPU 300a sets a customer waiting command in the transmission buffer and executes a customer waiting setting process for setting the customer waiting state, and ends the special symbol variation waiting process.
[0390] (Step S610-7) The main CPU 300a block-transfers the special 2 reservations stored in the first to fourth memory units of the second special drawing reservation memory area, or the special 1 reservations stored in the first to fourth memory units of the first special drawing reservation memory area, to a memory unit with a smaller ordinal number. Specifically, in step S610-1 above, when it is determined that the number of special symbol 2 reservation balls is 1 or more, the special 2 reservations stored in the second to fourth memory units of the second special drawing reservation memory area are transferred to the first to third memory units. Also, a 0th memory unit to be processed is provided in the main RAM 300c, and the special 2 reservations stored in the first memory unit are block-transferred to the 0th memory unit. Further, in step S610-3 above, when it is determined that the number of special symbol 1 reservation balls is 1 or more, the special 1 reservations stored in the second to fourth memory units of the first special drawing reservation memory area are transferred to the first to third memory units, and the special 1 reservations stored in the first memory unit are block-transferred to the 0th memory unit. In this special symbol memory area shift process, the counter value of the target special symbol reservation ball number counter corresponding to the reservation type transferred to the 0th memory unit is decremented by 1, and a reservation reduction designation command indicating that the special 1 reservation or the special 2 reservation has been decremented by 1 is set in the transmission buffer.
[0391] (Step S610-9) The main CPU 300a loads the jackpot determination random number, reservation type, and special symbol probability state flag for identifying whether it is a high-probability gaming state or a low-probability gaming state transferred to the 0th memory unit, selects the corresponding jackpot determination random number determination table to perform a big win lottery, and executes a special symbol win determination process for storing the lottery result.
[0392] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the determination information (the lottery result of the big role lottery) stored in step S610-9 is a big win or a specific loss, the winning type (whether it is a big win or a specific loss) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (the type of big win symbol or specific loss symbol) is saved. On the other hand, when the lottery result of the big role lottery stored in S610-9 is a loss, if the hold type is special hold 1, special symbol X is saved as a losing symbol, and if the hold type is special hold 2, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0393] (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 above. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.
[0394] (Step S612) The main CPU 300a executes a special symbol variation number determination process for determining a variation mode number and a variation pattern number. The details of this special symbol variation number determination process will be described later.
[0395] (Step S610-15) The main CPU 300a loads the variation mode number and variation pattern number determined in the above step S612, and refers to the variation time determination table to determine the variation time 1 and the variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.
[0396] (Step S610-17) The main CPU 300a performs a preliminary area setting process such as storing the game state when the big role lottery is executed in the game state buffer. Also, in this preliminary area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the preliminary area of the main RAM 300c.
[0397] (Step S610-19) The main CPU 300a executes a process of setting the special symbol display pattern counter in order to start the variation display of the special symbol on the first special symbol display 160 or the second special symbol display 162. Counter values are associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display pattern counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variation display of the special symbol is set in the special symbol display pattern counter. Note that the special symbol display pattern counter is provided separately with a special symbol 1 display pattern counter corresponding to the first special symbol display 160 and a special symbol 2 display pattern counter corresponding to the second special symbol display 162, and here, the counter value is set in the counter corresponding to the hold type.
[0398] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter, and sets the special drawing hold designation command in the transmission buffer. Here, the special drawing 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball counter, and the special drawing 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball counter. Also, here, the special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the above step S610-7 is set in the transmission buffer. As a result, every time the special 1 hold or the special 2 hold is cleared, the special 1 hold number and the special 2 hold number, as well as the winning order of each of these holds, will be transmitted to the sub-control board 330.
[0399] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.
[0400] FIG. 36 is a flowchart for explaining the special symbol variation number determination process in the main control board 300 according to the embodiment.
[0401] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in the above step S610-9 is a big win. As a result, if it is determined that it is a big win, the process proceeds to step S612-3, and if it is determined that it is not a big win, the process proceeds to step S612-5.
[0402] (Step S612-3) The main CPU 300a sets the reach mode determination random number determination table corresponding to the type of the winning special symbol and the like.
[0403] (Step S612-5) When the hold type of the read hold is the special hold 2, the main CPU 300a checks the counter value of the special symbol 2 hold ball number counter, and when the hold type of the read hold is the special hold 1, the main CPU 300a checks the counter value of the special symbol 1 hold ball number counter.
[0404] (Step S612-7) The main CPU 300a refers to the reach group determination random number determination table corresponding to the hold type, hold number, etc., and determines the reach group (group type) based on the reach group determination random number transferred to the 0th storage unit in the above step S610-7.
[0405] (Step S612-9) The main CPU 300a sets the losing reach mode determination random number determination table corresponding to the group type determined in the above step S612-7.
[0406] (Step S612-11) The main CPU 300a determines the variation mode number based on the reach mode determination random number determination table set in the above step S612-3 or the above step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Also, here, together with the variation mode number, the variation pattern random number determination table is determined.
[0407] (Step S612-13) The main CPU 300a sets the variation mode command corresponding to the variation mode number determined in the above step S612-11 in the transmission buffer.
[0408] (Step S612-15) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table determined in the above step S612-11 and the variation pattern random number transferred to the 0th storage unit in the above step S610-7.
[0409] (Step S612-17) The main CPU 300a sets a 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.
[0410] FIG. 37 is a flowchart for explaining the process during special symbol variation in the main control board 300 according to the embodiment. This process during special symbol variation is executed when the special game management phase is "01H".
[0411] (Step S620-1) The main CPU 300a executes a process of updating the special symbol variation base counter. The special symbol variation base counter is set so that its counter value makes one full cycle at a predetermined period (for example, 100 ms). Specifically, when the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and when the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0412] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". As a result, if the counter value is "0", the process proceeds to step S620-5, and if the counter value is not "0", the process proceeds to step S620-9.
[0413] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process of subtracting a predetermined value from the timer value of the special symbol variation timer set in the above step S610-15.
[0414] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer updated in the above step S620-5 is "0". As a result, if the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.
[0415] (Step S620-9) The main CPU 300a updates a special symbol display timer that measures the lighting time of each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162. Specifically, when the timer value of the special symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0416] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". As a result, if it is determined that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is determined that the timer value of the special symbol display timer is not "0", the process during the special symbol variation ends.
[0417] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated and ends the process during the special symbol variation. As a result, each segment constituting the 7-segment will be sequentially lit at predetermined intervals.
[0418] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0419] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in the above 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 160 or the second special symbol display 162.
[0420] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that a special symbol has been stopped and displayed on the first special symbol display 160 or the second special symbol display 162 in the transmission buffer.
[0421] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for stopping the display of the special symbol, in the special game timer, and ends the special symbol variation process.
[0422] FIG. 38 is a flowchart for explaining the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0423] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in the above step S620-21 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the special symbol stop symbol display process ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.
[0424] (Step S630-3) The main CPU 300a checks the result of the big winning combination lottery.
[0425] (Step S630-5) The main CPU 300a determines whether the result of the big role lottery is a big win. As a result, if it is determined to be a big win, the process proceeds to step S630-13, and if it is determined not to be a big win, the process proceeds to step S631.
[0426] (Step S631) The main CPU 300a executes the count cut management process. This count cut management process will be described later with reference to FIG. 39.
[0427] (Step S630-7) The main CPU 300a sets a special symbol determination time game state confirmation designation command indicating the game state when the special symbol is determined in the transmission buffer.
[0428] (Step S630-9) The main CPU 300a sets a count command for transmitting the high probability count and the time shortening count updated in step S631 above to the sub-control board 330 in the transmission buffer.
[0429] (Step S630-11) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. As a result, the special game management process based on one hold ends, and if a special 1 hold or a special 2 hold is stored, a process for starting the variable display of the special symbol based on the next hold is performed.
[0430] (Step S630-13) The main CPU 300a resets (sets) the game state to the low probability game state and the non-time shortening game state, which are the initial states.
[0431] (Step S630-15) The main CPU 300a sets the data of the special electric accessory operation ram set table according to the type of the determined special symbol.
[0432] (Step S630-17) The main CPU 300a performs a special electric accessory maximum operation count setting process. Specifically, referring to the data set in step S630-21 above, a predetermined number (counter value corresponding to the type of special symbol = number of rounds) is set as the counter value in the special electric accessory maximum operation count counter. Note that this special electric accessory maximum operation count counter indicates the number of rounds executable in the big winning game starting from now. On the other hand, a special electric accessory consecutive operation count counter is provided in the main RAM 300c, and at the start of each round game, the current round game number is managed by adding "1" to the counter value of the special electric accessory consecutive operation count counter. Here, in conjunction with the start of the big winning game, a process of resetting (updating to "0") the counter value of this special electric accessory consecutive operation count counter is also executed.
[0433] (Step S630-19) The main CPU 300a refers to the data set in step S630-15 above and saves a predetermined opening time as the timer value in the special game timer.
[0434] (Step S630-21) The main CPU 300a sets an opening designation command for transmitting the start of the big winning game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in step S630-19 above is set in the transmission buffer.
[0435] (Step S630-23) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process. As a result, the big winning game will start.
[0436] FIG. 39 is a flowchart for explaining the count cut management process in the main control board 300 according to the embodiment.
[0437] (Step S631-1) The main CPU 300a determines whether the counter value of the time-saving count counter is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S631-3, and if it is determined that the counter value is not greater than 0 (counter value = 0), the process proceeds to step S631-9. In this embodiment, the counter value is set in at least one of the special 1 time-saving count counter, the special 2 time-saving count counter, or the total count counter of the special 1 time-saving count and the special 2 time-saving count.
[0438] (Step S631-3) The main CPU 300a subtracts the counter value of the time-saving count counter. At this time, if a symbol is stopped and displayed on the first special symbol display 160, the value of the special 1 time-saving count counter or the total count counter of the special 1 time-saving count and the special 2 time-saving count is subtracted. Also, if a symbol is stopped and displayed on the second special symbol display 162, the value of the special 2 time-saving count counter or the total count counter of the special 1 time-saving count and the special 2 time-saving count is subtracted.
[0439] (Step S631-5) The main CPU 300a determines whether the counter value updated in step S631-3 is 0. As a result, if it is determined that the counter value is 0, the process proceeds to step S631-7, and if it is determined that the counter value is not 0, the process proceeds to step S631-9.
[0440] (Step S631-7) The main CPU 300a sets the game state to a non-time-saving game state.
[0441] (Step S631-9) The main CPU 300a determines whether the result of the big combination lottery is a specific loss. As a result, if it is determined that it is a specific loss, the process proceeds to step S631-11, and if it is determined that it is not a specific loss, the process proceeds to step S631-29.
[0442] (Step S631-11) The main CPU 300a determines whether it is in a high-probability gaming state. As a result, if it is determined that it is in a high-probability gaming state, the process proceeds to step S631-29, and if it is determined that it is not in a high-probability gaming state, the process proceeds to step S631-13.
[0443] (Step S631-13) The main CPU 300a determines whether it is in a time-saving gaming state. As a result, if it is determined that it is in a time-saving gaming state, the process proceeds to step S631-15, and if it is determined that it is not in a time-saving gaming state, the process proceeds to step S631-25.
[0444] (Step S631-15) The main CPU 300a determines whether the specific losing symbol that is stopped and displayed is the special symbol Yb. As a result, if the specific losing symbol that is stopped and displayed is the special symbol Yb, the process proceeds to step S631-17, and if the specific losing symbol that is stopped and displayed is not the special symbol Yb, the process proceeds to step S631-29.
[0445] (Step S631-17) The main CPU 300a determines whether the counter value of the specific losing (Yb) count cut counter is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S631-19, and if it is determined that the counter value is not greater than 0 (it is 0), the process proceeds to step S631-29.
[0446] (Step S631-19) The main CPU 300a subtracts the counter value of the specific losing (Yb) count cut counter.
[0447] (Step S631-21) In step S631-19, the main CPU 300a determines whether the counter value of the specific losing (Yb) count counter has been updated to 0. As a result, if it is determined that the counter value has been updated to 0, the process proceeds to step S631-23. If it is determined that the counter value has not been updated to 0, the process proceeds to step S631-29.
[0448] (Step S631-23) The main CPU 300a sets the game state to a non-time-limited game state.
[0449] (Step S631-25) The main CPU 300a sets the game state corresponding to the type of the specific losing symbol that has stopped being displayed. Specifically, when the special symbol Xa has stopped being displayed, it is set to the very short time limit mode; when the special symbol Xb has stopped being displayed, it is set to the second time limit mode; when the special symbol Ya has stopped being displayed, it is set to the very short time limit mode; and when the special symbol Yb has stopped being displayed, it is set to the third time limit mode.
[0450] (Step S631-27) Based on the type of the specific losing symbol that has stopped being displayed, the main CPU 300a sets the counter values of the time limit count counter and the specific losing (Yb) count counter, and ends the count management process.
[0451] (Step S631-29) The main CPU 300a determines whether the counter value of the high-probability count counter is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S631-31. If it is determined that the counter value is not greater than 0 (counter value = 0), the count management process ends.
[0452] (Step S631-31) The main CPU 300a subtracts the counter value of the high-probability count counter.
[0453] (Step S631-33) The main CPU 300a determines whether the counter value updated in the above step S631-31 is 0. As a result, if it is determined that the counter value is 0, the process proceeds to step S631-35, and if it is determined that the counter value is not 0, the count cut-off management process ends.
[0454] (Step S631-35) The main CPU 300a sets the game state to the low-probability game state and ends the count cut-off management process.
[0455] FIG. 40 is a flowchart for explaining the pre-opening process of the big winning opening in the main control board 300 according to the embodiment. This pre-opening process of the big winning opening is executed when the special game management phase is "03H".
[0456] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the pre-opening process of the big winning opening ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S640-3.
[0457] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation counter to a value obtained by adding "1" to the current counter value.
[0458] (Step S640-5) The main CPU 300a sets a big winning opening release designation command for transmitting the start of the release of the big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.
[0459] (Step S641) The main CPU 300a executes the big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.
[0460] (Step S640-7) Based on the counter value of the special electric accessory continuous operation counter, the main CPU 300a determines whether the starting round game is the first round game, that is, whether it is the start of a specific round game. As a result, if it is determined to start the first round game, the process proceeds to step S640-9, and if it is determined that the starting round game is not the first round game, the process proceeds to step S640-11.
[0461] (Step S640-9) The main CPU 300a turns on the expiration flag. As a result, with the start of the first round game, the entry of the game ball into the probability variable area 140b is enabled.
[0462] (Step S640-11) The main CPU 300a updates the special game management phase to "04H" and ends the big winning opening pre-processing.
[0463] FIG. 41 is a flowchart for explaining the big winning opening / closing switching process in the main control board 300 according to the embodiment.
[0464] (Step S641-1) 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 times (the number of opening / closing times of the big winning opening 128 during one round game). As a result, if it is determined that the counter value is the upper limit value, the big winning opening / closing switching process ends, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0465] (Step S641-3) The main CPU 300a refers to the data in the special electric accessory operation ram set table and extracts the solenoid control data for energization control of the big winning opening solenoid 128c and the timer data that is the energization time or energization stop time of the big winning opening solenoid 128c based on the counter value of the special electric accessory opening / closing switching counter.
[0466] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a starts energizing the big winning opening solenoid 128c or executes a big winning opening solenoid energization control process for stopping the energization of the big winning opening solenoid 128c. By executing this big winning opening solenoid energization control process, in steps S400-31 and S400-33 above, the energization start or energization stop of the big winning opening solenoid 128c will be controlled.
[0467] (Step S641-7) The main CPU 300a sets a movable member control table (not shown) and performs energization control of the movable member drive solenoid 142c with reference to the table.
[0468] (Step S641-9) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to a special game timer. Note that the timer value saved to the special game timer here is the maximum opening time for one time of the big winning opening 128.
[0469] (Step S641-11) The main CPU 300a determines whether it is in the energization start state of the big winning opening solenoid 128c, that is, whether the control process for starting the energization of the big winning opening solenoid 128c was performed in step S641-5 above. As a result, if it is determined that it is in the energization start state, the process proceeds to step S641-13, and if it is determined that it is not in the energization start state, the big winning opening opening / closing switching process ends.
[0470] (Step S641-13) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching times counter to the value obtained by adding "1" to the current counter value, and ends the big winning opening opening / closing switching process.
[0471] FIG. 42 is a flowchart for explaining the big winning opening control process in the main control board 300 according to the embodiment. This big winning opening control process is executed when the special game management phase is "04H".
[0472] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the process proceeds to step S650-5, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S650-3.
[0473] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching times counter is the upper limit value of the special electric accessory opening / closing switching times. As a result, 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.
[0474] (Step S641) In step S650-3 above, if it is determined that the counter value of the special electric accessory opening / closing switching times counter is not the upper limit value of the special electric accessory opening / closing switching times, the main CPU 300a executes the process of step S641.
[0475] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number 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 winning balls in one round has entered the big winning opening 128. As a result, if it is determined that the specified number has not been reached, the big winning opening control process ends, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0476] (Step S650-7) The main CPU 300a executes the big winning opening closing process necessary to stop the energization of the big winning opening solenoid 128c and close the big winning opening 128. As a result, the big winning opening 128 is in a closed state.
[0477] (Step S650-9) The main CPU 300a saves the big winning opening closing effective time (interval time) to the special game timer.
[0478] (Step S650-11) The main CPU 300a determines whether it is the end of the first round game, that is, whether it is the end of a specific round game, based on the counter value of the special electric accessory continuous operation times counter. As a result, if it is determined that it is the end of the first round game, the process proceeds to step S650-13, and if it is determined that it is not the end of the first round game, the process proceeds to step S650-15.
[0479] (Step S650-13) The main CPU 300a sets an expiration flag off timer that measures the time until the expiration flag is turned off. Note that the expiration flag off timer is decremented each time a timer interrupt process occurs in the timer update process of step S400-15, and when it reaches 0, the expiration flag is turned off.
[0480] (Step S650-15) The main CPU 300a updates the special game management phase to "05H".
[0481] (Step S650-17) The main CPU 300a sets a big winning opening closing designated command indicating that the big winning opening 128 is closed in the transmission buffer, and ends the big winning opening release control process.
[0482] Figure 43 is a flowchart for explaining the big winning opening closing effective process in the main control board 300 according to the embodiment. This big winning opening closing effective process is executed when the special game management phase is "05H".
[0483] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the big winning opening closing valid process is terminated, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S660-3.
[0484] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times counter, that is, whether the round game of the preset number of times has ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times 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.
[0485] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". When the special game management phase is "05H", that is, during the control of the small win game, since the round game number of the small win game is "1", it is always determined as YES in step S660-3 above, and the process does not transfer to this step.
[0486] (Step S660-7) The main CPU 300a saves a predetermined big winning opening closing time in the special game timer and ends the big winning opening closing valid process. As a result, the next round game will be started.
[0487] (Step S660-9) The main CPU 300a executes an ending time setting process of saving the ending time in the special game timer.
[0488] (Step S660-11) The main CPU 300a updates the special game management phase to "06H".
[0489] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer and ends the big winning opening closing valid processing.
[0490] FIG. 44 is a flowchart for explaining the big winning opening ending wait process in the main control board 300 according to the embodiment. This big winning opening ending wait process is executed when the special game management phase is "06H".
[0491] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 above is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the big winning opening ending wait process is ended, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S671.
[0492] (Step S671) The main CPU 300a executes a state setting process for setting the game state after the big winning game ends. This state setting process will be described later with reference to FIG. 45.
[0493] (Step S670-5) The main CPU 300a sets a game state change designation command for transmitting the game state set after the big winning game ends in the transmission buffer.
[0494] (Step S670-7) The main CPU 300a sets a count designation command corresponding to the high probability count and the time shortening count saved in step S671 above in the transmission buffer.
[0495] (Step S670-9) The main CPU 300a updates the special game management phase to "00H" and ends the jackpot opening end wait process. As a result, if a special 1 hold or special 2 hold is stored, the variable display of the special symbol will resume.
[0496] FIG. 45 is a flowchart for explaining the state setting process in the main control board 300 according to the embodiment.
[0497] (Step S671-1) The main CPU 300a determines whether the probability-variable area entry flag is on. As a result, if it is determined that the probability-variable area entry flag is on, the process proceeds to step S671-13, and if it is determined that the probability-variable area entry flag is not on, the process proceeds to step S671-3.
[0498] (Step S671-3) The main CPU 300a sets the game state to a low-probability game state and a time-saving game state.
[0499] (Step S671-5) The main CPU 300a resets the counter value of the high-probability hit counter.
[0500] (Step S671-7) The main CPU 300a sets 100 to the counter value of the time-saving counter.
[0501] (Step S671-9) The main CPU 300a determines whether the jackpot symbol that is stopped and displayed is the special symbol D. As a result, if the jackpot symbol that is stopped and displayed is the special symbol D, the process proceeds to step S671-11, and if the jackpot symbol that is stopped and displayed is not the special symbol D, the state setting process ends.
[0502] (Step S671-11) The main CPU 300a sets the counter value of the specific losing (Yb) count to 1 and ends the state setting process.
[0503] (Step S671-13) The main CPU 300a turns off the probability entry flag.
[0504] (Step S671-15) The main CPU 300a sets the game state to the high probability game state and the time-saving game state.
[0505] (Step S671-17) The main CPU 100a sets the counter value of the high probability count to 104.
[0506] (Step S671-19) The main CPU 300a sets the counter value of the time-saving count to 100 and ends the state setting process.
[0507] FIG. 46 is a diagram for explaining the normal game management phase according to the embodiment. As already described, in the embodiment, the processes related to the normal game triggered by the passage of the game ball through the gate 124 are executed step by step and repeatedly. However, in the main control board 300, each process related to such a normal game is managed by the normal game management phase.
[0508] As shown in FIG. 46, the main ROM 300b stores a plurality of normal game control modules for executing control of normal games, and a normal game management phase is associated with each of these normal game control modules. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol variation waiting process" is called; when the normal game management phase is "01H", a module for executing "normal symbol variation in process" is called; when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called; when the normal game management phase is "03H", a module for executing "normal electric accessory winning opening pre-opening process" is called; when the normal game management phase is "04H", a module for executing "normal electric accessory winning opening opening control process" is called; when the normal game management phase is "05H", a module for executing "normal electric accessory winning opening closing valid process" is called; when the normal game management phase is "06H", a module for executing "normal electric accessory winning opening end wait process" is called.
[0509] FIG. 47 is a flowchart for explaining the normal game management process (step S700) in the main control board 300 according to the embodiment.
[0510] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0511] (Step S700-3) The main CPU 300a selects a normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0512] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 to start the process.
[0513] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of the normal game.
[0514] FIG. 48 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300 according to the embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0515] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol hold ball number counter and determines whether the counter value is "0", that is, whether the general symbol hold is "0". As a result, if it is determined that the counter value is "0", the normal symbol variation waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0516] (Step S710-3) The main CPU 300a block-transfers the general symbol holds (general symbol winning determination random numbers) stored in the first to fourth storage units of the general symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the general symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. In addition, a processing target 0th storage unit is provided in the main RAM 300c, and the general symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a general symbol hold decrement designation command indicating that the general symbol hold has been decremented by "1" is set in the transmission buffer.
[0517] (Step S710-5) The main CPU 300a loads the general symbol winning determination random number transferred to the 0th storage unit, selects a general symbol winning determination random number determination table corresponding to the current game state, performs a general symbol lottery, and executes a normal symbol general symbol winning determination process for storing the lottery result.
[0518] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the general symbol lottery in step S710-5 above. In the embodiment, the normal symbol display 168 is composed of one LED lamp. When a general symbol wins, the normal symbol display 168 is turned on, and when it loses, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether the normal symbol display 168 will finally be turned on or not. For example, when winning a general symbol, "0" is determined as the normal symbol stop symbol number, and when losing, "1" is determined as the normal symbol stop symbol number.
[0519] (Step S710-9) The main CPU 300a checks the current gaming state, selects and sets the corresponding normal symbol variation time data table.
[0520] (Step S710-11) Based on the general symbol win determination random number transferred to the 0th storage unit in step S710-3 above and the normal symbol variation time data table set in step S710-9 above, the main CPU 300a determines the normal symbol variation time.
[0521] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.
[0522] (Step S710-15) In order to start the variation display of the normal symbol on the normal symbol display 168, the main CPU 300a executes a process of setting the normal symbol display symbol counter. When, for example, "0" is set as the counter value in this normal symbol display symbol counter, the normal symbol display 168 is controlled to be turned on, and when "1" is set as the counter value, the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variation display of the normal symbol.
[0523] (Step S710-17) The main CPU 300a sets a general pattern hold designation command indicating the number of general patterns held in the general pattern hold memory area in the transmission buffer.
[0524] (Step S710-19) Based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (symbol per general pattern or losing symbol) determined by the symbol determination process per general pattern of the normal symbol, the main CPU 300a sets a normal symbol designation command in the transmission buffer.
[0525] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.
[0526] Figure 49 is a flowchart for explaining the process during normal symbol variation in the main control board 300 according to the embodiment. This process during normal symbol variation is executed when the normal game management phase is "01H".
[0527] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 above is "0". As a result, if the timer value is "0", the process moves to step S720-9, and if the timer value is not "0", the process moves to step S720-3.
[0528] (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 168. Specifically, when the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0529] (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 current normal symbol variation process ends.
[0530] (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 the counter value indicating the extinguishing of the normal symbol display 168, it is updated to the counter value indicating lighting, and if the counter value of the normal symbol display 168 is the counter value indicating lighting, it is updated to the counter value indicating extinguishing, and the current normal symbol variation process ends. As a result, the normal symbol display 168 will repeatedly light and extinguish (blink) at predetermined intervals over the normal symbol variation time.
[0531] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 will finally be controlled to light or extinguish, and the result of the general symbol lottery will be notified.
[0532] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping the display of the normal symbol, in the normal game timer.
[0533] (Step S720-13) The main CPU 300a sets a general symbol stop designation command indicating that the stop display of the normal symbol has started in the transmission buffer.
[0534] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.
[0535] FIG. 50 is a flowchart for explaining the normal symbol stop symbol display process on the main control board 300 according to the embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0536] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". As a result, 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. If it is determined that the timer value of the normal game timer is "0", the process proceeds to step S730-3.
[0537] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0538] (Step S730-5) The main CPU 300a determines whether the result of the normal symbol lottery is a normal symbol win. As a result, if it is determined that it is a normal symbol win, the process proceeds to step S730-9. If it is determined that it is not a normal symbol win (a loss), the process proceeds to step S730-7.
[0539] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop symbol display process. As a result, the normal game management process based on one normal symbol hold ends. If a normal symbol hold is stored, the process for starting the variable display of the normal symbol based on the next hold is performed.
[0540] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the pre-power release time as the timer value in the normal game timer.
[0541] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. As a result, the opening / closing control of the second start port 122 will be started.
[0542] FIG. 51 is a flowchart for explaining the pre-opening process of the normal electric accessory winning port on the main control board 300 according to the embodiment. This pre-opening process of the normal electric accessory winning port is executed when the normal game management phase is "03H".
[0543] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the pre-opening process of the normal electric accessory winning port is ended, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S741.
[0544] (Step S741) The main CPU 300a executes the opening / closing switching process of the normal electric accessory winning port. This opening / closing switching process of the normal electric accessory winning port will be described later.
[0545] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the pre-opening process of the normal electric accessory winning port.
[0546] FIG. 52 is a flowchart for explaining the opening / closing switching process of the normal electric accessory winning port on the main control board 300 according to the embodiment.
[0547] (Step S741-1) 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 times (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the normal electric accessory winning port is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0548] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table, and based on the counter value of the normal electric accessory opening / closing switching counter, extracts solenoid control data (energization control data or energization stop control data) for controlling the energization of the normal electric accessory solenoid 122c, and timer data that is the energization time (solenoid energization time) or energization stop time (normal power closing effective time = rest time) of the normal electric accessory solenoid 122c.
[0549] (Step S741-5) Based on the solenoid control data extracted in the above step S741-3, the main CPU 300a starts the energization of the normal electric accessory solenoid 122c or executes a normal electric accessory solenoid energization control process for stopping the energization of the normal electric accessory solenoid 122c. By executing this normal electric accessory solenoid energization control process, the energization start or energization stop of the normal electric accessory solenoid 122c is controlled in the above steps S400-31 and S400-33.
[0550] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the second start port 122.
[0551] (Step S741-9) The main CPU 300a determines whether it is in the energization start state of the normal electric accessory solenoid 122c, that is, whether the control process for starting the energization of the normal electric accessory solenoid 122c was performed in the above step S741-5. As a result, if it is determined that it is in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.
[0552] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching counter to a value obtained by adding "1" to the current counter value.
[0553] FIG. 53 is a flowchart for explaining the normal electric accessory winning opening control process in the main control board 300 according to the embodiment. This normal electric accessory winning opening control process is executed when the normal game management phase is "04H".
[0554] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S750-3.
[0555] (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 times. As a result, 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.
[0556] (Step S741) In step S750-3 above, when it is determined that the counter value of the normal electric accessory opening / closing switching counter is not the upper limit value of the normal electric accessory opening / closing switching times, the main CPU 300a executes the process of step S741.
[0557] (Step S750-5) The main CPU 300a determines whether the counter value of the general electric accessory winning ball number counter updated in step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls possible during one opening / closing control has entered the second starting port 122. As a result, if it is determined that the specified number has not been reached, the general electric accessory winning port opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0558] (Step S750-7) The main CPU 300a executes a general electric accessory closing process necessary to stop the energization of the general electric accessory solenoid 122c and close the second starting port 122. As a result, the second starting port 122 is closed.
[0559] (Step S750-9) The main CPU 300a saves the general game effective state time in the general game timer.
[0560] (Step S750-11) The main CPU 300a updates the general game management phase to "05H" and terminates the general electric accessory winning port opening control process.
[0561] FIG. 54 is a flowchart for explaining the general electric accessory winning port closing effective process in the main control board 300 according to the embodiment. This general electric accessory winning port closing effective process is executed when the general game management phase is "05H".
[0562] (Step S760-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the general electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the general game timer is "0", the process proceeds to step S760-3.
[0563] (Step S760-3) The main CPU 300a saves the regular power-off wait time to the normal game timer.
[0564] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the closing valid processing of the normal electric accessory winning opening.
[0565] FIG. 55 is a flowchart for explaining the end wait process of the normal electric accessory winning opening in the main control board 300 according to the embodiment. This end wait process of the normal electric accessory winning opening is executed when the normal game management phase is "06H".
[0566] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the end wait process of the normal electric accessory winning opening is ended, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S770-3.
[0567] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the end wait process of the normal electric accessory winning opening. As a result, when the general drawing reservation is stored, the variable display of the normal symbol is resumed.
[0568] As described above, the preferred embodiments of the present invention have been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive various modification examples or correction examples within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.
[0569] In the above-described embodiment, an example of the case where the present invention is applied to a first-type gaming machine has been described. However, the gaming properties of the gaming machines to which the present invention is applicable are not limited to this. For example, it goes without saying that the present invention is also applicable to a first- and second-type hybrid machine and a second-type gaming machine. Therefore, the present invention is also applicable to a gaming machine in which no jackpot symbol is provided, a minor winning symbol is provided, and when a game ball enters a specific area during a minor winning game, a double jackpot is won and a big winning game is executed. Further, in the above-described embodiment, the first starting port 120 and the second starting port 122 are provided. However, the number of starting ports (starting areas) is not limited to this, and may be one or three or more.
[0570] Further, in the above-described embodiment, a low-probability gaming state and a non-time-reduced gaming state, a low-probability gaming state and a slightly time-reduced gaming state, a low-probability gaming state and a time-reduced gaming state, and a high-probability gaming state and a time-reduced gaming state are provided. However, the content of the gaming state is merely an example, and for example, another gaming state different from the above, such as a high-probability gaming state and a slightly time-reduced gaming state, may be further provided.
[0571] Further, in the above-described embodiment, a low-probability gaming state and a high-probability gaming state with different jackpot winning probabilities are provided. However, the jackpot winning probability may be constant regardless of the gaming state.
[0572] Further, in the above-described embodiment, special symbols A, B, C, and D are provided as jackpot symbols, and the gaming state is set as shown in FIG. 15(a) according to the type of the selected jackpot symbol. However, the type of the jackpot symbol and the gaming state set for the jackpot symbol are not limited to this.
[0573] For example, a special symbol E, which is a jackpot symbol, may be further provided. When the special symbol E is selected, a low-probability gaming state and a time-reduced gaming state may be set after the big winning game, and the number of time reductions may be set to 10,000 times. This special symbol E becomes a jackpot symbol for which the next jackpot is substantially guaranteed.
[0574] In addition, in the above-described embodiment, when winning a special symbol B which is a jackpot based on Special Reserve 1 during the ST mode or during the short-time game state, the case where the game state after the big winning game transitions to the first short-time mode has been shown, but the present invention is not limited thereto. For example, when winning a special symbol B which is a jackpot based on Special Reserve 1 during the ST mode or during the short-time game state, the game state after the big winning game may be set to a low-probability game state and a short-time game state, and the number of times of Special Short 2 may be set to a number such as 300 times as the short-time end condition. Thereby, it becomes possible to suppress the risk that the player suffers a disadvantage.
[0575] In any case, the present invention is widely applicable to a gaming machine capable of setting at least a first winning-easy state (ST mode) or a second winning-easy state (second short-time mode) as a winning-easy state after executing a special game (big winning game).
[0576] Note that the types of special symbols, the details of the game states, the high-probability end condition, and the short-time end condition in the above-described embodiment are merely examples, and can be appropriately changed in design within the range capable of realizing the above-described game properties.
[0577] In any case, the present invention is widely applicable to the following gaming machines. A start port including a first start port (the first start port 120 in the embodiment) and an openable and closable second start port (the second start port 122 in the embodiment), Symbol determination means (the main CPU 300a that executes the process of S610-11 in the embodiment) that executes a symbol determination process for determining any one of a plurality of types of symbols including a winning symbol (the big winning symbol in the embodiment) and a specific symbol different from the winning symbol (the special symbol Xb in the embodiment) based on the entry of a game ball into the start port, Big winning port control means (the main CPU 300a that executes the processes from FIG. 40 to FIG. 44 in the embodiment) that executes a big winning port opening / closing game (the big winning game in the embodiment) in which a big winning port (the big winning port 128 in the embodiment) is opened based on the determination of the winning symbol, A non-winning easy state (in the embodiment, a non-time-saving game state), and a winning easy state (in the embodiment, a time-saving game state) in which the entry of game balls into the second start port is relatively easier than in the non-winning easy state, along with an advantageous state (in the embodiment, ST mode, first time-saving mode, second time-saving mode, third time-saving mode), and having, as the advantageous state (in the embodiment, ST mode, first time-saving mode, second time-saving mode, third time-saving mode), at least a first advantageous state (in the embodiment, ST mode) and a second advantageous state (in the embodiment, second time-saving mode), a game state setting means (in the embodiment, the main CPU 300a that executes the processes of step S631 and step S671) capable of setting a game state, comprising, The game state setting means, after the execution of the big winning opening / closing game, can set the first advantageous state (in the embodiment, ST mode) or the second advantageous state (in the embodiment, second time-saving mode), after the determination of a specific symbol (in the embodiment, special symbol Xb) in the symbol determination process, can set a predetermined advantageous state (in the embodiment, second time-saving mode) other than the first advantageous state (in the embodiment, ST mode), A gaming machine characterized in that the probability of determining a specific symbol in the symbol determination process based on the entry of game balls into the first start port and setting a predetermined advantageous state (in the embodiment, second time-saving mode) is different after the end of the first advantageous state (in the embodiment, ST mode) and after the end of the second advantageous state (in the embodiment, second time-saving mode).
[0578] Furthermore, the present invention is widely applicable to the following gaming machines. A start port including a first start port (in the embodiment, the first start port 120) and an openable / closable second start port (in the embodiment, the second start port 122), Based on the entry of a game ball into the start port, a symbol determination means (in the embodiment, the main CPU 300a that executes the process of S610-11) that executes a symbol determination process for determining any one of a plurality of types of symbols including a winning symbol (in the embodiment, a big winning symbol), a first specific symbol different from the winning symbol (in the embodiment, special symbol Xb), a second specific symbol (in the embodiment, special symbol Yb), and a third specific symbol (in the embodiment, special symbol Ya), A big winning opening control means (in the embodiment, the main CPU 300a that executes the processes of FIGS. 40 to 44) that executes a big winning opening / closing game (in the embodiment, a big combination game) in which the big winning opening is opened based on the determination of the winning symbol, A game state setting means (in the embodiment, the main CPU 300a that executes the processes of step S631 and step S671) that has a non-winning easy state (in the embodiment, a non-time-reduced game state) and an advantageous state accompanied by a winning easy state in which the entry of a game ball into the second start port is relatively easier than the non-winning easy state, and at least includes a first advantageous state (in the embodiment, the ST mode) and a second advantageous state (in the embodiment, the first time-reduced mode, the second time-reduced mode, the third time-reduced mode) as the advantageous state, and can set a game state, Comprising, The game state setting means, After the execution of the big winning opening / closing game, it is possible to set the first advantageous state (in the embodiment, the ST mode) or the second advantageous state (in the embodiment, the second time-reduced mode), After the end of the first advantageous state (in the embodiment, the ST mode), when the first specific symbol (in the embodiment, special symbol Xb) is determined in the symbol determination process based on the entry of a game ball into the first start port, it is possible to set a predetermined advantageous state (in the embodiment, the second time-reduced mode) other than the first advantageous state (in the embodiment, the ST mode), When the second specific symbol (in the embodiment, special symbol Yb) is determined in the symbol determination process based on the entry of a game ball into the second start port, which is the timing for ending the second advantageous state, and then the first specific symbol (in the embodiment, special symbol Xb) is determined in the symbol determination process based on the entry of a game ball into the first start port after the end of the second advantageous state, it is possible to set a predetermined advantageous state (in the embodiment, the second time-reduced mode), In a symbol determination process based on the entry of a game ball into a second start port that triggers the end of a second advantageous state, when a third specific symbol (in the embodiment, special symbol Ya) is determined, even if a first specific symbol (in the embodiment, special symbol Xb) is determined in a symbol determination process based on the entry of a game ball into a first start port after the end of the second advantageous state, a predetermined advantageous state (in the embodiment, the second time shortening mode) is not set. A gaming machine characterized by this.
[0579] In addition, in the above embodiment, the case where the game state to which the player shifts when winning the special symbol D, which is a jackpot symbol, and the game state to which the player shifts when winning the special symbol Xb, which is a specific losing symbol, in the non-time shortening mode are the common second time shortening mode is shown, but it is not limited to this. For example, the game state (second time shortening mode) to which the player shifts when winning the special symbol D, which is a jackpot symbol, and the game state (for example, the fourth time shortening mode) to which the player shifts when winning the special symbol Xb, which is a specific losing symbol, in the non-time shortening mode may be different game states.
[0580] Also, in the above embodiment, after the end of the first advantageous state (in the embodiment, the ST mode) (in the embodiment, the non-time shortening mode), when a first specific symbol (in the embodiment, special symbol Xb) is determined in a symbol determination process based on the entry of a game ball into a first start port, the case where the second time shortening mode is set is shown, but it is not limited to this. That is, after the end of the first advantageous state (in the embodiment, the ST mode) (in the embodiment, the non-time shortening mode), when a first specific symbol (in the embodiment, special symbol Xb) is determined in a symbol determination process based on the entry of a game ball into a first start port, it is sufficient that a predetermined advantageous state (in the embodiment, the second time shortening mode) other than the first advantageous state (in the embodiment, the ST mode) can be set. For example, after the end of the first advantageous state (in the embodiment, the ST mode) (in the embodiment, the non-time shortening mode), when a first specific symbol (in the embodiment, special symbol Xb) is determined in a symbol determination process based on the entry of a game ball into a first start port, it may be possible to set a fourth time shortening mode, which is a time shortening game state different from the first to third time shortening modes.
Explanation of symbols
[0581] 100 Gaming machine 120 First start port 122 Second start port 128 Big winning port 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM
Claims
1. A starting port including a first starting port and an openable and closable second starting port, Symbol determination means for executing symbol determination processing for determining any one of a plurality of types of symbols including a winning symbol and a specific symbol different from the winning symbol based on the entry of a game ball into the starting port; Big winning port control means for executing a big winning port opening / closing game in which the big winning port is opened based on the determination of the winning symbol; A game state setting means having a non-winning easy state and an advantageous state accompanied by a winning easy state in which the entry of a game ball into the second starting port is relatively easier than in the non-winning easy state, and at least including a first advantageous state and a second advantageous state as the advantageous state, and capable of setting a game state; Comprising: The game state setting means: After the execution of the big winning port opening / closing game, the first advantageous state or the second advantageous state can be set; After the determination of the specific symbol in the symbol determination processing, a predetermined advantageous state other than the first advantageous state can be set; A gaming machine, characterized in that after the end of the first advantageous state and after the end of the second advantageous state, the probability of determining the specific symbol and setting the predetermined advantageous state in the symbol determination processing based on the entry of a game ball into the first starting port is different.
2. A starting port including a first starting port and an openable and closable second starting port, Symbol determination means for executing symbol determination processing for determining any one of a plurality of types of symbols including a winning symbol, a first specific symbol different from the winning symbol, a second specific symbol, and a third specific symbol based on the entry of a game ball into the starting port; Big winning port control means for executing a big winning port opening / closing game in which the big winning port is opened based on the determination of the winning symbol; A game state setting means having a non-winning easy state and an advantageous state accompanied by a winning easy state in which the entry of a game ball into the second starting port is relatively easier than in the non-winning easy state, and at least including a first advantageous state and a second advantageous state as the advantageous state, and capable of setting a game state; Comprising: The game state setting means: After the execution of the big winning port opening / closing game, the first advantageous state or the second advantageous state can be set; After the end of the first advantageous state, when the first specific symbol is determined in the symbol determination processing based on the entry of a game ball into the first starting port, a predetermined advantageous state other than the first advantageous state can be set; When the second specific symbol is determined in the symbol determination process based on the entry of a game ball into the second starting port that triggers the end of the second advantageous state, after the end of the second advantageous state, if the first specific symbol is determined in the symbol determination process based on the entry of a game ball into the first starting port, the predetermined advantageous state can be set. In the gaming machine, when the third specific symbol is determined in the symbol determination process based on the entry of a game ball into the second starting port that triggers the end of the second advantageous state, even if the first specific symbol is determined in the symbol determination process based on the entry of a game ball into the first starting port after the end of the second advantageous state, the predetermined advantageous state is not set.
Citation Information
Patent Citations
Game machine
JP2023078655A
Game machine
JP2022146077A
Cited By
Gaming machine
JP2026044469A