Game machine

The gaming machine introduces a first and second starting area with varying entry ease and symbol-based state transitions to create novel game states, enhancing gameplay variety and winning probabilities.

JP2025108084AActive Publication Date: 2025-07-23HEIWA CORP
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Patent Information

Application Number
JP2024001750
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-10
Publication Date
2025-07-23
Estimated Expiration
2044-01-10

AI Technical Summary

Technical Problem

Existing gaming machines lack novel gameplay experiences, particularly in how game states are transitioned and the conditions for winning combinations are met.

Method used

The gaming machine incorporates a first and second starting area with varying ease of entry for game balls, symbol determination, and state setting mechanisms to create new game states, including non-winning and winning easy states, with specific end conditions for winning states based on symbol entry into the second starting area.

Benefits of technology

This design enables a new game property with enhanced gameplay variety and probability of winning combinations, providing players with novel and engaging experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025108084000001_ABST
    Figure 2025108084000001_ABST
Patent Text Reader

Abstract

To achieve novel game playability.SOLUTION: A gaming machine includes starting regions including a first starting region and a second starting region. The gaming machine provides, as gaming states, a non-winning-easy state and a plurality of types of winning-easy states in which a game ball is more likely to enter the second starting region than in the non-winning-easy state. In a predetermined winning-easy state, when a determination count or a display count of a specific symbol satisfies a preset end condition, the predetermined winning-easy state is ended. The end condition is not satisfied by determination of a symbol based on entry of a game ball into the first starting region, but may be satisfied by determination of a symbol based on entry of a game ball into the second starting region.SELECTED DRAWING: Figure 53
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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 combination lottery is conducted based on the acquired hold information. When winning a big hit, a big winning combination game in which a large number of prize balls can be obtained is executed. For example, Patent Document 1 proposes a gaming machine provided with a winning easy state in which a game ball easily enters a start port, and when winning a predetermined symbol, the winning easy state ends.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As described above, gaming machines provided with a plurality of game states having different game progress conditions are known, but there is a demand for the development of a gaming machine having a novel gameplay that has not 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 has a start area including a first start area and a second start area, and as game states, a non-winning easy state and a plurality of types of winning easy states in which a game ball more easily enters the second start area than the non-winning easy state are provided. Based on the entry of the game ball into the starting area, symbol determination means for determining any one of a plurality of types of symbols including a winning symbol and a specific symbol; Symbol display means for displaying the determined symbol on a symbol display unit; Advantageous game execution means for executing an advantageous game in which a big winning opening is opened when the winning symbol is displayed on the symbol display unit; State setting means for setting the game state to the winning easy state when the advantageous game is executed or when the specific symbol is displayed on the symbol display unit; State change means for ending the predetermined winning easy state when the number of determinations or the number of displays of the specific symbol satisfies a preset end condition in the predetermined winning easy state; Comprising: The end condition is: It cannot be satisfied by the symbol being determined based on the entry of the game ball into the first starting area, and can be satisfied by the symbol being determined based on the entry of the game ball into the second starting area.

Effect of the Invention

[0007] According to the present invention, it becomes possible to realize a new game property.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] Hereinafter, with reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail. 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, and redundant description is omitted. Elements not directly related to the present invention are not shown.

[0010] 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 gaming machine, and specific processes on each board will be described. Next, as an embodiment, specific effects executable in a one-type gaming machine and specific processes related to the effects will be described.

[0011] FIG. 1 is a perspective view of a gaming machine 100 according to the embodiment, showing a state where the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled 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.

[0012] Similar to the outer frame 102, the middle frame 104 is formed with an enclosed space surrounded 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.

[0013] Figure 2 is a front view of the gaming machine 100 according to the embodiment. As shown in this figure, an operation handle 112 protruding toward 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 a 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 fired in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0014] 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 so that the game ball guided to the game area 116 collides with the pins and windmills and flows down and rolls in irregular directions.

[0015] 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 depending on 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.

[0016] 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 one 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.

[0017] Note that, as will be described in detail 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. Then, 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 big winning game or a small 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 obtain an opportunity to obtain the right to receive various game benefits.

[0018] The first start opening 120 is at the lower part of the game area 116, and only the 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.

[0019] 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 easiness of entry of game balls into the second starting port 122 is variable.

[0020] 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 the front side of the second starting port 122.

[0021] 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, or when the game balls enter the general pattern operation port 125 provided in 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 or the game balls have entered the general pattern operation port 125, a lottery of a normal symbol described later is performed. When winning in the lottery for the general pattern, the movable piece 122b is controlled to be in the open state for a predetermined time.

[0022] In the open state where the movable piece 122b protrudes, the game balls flowing down 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. Thus, 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, facilitating the entry of the game balls into the second starting port 122.

[0023] Furthermore, at the lower part of the game area 116, a first large winning port 126 and a second large winning port 128 are provided. The first large winning port 126 and the second large winning port 128 are arranged at positions where at least the game balls flowing down the second game area 116b can enter. An opening / closing door 126b is provided at the first large winning port 126 so as to be openable and closable. Normally, the opening / closing door 126b closes the first large winning port 126, making it impossible for game balls to enter the first large winning port 126. On the other hand, when the above-mentioned minor winning game is executed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a tray, enabling game balls to enter the first large winning port 126. When a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.

[0024] Also, an opening / closing door 128b is provided at the second large winning port 128 so as to be openable and closable. Normally, the opening / closing door 128b closes the second large winning port 128, making it impossible for game balls to enter the second large winning port 128. On the other hand, when the above-mentioned major 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 second large winning port 128. When a game ball enters the second large winning port 128, a predetermined number of prize balls are paid out to the player. Note that the first large winning port 126 and the second large winning port 128 are collectively simply referred to as the large winning port.

[0025] In addition, at the lowermost part of the game area 116, a discharge port 130 is provided for discharging the game balls that have not entered any of the general winning port 118, the first starting port 120, the second starting port 122, the first large winning port 126, and the second large winning port 128 from the game area 116 to the back side of the game board 108.

[0026] And in the gaming machine 100, as an effect device that performs effects during the progress of the game, there are provided an effect display device 200 composed of a liquid crystal display device, an effect character device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, a sound output device 206 composed of a speaker, and an effect button 208 that accepts the operation of the player.

[0027] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a that are each composed of an image display unit for displaying an image. 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 this main effect display unit 200a, as shown in the figure, effect symbols 210a, 210b, and 210c are variably displayed, and a variable effect is executed in which the jackpot lottery result is notified to the player according to the stop display state of each of these effect symbols 210a, 210b, and 210c. Further, the sub-effect display unit 201a is provided above the main effect display unit 200a, and an auxiliary effect image is displayed during the variable effect.

[0028] The effect character device 202 is disposed in front of the main effect display unit 200a and is normally retracted to the back side of the game board 108, but moves to the front of the main effect display unit 200a during the variable display of the above-described effect symbols 210a, 210b, and 210c, etc., to give the player a sense of expectation of a big win.

[0029] The effect lighting device 204 is provided on the effect character device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the image etc. displayed on the main effect display unit 200a.

[0030] The sound 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 in accordance with the image etc. displayed on the main effect display unit 200a.

[0031] The performance button 208 is composed of buttons that accept the pressing operation of the player, and 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 activated in accordance with an image or the like displayed on the main performance display unit 200a. When it accepts 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 accept the pressing operation of the player, and is provided in the vicinity of the performance button 208. The performance button 208 and the cross key 209 may be used when making various settings.

[0033] In the figure, reference numeral 132 is 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 an opening / closing plate (not shown), but by pushing in the ball discharge knob 134a, the opening / closing plate slides integrally with the ball discharge knob 134a, and it is possible to discharge the gaming balls from the ball discharge hole to below the lower tray 134.

[0034] Also, 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] (Internal configuration of the control means) FIG. 3 is a block diagram showing the internal configuration of a control means for controlling the progress of the game according to the embodiment.

[0036] The main control board 300 controls the basic operations of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. Based on the input signals from each detection switch and timer, the main CPU 300a reads out the program stored in the main ROM 300b and performs arithmetic processing. It also directly controls each device and display, or sends commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.

[0037] The gaming machine 100 of the embodiment is roughly classified into a special game mainly started 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 (the game ball enters the general operation port 125 in the general drawing). In the main ROM 300b of the main control board 300, various programs for advancing the special game and the normal game, as well as various data and tables necessary for various games, are stored.

[0038] 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 general drawing operation port detection switch 125s for detecting that a game ball has entered the general drawing operation port 125, a first big winning port detection switch 126s for detecting that a game ball has entered the first big winning port 126, a second big winning port detection switch 128s for detecting that a game ball has entered the second big winning port 128, 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.

[0039] Note that a combined flow path is provided on the back surface of the game board 108. The game balls that enter the general winning opening 118, the first start opening 120, the second start opening 122, the first big winning opening 126, and the second big winning opening 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 in 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.

[0040] Also, on the main control board 300, a normal electric accessory solenoid 122c that operates the movable piece 122b of the second start opening 122, a first big winning opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first big winning opening 126, and a second big winning opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second big winning opening 128 are connected. The main control board 300 controls the opening and closing of the second start opening 122, the first big winning opening 126, and the second big winning opening 128.

[0041] Furthermore, on the main control board 300, 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 hitting notification display 172 are connected. The main control board 300 controls the display of each of these displays.

[0042] Also, on the gaming machine 100, a plurality of abnormality detection sensors 174 for detecting the possibility of abnormalities or irregularities are provided, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door opening sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.

[0043] Furthermore, a setting change switch 180s is provided on the back surface of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value becomes possible on the condition that the setting change switch 180s is turned on. Although details will be described later, in the gaming machine 100 of the embodiment, 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.

[0044] Also, a RAM clear button is provided on the back surface of the game board 108 so that it can be pressed, and the pressing operation of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When 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.

[0045] Also, a performance display monitor 184 is provided on the back surface of the game board 108. The registered set value and the base ratio are displayed on the performance display monitor 184 by the main control board 300.

[0046] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.

[0047] 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 on 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.

[0048] In addition, 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 the payout number designation command transmitted from the main control board 300 to control the payout of 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 determine whether the bonus balls to be paid out have been paid out to the player.

[0049] Further, 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 bonus 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.

[0050] Then, 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, if the continuous input of the game ball detection signal stops after transmitting the tray full command, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.

[0051] 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 a 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 energization of a solenoid 112c for launch provided in the game ball launch device to launch a game ball.

[0052] The sub-control board 330 mainly controls various effects during the game, such as during play and standby. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 so as to be capable of one-way communication from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b based on a command transmitted from the main control board 300, an input signal from a timer, etc., performs arithmetic processing, and executes control of the effects. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a.

[0053] Specifically, the sub-control board 330 performs image display control for displaying 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, and 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.

[0054] In addition, the sub-control board 330 controls the movement of the effect prop 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. Further, 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.

[0055] 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. Further, 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.

[0056] FIG. 4 is an address map of the memory area used by the main CPU 300a according to the embodiment. In FIG. 4, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in FIG. 4, 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.

[0057] The memory area of the main ROM 300b has 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 performing processes for 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).

[0058] In the used area of the main ROM 300b, there are provided a program area (0000H to 0A89H) where programs for controlling the progress of the game are stored, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) where data other than programs are stored. Note that the used area may exclude the unused area (0A8AH to 0FFFH).

[0059] In the unused area of the main ROM 300b, there are provided a program area (2000H to 27FFH) where programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) where data other than these programs are stored.

[0060] Also, in the memory area of the main ROM 300b, in addition to the used area and the unused area, there are provided 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 programs is stored.

[0061] The memory area of the main RAM 300c is provided with a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is outside the used area and is temporarily used when a program for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 is being executed.

[0062] In the used area of the main RAM 300c, there are a work area (F000H to F12AH) temporarily used when a program for controlling the progress of the game is executed, an unused area (F12BH to F1D7H), and a stack area (F1D8H to F1FFH) for temporarily storing data during the execution of the program for controlling the progress of the game. Note that the used area may not include the unused area (F12BH to F1D7H).

[0063] In the unused area of the main RAM 300c, there are a work area (F210H to F21FH) temporarily used when a program for processing for conducting tests defined by the game machine rules or for displaying the performance display monitor 184 is executed, and a stack area (F220H to F228H) for temporarily storing data during the execution of these programs.

[0064] Also, in the memory area of the main RAM 300c, in addition to the used area and the unused area, there are an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).

[0065] In this way, in the main ROM 300b and the main RAM 300c, a used area used for controlling the progress of the game and an unused area used for executing processing for conducting tests defined by the game machine rules and processing for controlling the display of the performance display monitor 184 are separately provided.

[0066] 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 separating the used area and the unused area, making the boundary between the used area and the unused area clear, and preventing the unused area from being used when a program for controlling the progress of the game is executed, and preventing the used area from being used when a program for processing for conducting tests defined by the game machine rules and processing for controlling the display of the performance display monitor 184 is executed.

[0067] Note that the unused area provided between the used area and the non - used area only needs to be at least 1 byte or more. From the perspective of fraud prevention, 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, it may be cleared at a predetermined timing from the perspective of fraud prevention.

[0068] Next, the games in the gaming machine 100 of the embodiment will be described in combination with various tables stored in the main ROM 300b.

[0069] 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, the game proceeds in any game state in which any one of the low - probability game state or the high - probability game state and any one of the non - time - shortening game state, the slightly time - shortening game state, or the time - shortening game state are combined.

[0070] Details of each game state will be described later. The low - probability game state is a game state in which the probability of obtaining the right to execute a big - winning combination game in which the first major winning opening 126 and the second major winning opening 128 are opened is set low. The high - probability game state is a game state in which the probability of obtaining the right to execute a big - winning combination game is set high.

[0071] In addition, the non-time-limited gaming state is a gaming state in which the movable piece 122b is difficult to open and it is difficult for the game balls to enter the second starting port 122. The time-limited gaming state is a gaming state in which the movable piece 122b is easier to open than in the non-time-limited gaming state and it is easier for the game balls to enter the second starting port 122. Also, in the slightly time-limited gaming state, although some of the conditions regarding the progress of the normal game are different from those in the non-time-limited gaming state, the ease of entry of the game balls into the second starting port 122 is almost equal to that in the non-time-limited gaming state, and the player cannot distinguish between the non-time-limited gaming state and the slightly time-limited gaming state. Therefore, from the perspective of game playability, the slightly time-limited gaming state and the non-time-limited gaming state are controlled for the progress of the game as 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-limited gaming state, and this gaming state is referred to as the normal gaming state in the embodiment.

[0072] 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 winning combination lottery") is conducted to determine whether to grant the player a game benefit. In this big winning combination lottery, if the player wins a big hit or a small hit, the first big winning port 126 and the second big winning port 128 are opened, and a big winning combination game or a small hit game in which it is possible for the game balls to enter the first big winning port 126 and the second big winning port 128 is executed. Also, after the end of the big winning combination game, the gaming state is set to any of the above-mentioned gaming states. Hereinafter, the big winning combination lottery method will be described.

[0073] Note that, as will be described in detail later, when a game ball enters the first start port 120 or the second start port 122, various random numbers related to the big prize 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 hold memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special figure hold memory area when a game ball enters the first start port 120 will be collectively referred to as special 1 hold, and the various random numbers stored in the special figure hold memory area when a game ball enters the second start port 122 will be collectively referred to as special 2 hold.

[0074] The special figure hold memory area of the main RAM 300c includes a first special figure hold memory area and a second special figure hold memory area. The first special figure hold memory area and the second special figure hold memory area each have four memory parts (first to fourth memory parts). When a game ball enters the first start port 120, the special 1 hold is stored in order from the first memory part of the first special figure hold memory area. When a game ball enters the second start port 122, the special 2 hold is stored in order from the first memory part of the second special figure hold memory area.

[0075] For example, when a game ball enters the first start port 120, if there is no hold stored in any of the first to fourth memory parts of the first special figure hold memory area, the special 1 hold is stored in the first memory part. Also, for example, when a game ball enters the first start port 120 in a state where the special 1 hold is stored in the first to third memory parts, the special 1 hold is stored in the fourth memory part. Also, when a game ball enters the second start port 122, similarly to the above, among the first to fourth memory parts of the second special figure hold memory area, the special 2 hold is stored in the memory part with the smallest number (ordinal number) where the special 2 hold is not stored.

[0076] However, the special feature 1 reserved number (X1) and the special feature 2 reserved number (X2) that can be stored in the first special figure reserved memory area and the second special figure reserved 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 reservations are already stored in the first special figure reserved memory area, no new special feature 1 reservation 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 reservations are already stored in the second special figure reserved memory area, no new special feature 2 reservation will be stored due to the entry of the game ball into the second start port 122.

[0077] FIG. 5 is a diagram for explaining a low-probability big win determination 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 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.

[0078] When starting the big combination lottery for the special feature 1 reservation and the special feature 2 reservation 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).

[0079] In the low-probability gaming state, when the set value is set to 1 (registered set value = 1), a major prize draw is conducted by referring to the low-probability big win determination random number judgment table a shown in Fig. 5(a). According to this low-probability big win determination random number judgment table a, when the big win determination random number is 10001 - 10329, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; when the big win determination random number is 30001 - 30437, it is determined as a specific loss; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 199.2, the small win probability is approximately 1 / 50, and the specific loss probability is approximately 1 / 150.0.

[0080] Also, in the low-probability gaming state, when the set value is set to 2 - 6 (registered set value = 2 - 6), a major prize draw is conducted by referring to the low-probability big win determination random number judgment tables b - f shown in Figs. 5(b) - (f). According to these low-probability big win determination random number judgment tables b - f, the higher the set value, the higher the big win probability. On the other hand, the small win probability and the specific loss probability are constant regardless of the set value.

[0081] Fig. 6 is a diagram for explaining the high-probability big win determination random number judgment table according to the embodiment. In the high-probability gaming state, when starting a major prize draw for Special 1 hold and Special 2 hold, the high-probability big win determination random number judgment table is referred to. The high-probability big win determination random number judgment table is also provided for each set value, similar to the low-probability big win determination random number judgment table.

[0082] In the high-probability gaming state, when the set value is set to 1 (registered set value = 1), a major winning lottery is conducted by referring to the high-probability big win determination random number judgment table a shown in Fig. 6(a). According to this high-probability big win determination random number judgment table a, when the big win determination random number is 10001 to 10780, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is other values, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 84.0, and the small win probability is approximately 1 / 50.

[0083] 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. 6(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. On the other hand, the small win probability and the specific loss probability are constant regardless of the set value.

[0084] 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 larger, it is easier to win the big win compared to when it is smaller. Here, although it is assumed that the winning probability of the small win does not change even if the registered set value is different, the winning probability of the small win may be made different for each registered set value. Also, although it is assumed that the winning probability of the specific loss does not change even if the registered set value is different, the winning probability of the specific loss may be made different for each registered set value. Further, the small win and the loss are not essential, and in the major winning lottery, only either the big win or the specific loss may be determined.

[0085] Also, here, although the winning probability of a big win in both the low-probability gaming state and the high-probability gaming state is made to differ according to the registered setting value, it may be that only the winning probability of a big win in either the low-probability gaming state or the high-probability gaming state differs according to the registered setting value.

[0086] FIG. 7 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", "small win", and "specific loss" are derived by the above-described 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.

[0087] At this time, when winning a "big win" by the first special hold, as shown in FIG. 7(a), the first special hold winning symbol random number determination table a is selected. When winning a "small win" by the first special hold, as shown in FIG. 7(b), the first special hold winning symbol random number determination table b is selected. When winning a "specific loss" by the first special hold, as shown in FIG. 7(c), the first special hold winning symbol random number determination table c is selected.

[0088] Also, when winning a "big win" by the second special hold, as shown in FIG. 7(d), the second special hold winning symbol random number determination table a is selected. When winning a "small win" by the second special hold, as shown in FIG. 7(e), the second special hold winning symbol random number determination table b is selected. When winning a "specific loss" by the second special hold, as shown in FIG. 7(f), the second special hold winning symbol random number determination table c is selected.

[0089] Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when a jackpot determination result is obtained, is called the jackpot symbol, the special symbol determined when a minor win determination result is obtained is called the minor win symbol, the special symbol determined when a specific loss determination result is obtained is called the specific loss symbol, and the special symbol determined when a loss determination result is obtained is called the loss symbol.

[0090] According to the winning symbol random number determination table a for Feature 1 shown in Fig. 7(a) and the winning symbol random number determination table a for Feature 2 shown in Fig. 7(d), the type of special symbol (jackpot 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 a for Feature 1, the special symbols A and B, which are jackpot symbols, are each determined with a probability of 50%. Also, according to the winning symbol random number determination table a for Feature 2, the special symbols C and D, which are jackpot symbols, are determined with probabilities of 20% and 80% respectively.

[0091] Also, according to the winning symbol random number determination table b for Feature 1 shown in Fig. 7(b) and the winning symbol random number determination table b for Feature 2 shown in Fig. 7(e), regardless of the value of the obtained winning symbol random number, the type of special symbol (minor win symbol) is determined as the special symbol a, which is a minor win symbol, as shown in the figure.

[0092] Also, according to the winning symbol random number determination table c for Feature 1 shown in Fig. 7(c), the special symbol Xa, which is a specific loss symbol, is determined regardless of the value of the obtained winning symbol random number, and according to the winning symbol random number determination table c for Feature 2 shown in Fig. 7(f), the special symbols Ya and Yb, which are specific loss symbols, are determined with probabilities of 10% and 90% respectively.

[0093] On the other hand, when the major role lottery result is "loss", if the lottery result is derived by Feature 1 hold, the special symbol X is determined as the loss symbol without conducting a lottery. Also, when the major role lottery result is "loss", if the lottery result is derived by Feature 2 hold, the special symbol Y is determined as the loss symbol without conducting a lottery.

[0094] That is, the winning symbol random number determination table is referred to only when the major winning lottery result is "big win", "small win", or "specific loss", and is not referred to when the major winning lottery result is "loss". Here, different big win symbols are determined respectively in the winning symbol random number determination table for Patent 1 and the winning symbol random number determination table for Patent 2. However, the same type of big win symbol may be determined in both tables, or regardless of the hold type, the type of special symbol (big win symbol) may be determined by referring to one winning symbol random number determination table.

[0095] Here, the selection ratios of the big win symbol and the small win symbol are made common for all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.

[0096] FIG. 8 is a diagram for explaining the reach group determination random number determination table according to the 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, etc. 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 major winning lottery result is derived, a process of determining a variation effect pattern for notifying the major winning lottery result is performed. In the embodiment, when the major winning lottery result is "loss" or "specific loss", in determining the variation effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table.

[0097] For example, when the game state is set to the non-time-limited game state and the "losing" big winning combination lottery result is derived based on the first special hold, if the number of holds (hereinafter simply referred to as the "number of holds") at the time of conducting the big winning combination lottery is 0, as shown in Fig. 8(a), the reach group determination random number determination table A1 is selected. Similarly, when the normal game state is set and the "losing" big winning combination lottery result is derived based on the first special hold, if the number of holds at the time of conducting the big winning combination lottery is 1 to 2, as shown in Fig. 8(b), the reach group determination random number determination table A2 is selected, and if the number of holds is 3, as shown in Fig. 8(c), the reach group determination random number determination table A3 is selected. In Fig. 8, the group x described in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the obtained reach group determination random number and the type of the reach group determination random number determination table to be referred to.

[0098] Here, the reach group determination random number determination table referred to when the "losing" big winning combination lottery result is derived based on the first special hold in the non-time-limited game state has been described. However, a large number of other reach group determination random number determination tables are also stored in the main ROM 300b.

[0099] When the big winning combination lottery result is a "big win" or a "small win", the group type is not determined when determining the variation effect pattern. That is, the reach group determination random number determination table is referred to only when the big winning combination lottery result is a "loss" or a "specific loss", and is not referred to when the big winning combination lottery result is a "big win" or a "small win". When the big winning combination lottery result is a "specific loss", similar to the case of a "big win" or a "small win", the group type does not necessarily need to be determined.

[0100] FIG. 9 is a diagram for explaining a reach mode determination random number determination table according to an embodiment. This reach mode determination random number determination table is broadly classified into a losing reach mode determination random number determination table selected when the big role lottery result is "loss" or "specific loss", a jackpot reach mode determination random number determination table selected when the big role lottery result is "jackpot", and a small win reach mode determination random number determination table selected when the big role lottery result is "small win". The losing reach mode determination random number determination table is provided for each group type determined as described above, and the jackpot reach mode determination random number determination table and the small win reach mode determination random number determination table are provided for each hold type.

[0101] In addition, each reach mode determination random number determination table is also provided for each game state and symbol type. Here, FIG. 9(a) shows an example of a losing reach mode determination random number determination table for group x referred to in a predetermined game state and symbol type, FIG. 9(b) shows an example of a jackpot reach mode determination random number determination table for special 1, FIG. 9(c) shows an example of a jackpot reach mode determination random number determination table for special 2, FIG. 9(d) shows an example of a small win reach mode determination random number determination table for special 1, and FIG. 9(e) shows an example of a small win reach mode determination random number determination table for special 2.

[0102] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is obtained from within the range of 0 to 250. Then, when the result of the above big winning combination lottery is "loss" or "specific loss", as shown in Fig. 9(a), the loss-time 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 loss-time reach mode determination random number determination table and the reach mode determination random number, the variation mode number is determined. Also, when the result of the above big winning combination lottery is "big win", as shown in Figs. 9(b) and (c), the big-win-time reach mode determination random number determination table corresponding to the read reservation type is selected, and based on the selected big-win-time reach mode determination random number determination table and the reach mode determination random number, the variation mode number is determined.

[0103] Furthermore, when the result of the above big winning combination lottery is "small win", as shown in Figs. 9(d) and (e), the small-win-time reach mode determination random number determination table corresponding to the read reservation type is selected, and based on the selected small-win-time reach mode determination random number determination table and the reach mode determination random number, the variation mode number is determined.

[0104] Also, in each reach mode determination random number determination table, a variation pattern random number determination table, which will be described later, is associated with the reach mode determination random number together with the variation mode number. At the same time as the variation mode number is determined, the variation pattern random number determination table is determined. In Fig. 9, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, depending on the obtained reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variation mode number and the table number of the variation pattern random number determination table are determined. Also, in the embodiment, the variation mode number and the variation 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. 9 to 11 indicates an arbitrary value shown in hexadecimal.

[0105] As described above, when the major winning lottery result is "loss" or "specific loss", first, the group type is determined by the reach group determination random number determination table and the reach group determination random number shown in FIG. 8. 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 loss-time reach mode determination random number determination table and the reach mode determination random number shown in FIG. 9(a).

[0106] On the other hand, when the major winning lottery result is "big win" or "small win", referring to the big win-time reach mode determination random number determination table shown in FIG. 9 corresponding to the determined big win symbol or small win symbol (type of special symbol), big win, or game state at the time of small win winning, etc., and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table will be determined.

[0107] FIG. 10 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.

[0108] 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.

[0109] 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.

[0110] FIG. 11 is a diagram for explaining a variable time determination table according to an embodiment. As described above, when the variable mode number is determined, the variable time 1 is determined according to the variable time 1 determination table shown in FIG. 11(a). According to this variable time 1 determination table, the variable time 1 is associated with each variable mode number, and the corresponding variable time 1 is determined according to the determined variable mode number.

[0111] Also, as described above, when the variable pattern number is determined, the variable time 2 is determined according to the variable time 2 determination table shown in FIG. 11(b). According to this variable time 2 determination table, the variable time 2 is associated with each variable pattern number, and the corresponding variable time 2 is determined according to the determined variable pattern number. The total time of the variable times 1 and 2 determined in this way is the time of the variable effect for notifying the grand role lottery result, that is, the variable time.

[0112] When the variable mode number is determined as described above, the variable mode command corresponding to the determined variable mode number is transmitted to the sub-control board 330. When the variable pattern number is determined, the variable pattern command corresponding to the determined variable pattern number is transmitted to the sub-control board 330. In the sub-control board 330, based on the received variable mode command, the mode of the first half of the variable effect is mainly determined, and based on the received variable pattern command, the mode of the second half of the variable effect is mainly determined. Details thereof will be described later. Hereinafter, the variable mode number and the variable pattern number may be collectively referred to as variable information, and the variable mode command and the variable pattern command may be collectively referred to as variable commands.

[0113] FIG. 12 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 or minor winning games. During major winning games and minor winning games, with reference to this special electric accessory operation ram set table, the first major winning port solenoid 126c and the second major winning port solenoid 128c are controlled for energization. Actually, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (major winning symbol and minor winning symbol). According to the determined type of special symbol, the corresponding table is set at the start of a major winning game or a minor winning game. Here, for the sake of explanation, the control data of all special symbols is shown in one table.

[0114] When a special symbol A, B, C, D which is a major winning symbol or a special symbol a which is a minor winning symbol is determined, as shown in FIG. 12, an opening / closing process for controlling the opening and closing of the first major winning port 126 and the second major winning port 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 second major winning port 128 is opened and closed a predetermined number of times, and the minor winning game is executed only once as a round game in which the first major winning port 126 is opened and closed a predetermined number of times.

[0115] According to this special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum number of operations of the special electric accessory (the number of round games executed during one big winning game or small winning game), the open big winning ports (the first big winning port 126 and the second big winning port 128 opened in each round game), the number of times of switching the opening and closing of the special electric accessory (the number of times the first big winning port 126 and the second big winning port 128 are opened during one round game), the solenoid energization time (the energization time of the first big winning port solenoid 126c and the second big winning port solenoid 128c for each number of times the first big winning port 126 and the second big winning port 128 are opened, that is, the opening time of the first big winning port 126 and the second big winning port 128 once), the specified number (the maximum number of possible winnings for the first big winning port 126 and the second big winning port 128 in one round game), the effective time for closing the big winning port (the closing time of the first big winning port 126 and the second big winning port 128 between round games, that is, the interval time between rounds), 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 control data for the big winning game for each type of big winning symbol and small winning symbol as shown in the figure.

[0116] In the embodiment, when the special symbols A and C which are big winning symbols are determined, a big winning game composed of four round games is executed. When the special symbols B and D are determined, a big winning game composed of ten round games is executed. Each round game ends when the specified number (ten) of game balls enter the second big winning port 128 or when a predetermined time (here 29.0 seconds) has elapsed since the second big winning port 128 was opened. Note that the number of round games executed in one big winning game can be designed appropriately, but as an example, the number of round games may be set to ten or less.

[0117] Also, when the special symbol a, which is a minor winning symbol, is determined, a minor winning game composed of a single round of game is executed. In the minor winning game that is determined and executed when the special symbol a is obtained, in the first round of the game, the opening of the first big winning opening 126 for 0.9 seconds is performed twice with a predetermined pause time in between.

[0118] FIG. 13 is a diagram for explaining a game state setting table for setting the game state after the big winning game according to the embodiment. In the embodiment, when the big winning game is executed, referring to the game state setting table a shown in FIG. 13(a), the game state after the big winning game is set according to the type of the special symbol determined at the time of a big win. Hereinafter, in the description of the game state, it is assumed that the registered setting value is set to "1".

[0119] As shown in FIG. 13(a), according to the game state setting table a, when winning the special symbols A and C as the big winning symbols, the low-probability game state is set after the big winning game, and when winning the special symbols B and D as the big winning symbols, the high-probability game state is set after the big winning game. When the high-probability game state is set, the end condition of the high-probability game state is set. When the end condition of the high-probability game state is satisfied, the high-probability game state ends and the game state shifts to the low-probability game state.

[0120] Here, as the end condition of the high-probability game state, the high-probability count is set to 120 times. This means that the high-probability game state continues until the big winning lottery result is determined 120 times. In other words, when the big winning lottery result is determined 120 times in the high-probability game state, the high-probability game state ends.

[0121] However, the above-mentioned high-probability number of times indicates the maximum continuous number of times in the high-probability gaming state. If a jackpot is won before reaching the above-mentioned continuous number of times, the gaming state will be set again. Therefore, when the high-probability gaming state is set after the end of the big winning combination game, if the lottery result of a jackpot is not derived in the high-probability gaming state and the lottery results other than the jackpot are determined 120 times, the gaming state will be changed to the low-probability gaming state.

[0122] Also, after the end of the big winning combination game, regardless of the type of jackpot symbol, the time-saving gaming state is set. Along with the setting of the time-saving gaming state, the end condition of the time-saving gaming state is set according to the selected jackpot symbol. When the end condition of the time-saving gaming state is satisfied, the time-saving gaming state ends. Here, as the end condition of the time-saving gaming state, a variation number end condition and a specific end condition are provided.

[0123] The variation number end condition is satisfied when the number of determinations or displays of special symbols other than the jackpot symbol reaches the upper limit number of times. Here, the upper limit number of times set as the variation number end condition of the time-saving gaming state is called the time-saving number of times. That is, the time-saving number of times means the number of times the lottery results of the big winning combination are determined until the time-saving gaming state ends. Also, the specific end condition is satisfied when the number of determinations or displays of the specific losing symbol reaches the specific number of times. Here, the specific number of times set as the specific end condition of the time-saving gaming state is called the specific losing number of times. That is, the specific losing number of times means the number of winning times (determined number of times) of the specific losing in the time-saving gaming state until the time-saving gaming state ends.

[0124] In this embodiment, depending on the type of jackpot symbol, there are cases where both the variable count end condition and the specific end condition are set, and cases where only the variable count end condition is set. Specifically, when winning on special symbols A or C as the jackpot symbol, as the variable count end condition, the short-time count is set to 10,000 times, and as the specific end condition, the specific losing count is set to 2 times, which is less than the short-time count. This means that the short-time game state continues until the winning results of major roles other than the jackpot are determined 10,000 times, or until the winning results of specific losing major roles are determined 2 times. In other words, when the winning results of major roles are determined 10,000 times in the short-time game state, or when winning on specific losing 2 times, the short-time game state ends.

[0125] That is, when winning on special symbols A or C, the game state after the major role game is set to the low-probability game state and the short-time game state. As the end condition of the short-time game state, the short-time count is set to 10,000 times, and the specific losing count is set to 2 times. As described above, the winning probability of specific losing in the low-probability game state is about 1 / 150. Therefore, the short-time game state set when winning on special symbols A or C ends, probabilistically, when winning on specific losing 2 times.

[0126] That is, the game state set when winning on special symbols A or C has the gameplay of a so-called falling machine, aiming to win the jackpot with a winning probability of about 1 / 199.2 before winning on specific losing with a winning probability of about 1 / 150 twice.

[0127] Incidentally, if in the short-time game state, the winning results of major roles are determined 10,000 times and the variable count end condition is satisfied, the short-time game state ends and shifts to the non-short-time game state. On the other hand, if in the short-time game state, winning on specific losing 2 times and the specific end condition is satisfied, the short-time game state ends, and it shifts to the very short-time game state or the short-time game state is reset.

[0128] In the low-probability game state and the time-limited game state, when a specific losing combination is won twice and a specific end condition is satisfied, the game state setting table b shown in FIG. 13(b) is referred to, and the game state is set based on the type of the specific losing combination symbol won the second time. Specifically, when a specific symbol or Ya is won, after the special symbol Ya is determined, the low-probability game state and the time-limited game state are set. At this time, as the end condition of the time-limited game state, the time-limited number of times that becomes the end condition of the number of fluctuations is set to 10,000 times, and the number of specific losing combinations that becomes the specific end condition is set to 2 times. That is, when the specific losing combination symbol won the second time is the special symbol Ya, the same game state as when the specific losing combination symbol is won is reset.

[0129] On the other hand, when the specific losing combination symbol won the second time is the specific symbol Yb, after the special symbol Yb is determined, the low-probability game state and the very short time-limited game state are set. Regarding the very short time-limited game state, the time-limited number of times is also set to 10,000 times as the end condition of the number of fluctuations. As described above, the very short time-limited game state is substantially the same game state as the non-time-limited game state. Therefore, when the specific losing combination symbol won the second time is the special symbol Yb, the time-limited game state that is relatively advantageous to the player ends, and the game shifts to the very short time-limited game state equivalent to the non-time-limited game state, which is relatively disadvantageous to the player.

[0130] In the time-limited game state, as long as the game is being played appropriately, the player fires the game ball toward the second game area 116b, and a big combination lottery based on the special second hold is executed. Therefore, the specific losing combination symbols won in the low-probability game state and the time-limited game state are basically the special symbols Ya and Yb that can be won based on the special second hold. As described above, when a specific losing combination is won by the special second hold, the selection ratios of the special symbols Ya and Yb are 10% and 90% respectively. Therefore, when the specific end condition is satisfied, the probability that the time-limited game state is reset is 10%, and the probability that the time-limited game state ends and the very short time-limited game state is set is 90%.

[0131] On the other hand, when special symbols B and D are selected as the big win symbols, only the variation count end condition is set as the end condition of the time-saving game state, and the specific end condition is not set. Specifically, when special symbols B and D are selected, the game state after the big win game is set to the high probability game state and the time-saving game state, and the high probability count and the time-saving count are both set to 120 times as the end conditions of the high probability game state and the time-saving game state. At this time, the end condition of the time-saving game state (high probability game state) does not include winning a predetermined number of times in a specific losing combination.

[0132] As described above, the winning probability in the high probability game state is about 1 / 84. Therefore, the game state set when special symbols B and D are selected has the game characteristics of a so-called ST machine, aiming to win a big win with a winning probability of about 1 / 84 in 120 big win lotteries.

[0133] In this way, in this embodiment, two game states with completely different game characteristics are provided, such as a game state aiming to win a big win in a predetermined number (120 times) of big win lotteries and a game state aiming to win a big win before winning a specific losing combination a predetermined number (2 times). Also, the so-called continuous winning rates of these two game states are different. As described above, according to this embodiment, a new game characteristic that has never existed before is realized, and the interest of the game is improved.

[0134] In this embodiment, it is assumed that in the high probability game state, there is no winning in a specific losing combination, and only in the low probability game state can one win in a specific losing combination. However, it is also possible to make it possible to win in a specific losing combination even in the high probability game state. In this case, for example, by setting the number of specific losing combinations set as the end condition when the high probability game state and the time-saving game state are set to a number equal to or greater than the high probability count or the time-saving count, or setting it to 0 times, the specific end condition may not be satisfied. According to the processing in the main control board 300 described later, even if the number of specific losing combinations is set to 0 times, the number of winning times in a specific losing combination does not satisfy the end condition.

[0135] Also, in this embodiment, when winning a specific loss based on the reservation of Patent 1, the special symbol Xa is always determined. When winning the special symbol Xa in the non-time-saving game state, as shown in FIG. 13(b), after the determination of the special symbol Xa, it is set to the same very short-time-saving game state as when winning the special symbol Yb. By configuring in this way, when the high-probability game state or the time-saving game state ends, a situation without intentionally having the reservation of Patent 2 is created, and by executing the major role lottery based on the reservation of Patent 1, it is possible to prevent the situation from becoming more advantageous than when the major role lottery based on the reservation of Patent 2 is executed.

[0136] Furthermore, in this embodiment, a play time is provided. The play time refers to a game state set to the low-probability game state and the time-saving game state when a predetermined start condition is satisfied, or a game proceeding in that game state. Here, the winning probability of a big win during the play time, the opening conditions of the second start port 122, etc., which are the game proceeding conditions, are the same as those of the game state set after winning the special symbols A and C and after the major role game. However, a plurality of time-saving game states with different game proceeding conditions may be provided, and the game proceeding conditions may be different between the time-saving game state during the play time and the time-saving game state set after the major role game (for example, making the number of specific losses "0" so that it does not end by winning a specific loss).

[0137] Here, as shown in FIG. 13(c), after the main RAM 300c is cleared when the power is turned on, or after the high-probability game state ends, without winning a big win or a specific loss, the result of the major role lottery being determined 500 times is set as the start condition of the play time. That is, in the low-probability game state and in the non-time-saving game state or the very short-time-saving game state, if winning a big win in 500 major role lotteries or not winning a specific loss, it becomes the play time and the game state is set to the time-saving game state. Here, the case where the play time is provided has been described, but the play time is not essential.

[0138] FIG. 14 is a diagram for explaining a determination random number determination table per general symbol according to the embodiment. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the general symbol operation port 125), a determination process of the general symbol (hereinafter referred to as "general symbol lottery") in which it is determined whether or not to energize and control the movable piece 122b of the second start port 122 is performed.

[0139] Although details will be described later, when a game ball passes through the gate 124 (the game ball enters the general symbol operation port 125), one determination random number per general symbol is acquired from within the range of 0 to 99, and this random number value is stored in the general symbol hold storage area of the main RAM 300c with a maximum of four. That is, the general symbol hold storage area includes four storage units for saving the determination random number per general symbol. Therefore, when a game ball passes through the gate 124 (the game ball enters the general symbol operation port 125) in a state where the determination random number per general symbol is stored in all four storage units of the general symbol hold storage area, the determination random number per general symbol is not stored based on the passage of the game ball. Hereinafter, the determination random number per general symbol stored in the general symbol hold storage area when a game ball passes through the gate 124 (the game ball enters the general symbol operation port 125) is called general symbol hold.

[0140] When starting the general symbol lottery in the non-time-short game state, as shown in FIG. 14(a), the non-time-short game state determination random number determination table per general symbol is referred to. According to this non-time-short game state determination random number determination table per general symbol, when the determination random number per general symbol is 0, the general symbol winning symbol is determined as the type of the general symbol, and when the determination random number per general symbol is 1 to 99, the general symbol losing symbol is determined as the type of the general symbol. Therefore, the probability of determining the general symbol 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 general symbol winning symbol is determined in this general symbol lottery, the second start port 122 is controlled to be in an open state, and when the general symbol losing symbol is determined, the second start port 122 is maintained in a closed state.

[0141] Also, when starting the general pattern lottery in the short-time short game state, as shown in FIG. 14(b), the general pattern winning determination random number determination table for the short-time short game state is referred to. According to this general pattern winning determination random number determination table for the short-time short game state, when the general pattern winning determination random number is 0 to 1, the general pattern winning symbol is determined as the type of the normal symbol, and when the general pattern winning determination random number is 2 to 99, the general pattern losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the general pattern winning symbol in the short-time game state, that is, the winning probability is 2 / 100.

[0142] Also, when starting the general pattern lottery in the short-time game state, as shown in FIG. 14(c), the general pattern winning determination random number determination table for the short-time game state is referred to. According to this general pattern winning determination random number determination table for the short-time game state, when the general pattern winning determination random number is 0 to 98, the general pattern winning symbol is determined as the type of the normal symbol, and when the general pattern winning determination random number is 99, the general pattern losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the general pattern winning symbol in the short-time game state, that is, the winning probability is 99 / 100.

[0143] Regarding the general pattern lottery according to the embodiment, although the winning probability of the general pattern winning symbol is described as different depending on the game state, the winning probability of the general pattern winning symbol between game states is common (uniformly 99 / 100), and depending on the symbol type of the winning normal symbol, the symbol for which the second start port 122 is 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 opens for a short time in a manner that makes it difficult for the second start port 122 to receive balls may be set as the losing symbol (short opening winning symbol).

[0144] FIG. 15(a) is a diagram for explaining a normal symbol variation time data table according to an embodiment, and FIG. 15(b) is a diagram for explaining an opening / closing control pattern table according to an 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 slight 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. 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 LED combinations.

[0145] 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. 15(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.

[0146] When the symbol for each general symbol is determined, as shown in FIG. 15(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 is started), the maximum number of opening / closing switches for the general electric accessory (number of times the second start port 122 is opened), the solenoid energization time (energization time of the general 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 (maximum number of winning chances to the second start port 122 during all openings of the second start port 122), the general power closing effective time (closing time between each opening of the second start port 122, that is, rest time), the general power effective state time (waiting time from the end of the last opening of the second start port 122), and the general power end wait time (waiting time until the variable display of the general symbol described later is restarted after the elapse of the general power effective state time) are stored in advance as shown in the figure for each game state as control data for the second start port 122.

[0147] 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 is 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 (the game ball enters the general symbol operation port 125), the general symbol lottery is continuously conducted, and the second start port 122 is frequently in the open state. Therefore, the player can conduct the big winning symbol lottery while reducing the consumption of game balls.

[0148] 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.

[0149] Note that the opening / closing conditions of the second starting 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 starting port 122. In the embodiment, in two of these elements, the time-saving game state is set more advantageously than the non-time-saving game state, so that in the time-saving game state, it is set such that game balls are more likely to enter the second starting port 122 than in the non-time-saving game state. However, for one or three of the above three elements, the time-saving game state may be set more advantageously than the non-time-saving game state. In any case, by making the time-saving game state more advantageous than the non-time-saving game state in at least one element, the time-saving game state may be made such that game balls can more easily enter the second starting port 122 than in the non-time-saving game state. That is, when the game state is set to the non-time-saving game state, the movable piece 122b is opened and closed under control according to the first condition, and when the game state is set to the time-saving game state, the movable piece 122b may be opened and closed under control according to a second condition that is more likely to be in the open state than the first condition.

[0150] Also, in the embodiment, a normal symbol operation port 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the lower part of the second game area 116b enter the normal symbol operation port 125. When a game ball enters the normal symbol operation port 125, one prize ball is paid out. Therefore, here, even if a game ball is launched into the second game area 116b in the non-time-saving game state, almost no game balls are reduced. However, the normal symbol operation port 125 is not an essential configuration, and the game board configuration is just an example. Therefore, when a game ball is launched into the second game area 116b in the non-time-saving game state, a configuration in which the game balls are reduced may also be used.

[0151] 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.

[0152] FIG. 16 is a diagram for explaining a gaming machine state flag according to an embodiment. In the main control board 300, whether the game can be advanced or not 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 a playable state. When the gaming machine state flag is 00H, the game is advanced under control, and when the gaming machine state flag is other than 00H, the game is stopped.

[0153] The flag value of the gaming machine state flag = 01H indicates a setting change state. When the gaming machine state flag is 01H, an operation for changing the registered setting value becomes possible. The flag value of the gaming machine state flag = 02H indicates a setting confirmation state. When the gaming machine state flag is 02H, the registered setting value can be confirmed, for example, by being displayed on the performance display monitor 184. The flag value of the gaming machine state flag = 03H indicates a setting abnormality state. When the gaming machine state flag is 03H, the game is stopped on the assumption that the registered setting value is abnormal. The flag value of the gaming machine state flag = 04H indicates an RWM (read write memory) abnormality state. When the gaming machine state flag is 04H, the game is stopped. The flag value of the gaming machine state flag = 05H indicates a checksum abnormality state. When the gaming machine state flag is 05H, the game is stopped. When the power is turned on, the gaming machine state flag is set to one of the flag values, and processing according to the gaming machine state flag is performed.

[0154] (CPU Initialization Process of Main Control Board 300) FIG. 17 is a first flowchart for explaining the CPU initialization process in the main control board 300 according to an embodiment, and FIG. 18 is a second flowchart for explaining the CPU initialization process in the main control board 300 according to an embodiment.

[0155] 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).

[0156] (Step S100-1) Upon power-on, the main CPU 300a reads a startup program from the main ROM 300b and performs setting processes necessary for executing various processes as initial setting processes.

[0157] (Step S100-3) The main CPU 300a sets a wait processing time in the timer counter.

[0158] (Step S100-5) The main CPU 300a determines whether a power-off warning signal is detected. Note that a power-off detection circuit is provided in the main control board 300, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If a power-off warning signal is detected, the process proceeds to step S100-3 above. If a power-off warning signal is not detected, the process proceeds to step S100-7.

[0159] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 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.

[0160] (Step S100-9) The main CPU 300a executes processes necessary to permit access to the main RAM 300c.

[0161] (Step S100-11) The main CPU 300a loads the flag value of the game machine state flag before power-off into the D register.

[0162] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at power-off, and 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, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.

[0163] (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 of the area to be cleared in the main RAM 300c.

[0164] (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.

[0165] (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.

[0166] (Step S100-21) The main CPU 300a sets 02H (setting confirmation state) to 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.

[0167] (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 start address set in the above step S100-15, in the main RAM 300c, and transfers the process to step S100-49.

[0168] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) to the D register.

[0169] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process to check and clear the read / write memory in the unused area.

[0170] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag to the start address of the area to be cleared in the main RAM 300c.

[0171] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.

[0172] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in the above step S100-31 is normal. As a result, if it is determined to be normal, the process is transferred to step S100-37, and if it is determined to be abnormal, the process is transferred to step S100-35.

[0173] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and transfers the process to step S100-45.

[0174] (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 is transferred to step S100-39, and if it is determined that 02H is not set, the process is transferred to step S100-41.

[0175] (Step S100-39) The main CPU 300a sets 00H (game playable state) in the D register.

[0176] (Step S100-41) The main CPU 300a determines whether the setting change conditions are satisfied. As a result, if it is determined that the setting change conditions are satisfied, the process is transferred to step S100-43, and if it is determined that the setting change conditions are not satisfied, the process is transferred to step S100-45. Here, the setting change conditions at least include 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.

[0177] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.

[0178] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine state flag.

[0179] (Step S100-47) The main CPU 300a executes an initialization process to clear the targets to be cleared during RAM clearing in the main RAM 300c, and transfers the process to step S100-49.

[0180] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear designated command in the transmission buffer) of a payout command (RAM clear designated command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.

[0181] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0182] (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 is transferred to step S110, and if it is determined not to be 00H, the process is transferred to step S100-55.

[0183] (Step S110) The main CPU 300a performs a sub-command group setting process. Note that this sub-command group setting process will be described later.

[0184] (Step S100-55) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change state designated command is set, and if the gaming machine status flag is 02H, a setting confirmation state designated 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 in the sub-control board 330.

[0185] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.

[0186] (Step S100-59) The main CPU 300a performs a process for prohibiting interrupts.

[0187] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0188] (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.

[0189] (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.

[0190] (Step S100-67) The main CPU 300a performs a process for permitting interrupts.

[0191] (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.

[0192] FIG. 19 is a flowchart for explaining the sub-command group set process (S110) in the main control board 300 according to the embodiment.

[0193] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.

[0194] (Step S110-3) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, for example, when the initialization process is executed in step S100-47 above, a RAM clear designation command is set.

[0195] (Step S110-5) The main CPU 300a performs a model command setting process for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.

[0196] (Step S110-7) The main CPU 300a performs a set value designation command setting process for setting a set value designation command indicating the registered set value in the transmission buffer.

[0197] (Step S110-9) The main CPU 300a performs a special drawing 1 hold designation command setting process for setting a special drawing 1 hold designation command indicating the number of special drawing 1 holds in the transmission buffer.

[0198] (Step S110-11) The main CPU 300a performs a special drawing 2 hold designation command setting process for setting a special drawing 2 hold designation command indicating the number of special drawing 2 holds in the transmission buffer.

[0199] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times of the time-saving gaming state in the transmission buffer.

[0200] (Step S110-15) The main CPU 300a performs a variable pattern selection state specifying command setting process of setting a variable pattern selection state specifying command indicating a variable pattern selection state in the transmission buffer.

[0201] (Step S110-17) The main CPU 300a performs a special figure phase specifying command setting process of setting a special figure phase specifying command indicating a special game management phase in the transmission buffer. Note that the special game management phase will be described later.

[0202] (Step S110-19) The main CPU 300a determines whether the special game management phase is 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.

[0203] (Step S110-21) The main CPU 300a sets a customer waiting specifying command in the transmission buffer and terminates the sub-command group setting process.

[0204] 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.

[0205] (Power-off Backup Process (XINT Interrupt Process) of the Main Control Board 300) FIG. 20 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.

[0206] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.

[0207] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0208] (Step S300-5) The main CPU 300a determines whether the 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.

[0209] (Step S300-7) The main CPU 300a restores the registers.

[0210] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off time-saving process.

[0211] (Step S300-11) The main CPU 300a executes output port clear processing to stop the output of the output port.

[0212] (Step S300-13) The main CPU 300a executes checksum setting processing to calculate and save the checksum.

[0213] (Step S300-15) The main CPU 300a executes RAM protection setting processing necessary to prohibit access to the main RAM 300c.

[0214] (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.

[0215] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0216] (Step S300-21) The main CPU 300a determines whether the 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 S300-17, and if it is determined that the power-off warning signal is not detected, the process proceeds to Step S300-23.

[0217] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in Step S300-17.

[0218] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not 0. As a result, if it is determined that the counter value is not 0, the process proceeds to Step S300-19, and if it is determined that the counter value is 0, the process proceeds to the above-described CPU initialization process (Step S100).

[0219] In addition, when an actual power-off occurs, the operation of the gaming machine 100 stops while looping through Steps S300-17 to S300-25.

[0220] (Timer Interrupt Processing of the Main Control Board 300) FIG. 21 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.

[0221] (Step S400-1) The main CPU 300a saves the registers.

[0222] (Step S400-3) The main CPU 300a performs processing to enable interrupts.

[0223] (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 hit notification display 172, and the performance display monitor 184.

[0224] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing to accurately obtain the latest switch state.

[0225] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.

[0226] (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 to be 00H, the process proceeds to step S400-15, and if it is determined not to be 00H, the process proceeds to step S400-13.

[0227] (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 to be 03H or more, the process proceeds to step S400-27, and if it is determined not to be 03H or more, the process proceeds to step S450.

[0228] (Step S450) The main CPU 300a executes setting-related processing and transfers the processing to step S400-27. The setting-related processing will be described later.

[0229] (Step S400-15) The main CPU 300a performs timer update processing for updating various timer counters. Here, unless otherwise specified, the various timer counters are subtracted each time the timer interrupt processing of the main control board 300 occurs, and the subtraction stops when it reaches 0.

[0230] (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 step S100-61 above.

[0231] (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.

[0232] 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.

[0233] (Step S500) The main CPU 300a executes switch management processing to determine 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 general drawing operation port detection switch 125s, the first major winning port detection switch 126s, and the second major winning port detection switch 128s. The details of this switch management processing will be described later.

[0234] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. The details of this special game management processing will be described later.

[0235] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. The details of this normal game management processing will be described later.

[0236] (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.

[0237] (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, the first major winning port detection switch 126s, and the second major winning port detection switch 128s, and executes winning port switch processing for adding a counter for winning ball control and the like corresponding thereto.

[0238] (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 winning ball control set in the above step S400-23.

[0239] (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.

[0240] (Step S400-29) The main CPU 300a executes LED display setting processing for setting common data for controlling 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.

[0241] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing solenoid output images of the normal electric accessory solenoid 122c, the first big winning port solenoid 126c, the second big winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.

[0242] (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.

[0243] (Step S400-35) The main CPU 300a performs processing for prohibiting interrupts.

[0244] (Step S400-37) The main CPU 300a performs processing to calculate the base ratio to be displayed on the performance display monitor 184 using the unused area of the main RAM 300c, and sets the common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, thereby executing performance display monitor control processing. Note that 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 for the current period and the base ratio for the previous period may be switched and displayed at every predetermined time. Also, in response to a predetermined operation, the base ratio displayed on the performance display monitor 184 may be switched. Further, here, when the game 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.

[0245] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt processing.

[0246] FIG. 22 is a flowchart for explaining the above-described setting-related processing (S450) according to the embodiment.

[0247] (Step S450-1) The main CPU 300a determines whether the flag value of the game machine state flag is 01H (setting change state). As a result, if it is determined to be 01H, the processing proceeds to step S450-3, and if it is determined not to be 01H, the processing proceeds to step S450-15.

[0248] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.

[0249] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether the 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.

[0250] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.

[0251] (Step S450-9) The main CPU 300a determines whether the set value of 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.

[0252] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.

[0253] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.

[0254] (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.

[0255] (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.

[0256] (Step S110) The main CPU 300a executes the sub-command set processing shown in FIG. 19. That is, when the setting-related processing is executed, at the end thereof, the model command, the set value designation command, the reserved designation command for FIG. 1, the reserved designation command for FIG. 2, the number command, the variable pattern selection state designation command, the FIG. phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0257] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related processing.

[0258] As described above, according to the embodiment, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the power is normally turned on while the RAM clear button is pressed, in the CPU initialization processing (FIG. 17), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt processing is executed. However, since 01H (setting change state) is set in the gaming machine state flag, all the processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 21) are stopped, and the setting-related processing is executed.

[0259] The setting-related processing is repeatedly executed while the setting change switch 180s is on. During this setting-related processing, the pressing operation of the RAM clear button is accepted as a setting change operation for the registered set value. That is, during the setting change processing (S450-1 to S450-13) that accepts the setting change operation, the registered set value stored in the set value buffer is switched to any one of the set values provided in multiple stages according to the setting change operation.

[0260] Then, 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 processing ends, and 00H (playable state) is set in the gaming machine state flag. As a result, from the next timer interrupt processing, the processes related to the progress of the game can be executed.

[0261] Here, in the setting-related processing of the embodiment, after the pressing operation of the RAM clear button, that is, after the reception of the setting change operation of the registered setting value, in the sub-command group setting process, the setting value specifying command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, during the reception of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the reception of the setting change operation, the setting value specifying command is not transmitted, and when the reception of the setting change operation ends and the game progresses to a state where it is possible to proceed, by transmitting the setting value specifying command, the risk of the registered setting value being obtained illegally can be reduced.

[0262] Also, 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, the 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, the setting value specifying command is not transmitted during the progress of the game, and the risk of the registered setting value being obtained illegally is reduced.

[0263] 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.

[0264] FIG. 23 is a flowchart for explaining the switch management processing (step S500) in the main control board 300 according to the embodiment.

[0265] (Step S500-1) When the main CPU 300a detects that the gate detection switch is turned on or the general diagram operation port detection switch is turned on, that is, when the game ball passes through the gate 124 and the detection signal from the gate detection switch 124s is turned on, or when the game ball enters the general diagram operation port 125 and the detection signal from the general diagram operation port detection switch 125s is turned on, it determines. As a result, when it is determined that the gate detection switch is turned on or the general diagram operation port detection switch is turned on, the process proceeds to step S510, and when it is determined that it is not the case when the gate detection switch is turned on or the general diagram operation port detection switch is turned on, the process proceeds to step S500-3.

[0266] (Step S510) Based on the passage of the game ball through the gate 124 (the entry of the game ball into the general diagram operation port 125), the main CPU 300a executes gate passage processing. The details of this gate passage processing will be described later.

[0267] (Step S500-3) The main CPU 300a determines whether it is the time when the first start port detection switch is turned on, that is, whether the game ball enters the first start port 120 and the detection signal is input from the first start port detection switch 120s. As a result, when it is determined that it is the time when the first start port detection switch is turned on, the process proceeds to step S520, and when it is determined that it is not the time when the first start port detection switch is turned on, the process proceeds to step S500-5.

[0268] (Step S520) Based on the entry of the game ball into the first start port 120, the main CPU 300a executes first start port passage processing. The details of this first start port passage processing will be described later.

[0269] (Step S500-5) The main CPU 300a determines whether it is the time of detecting the second start port switch being on, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. As a result, if it is determined that it is the time of detecting the second start port switch being on, the process proceeds to step S530, and if it is determined that it is not the time of detecting the second start port switch being on, the process proceeds to step S500-7.

[0270] (Step S530) The main CPU 300a executes the second start port passing process based on the entry of the game ball into the second start port 122. The details of this second start port passing process will be described later.

[0271] (Step S500-7) The main CPU 300a determines whether it is the time of detecting the big winning port switch being on, that is, whether a game ball has entered the first big winning port 126 and the second big winning port 128 and detection signals have been input from the first big winning port detection switch 126s and the second big winning port detection switch 128s. As a result, if it is determined that it is the time of detecting the big winning port switch being on, the process proceeds to step S500-9, and if it is determined that it is not the time of detecting the big winning port switch being on, the process proceeds to step S500-11.

[0272] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning game or a small win game, and determines whether the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate. Here, if it is determined that it is not in a big winning game or a small win game, a predetermined fraud detection process is executed, and if it is in a big winning game or a small win game and it is determined that the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate, the big winning port winning ball number counter is incremented by 1, and a big winning port winning designation command is set in the transmission buffer.

[0273] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the general winning opening detection switch, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that it is the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-13, and if it is determined that it is not the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-15.

[0274] (Step S500-13) The main CPU 300a sets the general winning opening winning designation command in the transmission buffer.

[0275] (Step S500-15) The main CPU 300a determines whether it is the time of detecting the activation of the out ball detection switch, 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 activation of the out ball detection switch, the process proceeds to step S500-17, and if it is determined that it is not the time of detecting the activation of the out ball detection switch, the switch management process ends.

[0276] (Step S500-17) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0277] FIG. 24 is a flowchart for explaining the gate passage process (step S510) in the main control board 300 according to the embodiment.

[0278] (Step S510-1) The main CPU 300a loads the general drawing hit determination random number updated by the hardware random number generation unit.

[0279] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol hold ball number counter is 4 or more. As a result, if it is determined that the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, the gate passing process is terminated, and if it is determined that the counter value of the normal symbol hold ball number counter is not greater than the maximum value, the process proceeds to step S510-5.

[0280] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol hold ball number counter to a value obtained by adding "1" to the current counter value.

[0281] (Step S510-7) The main CPU 300a calculates the target storage unit to which the obtained normal symbol determination random number per symbol is to be saved among the four storage units in the normal symbol hold storage area.

[0282] (Step S510-9) The main CPU 300a saves the normal symbol determination random number per symbol obtained in step S510-1 to the target storage unit calculated in step S510-7.

[0283] (Step S510-11) The main CPU 300a sets the normal symbol hold designation command indicating the number of normal symbol holds stored in the normal symbol hold storage area to the transmission buffer and terminates the gate passing process.

[0284] Figure 25 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to the embodiment.

[0285] (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 a special 1 hold or a special 2 hold as the hold type. The special symbol identification value (00H) indicates a special 1 hold, and the special symbol identification value (01H) indicates a special 2 hold.

[0286] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0287] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start port passing process. Note that 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.

[0288] FIG. 26 is a flowchart for explaining the second start port passing process (Step S530) in the main control board 300 according to the embodiment.

[0289] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0290] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball counter.

[0291] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.

[0292] (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.

[0293] (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" in 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 is terminated, and if it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.

[0294] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball number counter to a value obtained by adding "1" to the current counter value, and terminates the second start port passing process.

[0295] FIG. 27 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).

[0296] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0297] (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 is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number, is loaded. If the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.

[0298] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.

[0299] (Step S535-7) The main CPU 300a determines whether the number of target special symbol holding balls loaded in step S535-3 is greater than or equal to the upper limit value. As a result, if it is determined that the number is greater than or equal to the upper limit value, the process proceeds to step S535-21. If it is determined that the number is less than the upper limit value, the process proceeds to step S535-9.

[0300] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol holding ball counter to a value obtained by adding "1" to the current counter value.

[0301] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the obtained jackpot determination random number among the eight storage units in the special symbol holding memory area.

[0302] (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.

[0303] (Step S535-15) The main CPU 300a performs a special symbol holding ball winning order setting process of updating and storing the winning orders of special 1 holding and special 2 holding stored in the special symbol holding memory area.

[0304] (Step S535-16) The main CPU 300a executes acquisition-time effect determination processing for performing major role preliminary drawing, winning symbol provisional determination, and variable information provisional determination based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time effect determination processing, a look-ahead designation command indicating variable information determined when a newly stored hold is read is transmitted to the sub-control board 330.

[0305] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 hold ball number counter and the special symbol 2 hold ball number counter.

[0306] (Step S535-19) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-17 above. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.

[0307] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0308] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 above and determines whether it is less than the normal electric accessory winning opening release control state described later. As a result, if it is determined that it is less than the normal electric accessory winning opening release control state, the process proceeds to step S535-25, and if it is determined that it is not less than the normal electric accessory winning opening release control state, the special symbol random number acquisition process ends.

[0309] (Step S535-25) The main CPU 300a determines whether there has been an abnormal winning, and if it determines that there has been an abnormal winning, it executes a start port abnormal winning error process that performs a predetermined process and ends the special symbol random number acquisition process (step S535).

[0310] FIG. 28 is a diagram for explaining a 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 (entry of a game ball into the general drawing operation port 125) proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each process related to such a special game is managed by a special game management phase.

[0311] As shown in FIG. 28, the main ROM 300b stores a plurality of special game control modules for executing and controlling the special game, 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 the "special symbol variation waiting process" is called, when the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called, when the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called, when the special game management phase is "03H" or "07H", a module for executing the "big winning opening pre - process" is called, when the special game management phase is "04H" or "08H", a module for executing the "big winning opening control process" is called, when the special game management phase is "05H" or "09H", a module for executing the "big winning opening closing valid process" is called, and when the special game management phase is "06H" or "0AH", a module for executing the "big winning opening end wait process" is called.

[0312] FIG. 29 is a flowchart for explaining the special game management process (step S600) in the main control board 300.

[0313] (Step S600-1) The main CPU 300a loads the special game management phase.

[0314] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.

[0315] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts the process.

[0316] (Step S600-7) The main CPU 300a loads the special game timer for managing the control time of the special game and ends the special game management process.

[0317] FIG. 30 is a flowchart for explaining the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0318] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number (X2), is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.

[0319] (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 count (X1), is "1" or more. As a result, if it is determined that the special 1 hold count (X1) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold count (X1) is not "1" or more, the process proceeds to step S610-5.

[0320] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process for setting the customer waiting state, and ends the special symbol change waiting process.

[0321] (Step S610-7) The main CPU 300a block-transfers the special 2 holds stored in the first to fourth storage units of the second special symbol hold storage area or the special 1 holds stored in the first to fourth storage units of the first special symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the special symbol 2 hold ball count is "1" or more, the special 2 holds stored in the second to fourth storage units of the second special symbol hold storage area 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 special 2 hold stored in the first storage unit is block-transferred to the 0th storage unit. Further, in step S610-3 above, if it is determined that the special symbol 1 hold ball count is "1" or more, the special 1 holds stored in the second to fourth storage units of the first special symbol hold storage area are transferred to the first to third storage units, and the special 1 hold stored in the first storage unit is block-transferred to the 0th storage unit. In this special symbol storage area shift process, the counter value of the target special symbol hold ball counter corresponding to the hold type transferred to the 0th storage unit is decremented by "1", and a hold decrement designation command indicating that the special 1 hold or the special 2 hold has been decremented by "1" is set in the transmission buffer.

[0322] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a major role lottery. This special symbol winning determination process will be described later.

[0323] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the determination information (lottery result of the major role lottery) stored in step S611 is a big win, a small win, or a specific loss, the winning type (whether it is a big win, a small 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 (type of big win symbol, small win symbol, or specific loss symbol) is saved. On the other hand, when the lottery result of the major role lottery stored in step S611 is a loss, if the hold type is special hold 1, special symbol X is saved as the loss symbol, and if the hold type is special hold 2, special symbol Y is saved as the loss symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.

[0324] (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. 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.

[0325] (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.

[0326] (Step S610-15) The main CPU 300a loads the variation mode number and the 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.

[0327] (Step S610-17) The main CPU 300a performs a preliminary area setting process such as storing the game state at the time 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 the big win symbol (special symbol determination data), etc. are stored in the preliminary area of the main RAM 300c.

[0328] (Step S610-19) The main CPU 300a executes a process of setting the special symbol display symbol 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 symbol 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 symbol counter. Note that the special symbol display symbol counter is provided separately with a special symbol 1 display symbol counter corresponding to the first special symbol display 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display 162, and here, the counter value is set in the counter corresponding to the hold type.

[0329] (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 figure hold designation command in the transmission buffer. Here, based on the counter value (special 1 hold count) of the special symbol 1 hold ball counter, the special figure 1 hold designation command is set, and based on the counter value (special 2 hold count) of the special symbol 2 hold ball counter, the special figure 2 hold designation command is set. 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 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 count and the special 2 hold count, as well as the winning order of each of these holds, will be transmitted to the sub-control board 330.

[0330] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.

[0331] FIG. 31 is a flowchart for explaining the above-described special symbol winning determination process (S611) according to the embodiment.

[0332] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0333] (Step S611-3) The main CPU 300a loads the registered setting value in the setting value buffer.

[0334] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is a value within the normal range. As a result, if it is determined that the value is within the normal range, the process proceeds to step S611-11, and if it is determined that the value is not within the normal range, the process proceeds to step S611-7.

[0335] (Step S611-7) The main CPU 300a sets 03H (setting abnormal state) in the gaming machine state flag.

[0336] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol hit determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification indicating that there is a setting abnormality is made.

[0337] (Step S611-11) The main CPU 300a refers to the jackpot determination random number determination table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit value and the upper limit value for determining jackpot, minor win, and specific loss respectively.

[0338] (Step S611-13) The main CPU 300a compares the jackpot determination random number transferred to the 0th storage unit with the above lower limit value and upper limit value, and performs a determination process (big winning lottery) for determining the presence or absence of winning of jackpot, minor win, or specific loss.

[0339] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information and ends the special symbol hit determination process.

[0340] Figure 32 is a flowchart for explaining the special symbol variation number determination process in the main control board 300 according to the embodiment.

[0341] (Step S612-1) The main CPU 300a determines whether the result of the big winning lottery in step S611 is a jackpot or a minor win. As a result, if it is determined to be a jackpot or a minor win, the process proceeds to step S612-3, and if it is determined that it is neither a jackpot nor a minor win (a loss), the process proceeds to step S612-5.

[0342] (Step S612-3) The main CPU 300a sets a reach mode determination random number determination table corresponding to the type of the selected special symbol or the like.

[0343] (Step S612-5) When the hold type of the read hold is 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 special hold 1, the main CPU 300a checks the counter value of the special symbol 1 hold ball number counter.

[0344] (Step S612-7) The main CPU 300a refers to a reach group determination random number determination table corresponding to the hold type, the number of holds, etc., and determines a reach group (group type) based on the reach group determination random number transferred to the 0th storage unit in step S610-7 above.

[0345] (Step S612-9) The main CPU 300a sets a reach mode determination random number determination table corresponding to the group type determined in step S612-7 above.

[0346] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number determination table set in step S612-3 or step S612-9 above and the reach mode determination random number transferred to the 0th storage unit in step S610-7 above. Also, here, a variation pattern random number determination table is determined together with the variation mode number.

[0347] (Step S612-13) The main CPU 300a sets a variation mode command corresponding to the variation mode number determined in step S612-11 above in the transmission buffer.

[0348] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.

[0349] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in step S612-15 above in the transmission buffer, and ends the special symbol variation number determination process.

[0350] FIG. 33 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".

[0351] (Step S620-1) The main CPU 300a executes a process of updating the special symbol variation base counter. Note that the special symbol variation base counter is set such 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.

[0352] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 above 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.

[0353] (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 step S610-15 above.

[0354] (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.

[0355] (Step S620-9) The main CPU 300a updates the 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, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0356] (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 of this special symbol variation is terminated.

[0357] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display pattern counter to be updated and terminates the process of this special symbol variation. As a result, each segment constituting the 7-segment will light up sequentially at predetermined intervals.

[0358] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0359] (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.

[0360] (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.

[0361] (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.

[0362] FIG. 34 is a flowchart for explaining the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0363] (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 is ended, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.

[0364] (Step S630-3) The main CPU 300a checks the result of the big winning combination lottery.

[0365] (Step S630-5) The main CPU 300a determines whether the result of the big winning combination lottery is a big win. As a result, if it is determined to be a big win, the process proceeds to step S630-19, and if it is determined not to be a big win, the process proceeds to step S631.

[0366] (Step S631) The main CPU 300a executes the count cut-off management process. This count cut-off management process will be described later with reference to FIG. 35.

[0367] (Step S630-7) The main CPU 300a sets a special symbol determination time gaming state confirmation designation command indicating the gaming state when the special symbol is determined in the transmission buffer.

[0368] (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.

[0369] (Step S630-11) The main CPU 300a determines whether the result of the big winning combination lottery is a small win. As a result, if it is determined to be a small win, the process proceeds to step S630-21, and if it is determined not to be a small win, the process proceeds to step S630-13.

[0370] (Step S630-13) The main CPU 300a determines whether the result of the big winning combination lottery is a specific loss. As a result, if it is determined to be a specific loss, the process proceeds to step S632, and if it is determined not to be a specific loss, the process proceeds to step S630-15.

[0371] (Step S632) The main CPU 300a executes the state change process. This state change process will be described later with reference to FIG. 36.

[0372] (Step S630-15) 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 the hold of 1 ends, and if a special hold 1 or special hold 2 is stored, a process for starting the variable display of the special symbol based on the next hold is performed.

[0373] (Step S630-19) The main CPU 300a resets (sets) the game state to the low-probability game state and the non-time-saving game state, which are the initial states.

[0374] (Step S630-21) The main CPU 300a sets the data of the special electric accessory operation ram set table according to the determined type of the special symbol.

[0375] (Step S630-23) The main CPU 300a performs a special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-21 above, a predetermined number (counter value corresponding to the type of the special symbol = number of rounds) is set as the counter value in the special electric accessory maximum operation times counter. Note that this special electric accessory maximum operation times counter indicates the number of rounds executable in the big winning game that will start from now. On the other hand, a special electric accessory consecutive operation times 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 times 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 times counter is also executed.

[0376] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as the timer value in the special game timer.

[0377] (Step S630-27) The main CPU 300a sets an opening designation command for transmitting the start of a big winning game or a small 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 S630-25 above is set in the transmission buffer.

[0378] (Step S630-29) When the result of the big winning lottery confirmed in step S630-3 above is a big win, the main CPU 300a updates the special game management phase to "07H", and when it is a small win, the main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process. As a result, a big winning game or a small winning game will be started.

[0379] FIG. 35 is a flowchart for explaining the count cut management process in the main control board 300 according to the embodiment.

[0380] (Step S631-1) The main CPU 300a determines whether the counter value of the game time entry counter is greater than 0. The game time entry counter is a counter that counts the remaining number of variable times until entering the game time. When the main RAM 300c is cleared at power-on, "500" is set as the counter value before the game becomes possible. Also, as will be described later, when changing from the high-probability game state to the low-probability game state, "500" is also set as the counter value. 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 S631-11.

[0381] (Step S631-3) The main CPU 300a subtracts the counter value of the game time entry counter.

[0382] (Step S631-5) The main CPU 300a determines whether the counter value updated in the above 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 S631-11.

[0383] (Step S631-7) The main CPU 300a sets the time-saving game state and sets "10,000" as the time-saving count in the time-saving count cut counter.

[0384] (Step S631-9) The main CPU 300a sets "2" as the specific losing count in the specific losing count cut counter and ends the count cut management process.

[0385] (Step S631-11) The main CPU 300a determines whether the counter value of the high-probability 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 S631-13, and if it is determined that the counter value is not greater than 0 (counter value = 0), the process proceeds to step S631-23.

[0386] (Step S631-13) The main CPU 300a subtracts the counter value of the high-probability count cut counter.

[0387] (Step S631-15) The main CPU 300a determines whether the counter value updated in the above step S631-13 is 0. As a result, if it is determined that the counter value is 0, the process proceeds to step S631-17, and if it is determined that the counter value is not 0, the count cut management process ends.

[0388] (Step S631-17) The main CPU 300a sets the game state to a low-probability game state and a non-time-saving game state.

[0389] (Step S631-19) The main CPU 300a resets the counter values of the high-probability count counter, the time-saving count counter, and the specific count counter.

[0390] (Step S631-21) The main CPU 300a sets "500" to the counter value of the game time entry counter and ends the count management process.

[0391] (Step S631-23) 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 S631-25. If it is determined that the counter value is not greater than 0 (counter value = 0), the count management process ends.

[0392] (Step S631-25) The main CPU 300a subtracts the counter value of the time-saving count counter.

[0393] (Step S631-27) The main CPU 300a determines whether the counter value updated in step S631-25 is 0. As a result, if it is determined that the counter value is 0, the process proceeds to step S631-29. If it is determined that the counter value is not 0, the count management process ends.

[0394] (Step S631-29) The main CPU 300a sets the game state to a non-time-saving game state.

[0395] (Step S631-31) The main CPU 300a resets the counter values of the high-probability number-of-times cut counter, the time-saving number-of-times cut counter, and the specific number-of-times cut counter, and ends the number-of-times cut management process.

[0396] FIG. 36 is a flowchart for explaining the state change process in the main control board 300 according to the embodiment.

[0397] (Step S632-1) The main CPU 300a determines whether it is in a high-probability game state. As a result, if it is determined that it is in a high-probability game state, the state change process ends; if it is determined that it is not in a high-probability game state, the process proceeds to step S632-3.

[0398] (Step S632-3) The main CPU 300a determines whether it is in a time-saving game state. As a result, if it is determined that it is in a time-saving game state, the process proceeds to step S632-5; if it is determined that it is not in a time-saving game state, the process proceeds to step S632-11.

[0399] (Step S632-5) The main CPU 300a determines whether the counter value of the specific losing number-of-times 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 S632-7; if it is determined that the counter value is not greater than 0 (it is 0), the state change process ends.

[0400] (Step S632-7) The main CPU 300a subtracts the counter value of the specific losing number-of-times cut counter.

[0401] (Step S632-9) In step S632-7, the main CPU 300a determines whether the counter value of the specific losing 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 S632-11. If it is determined that the counter value has not been updated to 0, the state change process ends.

[0402] (Step S632-11) 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 symbols Xa and Ya stop being displayed, the short-time game state is set. When the special symbol Yb stops being displayed, the very short-time game state is set.

[0403] (Step S632-13) Based on the type of the specific losing symbol that has stopped being displayed, the main CPU 300a sets the counter values of the short-time count counter and the specific losing count counter, and ends the state change process. Here, when the special symbol Ya stops being displayed, "10000" is set in the short-time count counter, and "2" is set in the specific losing count counter. When the special symbols Xa and Yb stop being displayed, "10000" is set in the short-time count counter.

[0404] FIG. 37 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" or "07H".

[0405] (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. If it is determined that the timer value of the special game timer is "0", the process proceeds to step S640-3.

[0406] (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.

[0407] (Step S640-5) The main CPU 300a sets a jackpot opening designation command for transmitting the start of opening of the first major winning opening 126 and the second major winning opening 128 (start of round game) to the sub-control board 330 in the transmission buffer.

[0408] (Step S641) The main CPU 300a executes a jackpot opening / closing switching process. This jackpot opening / closing switching process will be described later.

[0409] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the jackpot opening.

[0410] FIG. 38 is a flowchart for explaining the jackpot opening / closing switching process in the main control board 300 according to the embodiment.

[0411] (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 opening / closing times of the first major winning opening 126 and the second major winning opening 128 during one round game). As a result, if it is determined that the counter value is the upper limit value, the jackpot opening / closing switching process is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0412] (Step S641-3) The main CPU 300a refers to the data of the special electric accessory operation ram set table, and extracts solenoid control data for energization control of the first large winning port solenoid 126c or the second large winning port solenoid 128c based on the counter value of the special electric accessory opening / closing switching counter, as well as timer data that is the energization time or the energization stop time of the first large winning port solenoid 126c or the second large winning port solenoid 128c.

[0413] (Step S641-5) Based on the solenoid control data extracted in the above step S641-3, the main CPU 300a starts the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c, or executes a large winning port solenoid energization control process for stopping the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c. By executing this large winning port solenoid energization control process, in the above steps S400-31 and S400-33, the energization start or energization stop of the first large winning port solenoid 126c or the second large winning port solenoid 128c will be controlled.

[0414] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 to the 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 first large winning port 126 and the second large winning port 128.

[0415] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the first large winning port solenoid 126c or the second large winning port solenoid 128c, that is, whether the control process for starting the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c was performed in the above step S641-5. As a result, if it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the large winning port opening / closing switching process ends.

[0416] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching counter to the value obtained by adding "1" to the current counter value, and ends the large winning opening / closing switching process.

[0417] FIG. 39 is a flowchart for explaining the large winning opening control process in the main control board 300 according to the embodiment. This large winning opening control process is executed when the special game management phase is "04H" or "08H".

[0418] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 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.

[0419] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching 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.

[0420] (Step S641) In step S650-3 above, when it is determined that the counter value of the special electric accessory opening / closing switching 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.

[0421] (Step S650-5) The main CPU 300a determines whether the counter value of the jackpot winning ball number counter updated in the above step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round have not entered the first jackpot opening 126 or the second jackpot opening 128. As a result, if it is determined that the specified number has not been reached, the jackpot opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0422] (Step S650-7) The main CPU 300a executes a jackpot opening closing process necessary to close the first jackpot opening 126 and the second jackpot opening 128 by stopping the energization of the first jackpot opening solenoid 126c and the second jackpot opening solenoid 128c. Thereby, the first jackpot opening 126 and the second jackpot opening 128 are in a closed state.

[0423] (Step S650-9) The main CPU 300a saves the jackpot opening closing effective time (interval time) to the special game timer.

[0424] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (``05H'' or ``09H'').

[0425] (Step S650-13) The main CPU 300a sets a jackpot opening closing designation command indicating that the first jackpot opening 126 and the second jackpot opening 128 have been closed in the transmission buffer, and terminates the jackpot opening control process.

[0426] FIG. 40 is a flowchart for explaining the jackpot opening closing effective process in the main control board 300 according to the embodiment. This jackpot opening closing effective process is executed when the special game management phase is ``05H'' or ``09H''.

[0427] (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.

[0428] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation number counter matches the counter value of the special electric accessory maximum operation number 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 number counter matches the counter value of the special electric accessory maximum operation number 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.

[0429] (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.

[0430] (Step S660-7) The main CPU 300a saves a predetermined big winning opening closing time to the special game timer and ends the big winning opening closing valid process. As a result, the next round game will be started.

[0431] (Step S660-9) The main CPU 300a executes an ending time setting process of saving the ending time to the special game timer.

[0432] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (either "06H" or "0AH").

[0433] (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 large winning opening closing valid process.

[0434] Figure 41 is a flowchart for explaining the large winning opening ending wait process in the main control board 300 according to the embodiment. This large winning opening ending wait process is executed when the special game management phase is "06H" or "0AH".

[0435] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the large winning opening ending wait process ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S671.

[0436] (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 Figure 42.

[0437] (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.

[0438] (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 in the transmission buffer.

[0439] (Step S670-9) The main CPU 300a updates the special game management phase to "00H" and ends the big winning opening end wait process. As a result, when a special 1 hold or special 2 hold is stored, the variable display of the special symbols will resume.

[0440] Figure 42 is a flowchart for explaining the state setting process in the main control board 300 according to the embodiment.

[0441] (Step S671-1) The main CPU 300a checks the stopped jackpot symbols.

[0442] (Step S671-3) Based on the confirmed jackpot symbols, the main CPU 300a sets the game state after the big winning game to a high-probability game state or a low-probability game state, and also sets it to a time-saving game state.

[0443] (Step S671-5) Based on the jackpot symbols, the main CPU 300a sets the high-probability count and the time-saving count to the high-probability count counter and the time-saving count counter, respectively.

[0444] (Step S671-7) Based on the jackpot symbols, the main CPU 300a sets the specific losing count to the specific losing count counter and ends the state setting process.

[0445] Figure 43 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 gate 124 (the entry of the game ball into the normal operation opening 125) 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.

[0446] As shown in FIG. 43, 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 "pre-opening process of normal electric accessory winning port" is called; when the normal game management phase is "04H", a module for executing "control process for opening normal electric accessory winning port" is called; when the normal game management phase is "05H", a module for executing "valid process for closing normal electric accessory winning port" is called; and when the normal game management phase is "06H", a module for executing "ending wait process for normal electric accessory winning port" is called.

[0447] FIG. 44 is a flowchart for explaining the normal game management process (step S700) in the main control board 300 according to the embodiment.

[0448] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0449] (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.

[0450] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 to start the process.

[0451] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of the normal game.

[0452] FIG. 45 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".

[0453] (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 normal 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. If it is determined that the counter value is not "0", the process proceeds to step S710-3.

[0454] (Step S710-3) The main CPU 300a block-transfers the normal symbol holds (normal symbol winning determination random numbers) stored in the first to fourth storage units of the normal symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the normal 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 normal 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 normal symbol hold decrement designation command indicating that the normal symbol hold has been decremented by "1" is set in the transmission buffer.

[0455] (Step S710-5) The main CPU 300a loads the normal symbol winning determination random number transferred to the 0th storage unit, selects a normal symbol winning determination random number determination table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process for storing the lottery result.

[0456] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the general drawing lottery in step S710-5 above. In the embodiment, the normal symbol display 168 is composed of one LED lamp. When winning the general drawing, the normal symbol display 168 is lit, and when losing, 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 lit. For example, when winning the general drawing, "0" is determined as the normal symbol stop symbol number, and when losing, "1" is determined as the normal symbol stop symbol number.

[0457] (Step S710-9) The main CPU 300a checks the current gaming state and selects and sets the corresponding normal symbol variation time data table.

[0458] (Step S710-11) Based on the general drawing winning 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.

[0459] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.

[0460] (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 lit, 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.

[0461] (Step S710-17) The main CPU 300a sets a general drawing reservation command indicating the general drawing reservation number stored in the general drawing reservation memory area in the transmission buffer.

[0462] (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 drawing or losing symbol) determined by the symbol determination process per general drawing of the normal symbol, the main CPU 300a sets a normal symbol designation command in the transmission buffer.

[0463] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.

[0464] FIG. 46 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".

[0465] (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 proceeds to step S720-9, and if the timer value is not "0", the process proceeds to step S720-3.

[0466] (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.

[0467] (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.

[0468] (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 turning off of the normal symbol display 168, it is updated to the counter value indicating the turning on, and if the counter value of the normal symbol display symbol counter is the counter value indicating the turning on of the normal symbol display 168, it is updated to the counter value indicating the turning off, and the current normal symbol variation process ends. As a result, the normal symbol display 168 will repeatedly turn on and off (blink) at predetermined intervals over the normal symbol variation time.

[0469] (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 turn on or off, and the result of the general symbol lottery will be notified.

[0470] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time to stop displaying the normal symbol, in the normal game timer.

[0471] (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.

[0472] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.

[0473] FIG. 47 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".

[0474] (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, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S730-3.

[0475] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.

[0476] (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, and if it is determined that it is not a normal symbol win (a loss), the process proceeds to step S730-7.

[0477] (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 is terminated, and 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.

[0478] (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.

[0479] (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 and closing control of the second start port 122 is started.

[0480] Figure 48 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".

[0481] (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.

[0482] (Step S741) The main CPU 300a executes the opening and closing switching process of the normal electric accessory winning port. The opening and closing switching process of the normal electric accessory winning port will be described later.

[0483] (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.

[0484] Figure 49 is a flowchart for explaining the opening and closing switching process of the normal electric accessory winning port on the main control board 300 according to the embodiment.

[0485] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric accessory opening and closing switching counter is the upper limit value of the normal electric accessory opening and closing switching times (the number of opening and closing times of the movable piece 122b during one opening and closing control). As a result, if it is determined that the counter value is the upper limit value, the opening and 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.

[0486] (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.

[0487] (Step S741-5) 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 based on the solenoid control data extracted in the above step S741-3. By executing this normal electric accessory solenoid energization control process, the control of starting or stopping the energization of the normal electric accessory solenoid 122c is performed in the above steps S400-31 and S400-33.

[0488] (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.

[0489] (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 of 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.

[0490] (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.

[0491] FIG. 50 is a flowchart for explaining the normal electric accessory winning port opening control process in the main control board 300 according to the embodiment. This normal electric accessory winning port opening control process is executed when the normal game management phase is "04H".

[0492] (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.

[0493] (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.

[0494] (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.

[0495] (Step S750-5) The main CPU 300a determines whether the counter value of the general electric accessory winning ball 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 start 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.

[0496] (Step S750-7) The main CPU 300a executes a general electric accessory closing process necessary to stop energization of the general electric accessory solenoid 122c and close the second start port 122. As a result, the second start port 122 is closed.

[0497] (Step S750-9) The main CPU 300a saves the general game effective state time to the general game timer.

[0498] (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.

[0499] FIG. 51 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".

[0500] (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.

[0501] (Step S760-3) The main CPU 300a saves the general power-off wait time to the general game timer.

[0502] (Step S760-5) The main CPU 300a updates the general game management phase to "06H" and ends the closing valid process of the general electric accessory winning port.

[0503] FIG. 52 is a flowchart for explaining the end wait process of the general electric accessory winning port in the main control board 300 according to the embodiment. This end wait process of the general electric accessory winning port is executed when the general game management phase is "06H".

[0504] (Step S770-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the end wait process of the general electric accessory winning port is ended, and if it is determined that the timer value of the general game timer is "0", the process proceeds to step S770-3.

[0505] (Step S770-3) The main CPU 300a updates the general game management phase to "00H" and ends the end wait process of the general electric accessory winning port. As a result, when the general drawing is reserved in memory, the variable display of the general symbol is restarted.

[0506] Next, the second embodiment will be described. In the second embodiment, only the game state and the end condition of the time-saving game state set when winning the special symbol Yb and the counting method of the specific losing times are different from those in the above embodiment, and all other configurations are the same as those in the above embodiment. Therefore, for the second embodiment, the differences from the above embodiment will be described.

[0507] FIG. 53 is a diagram for explaining a game state setting table for setting the game state after the end of the big role game according to the second embodiment. As shown in FIG. 53(b), in the second embodiment, as in the first embodiment, when the game state is set to the low-probability game state and the time-saving game state, the time-saving number of times is set to 10,000 times as the variation number end condition, and the specific losing number of times is set to 2 times as the specific end condition.

[0508] Also, in the second embodiment as well, special symbols Xa, Ya, and Yb are provided as the specific losing symbols. The special symbol Xa is a specific losing symbol determined when winning the specific losing based on the retention of Patent 1. In the low-probability game state and the time-saving game state, if the specific losing symbol determined when winning the specific losing for the second time is the special symbol Xa, the game state is set to the low-probability game state and the ultra-time-saving game state, and the time-saving number of times is set to 10,000 times as the variation number end condition.

[0509] The special symbol Ya is a specific losing symbol determined when winning the specific losing based on the retention of Patent 2. In the low-probability game state and the time-saving game state, if the specific losing symbol determined when winning the specific losing for the second time is the special symbol Ya, the game state is set to the low-probability game state and the time-saving game state, and the time-saving number of times is set to 10,000 times as the variation number end condition, and the specific losing number of times is set to 2 times as the specific end condition.

[0510] The special symbol Yb is a specific losing symbol determined when winning the specific losing based on the retention of Patent 2. In the low-probability game state and the time-saving game state, if the specific losing symbol determined when winning the specific losing for the second time is the special symbol Yb, the game state is set to the low-probability game state and the time-saving game state, and the time-saving number of times is set to 1 time as the variation number end condition.

[0511] Thus, in the second embodiment, when the specific losing symbol determined when winning on the second specific loss in the low-probability game state and the time-limited game state is the special symbol Yb, the game state and the end condition of the time-limited game state are different from those in the above embodiment.

[0512] Also, in the above embodiment, when the low-probability game state and the time-limited game state are set based on the winning of the special symbols A, C, and Ya, winning on the specific loss twice ends the game state. At this time, regardless of the type of the specific losing symbol, the number of wins on the specific loss is counted. In other words, in the low-probability game state and the time-limited game state, regardless of the types of the special symbols Xa, Ya, and Yb, winning a total of twice on any one or more of these specific losing symbols ends the game state.

[0513] On the other hand, in the second embodiment, when the low-probability game state and the time-limited game state are set based on the winning of the special symbols A, C, and Ya, winning a total of twice on either of the special symbols Ya and Yb excluding the special symbol Xa ends the game state. That is, in the second embodiment, the special symbol Xa set in the very short time-limited game state does not affect the counting of the specific end condition, that is, the establishment of the specific end condition. According to such a second embodiment, the following game properties are realized.

[0514] Specifically, in the low-probability game state and the time-limited game state set based on the winning of the special symbols A, C, and Ya, assume that a total of twice is won on either of the special symbols Ya and Yb among the specific losing symbols. At this time, if the specific losing symbol won on the second time is the special symbol Ya, the low-probability game state and the time-limited game state are set again, the time limit count is set to 10,000 times as the variation count end condition, and the specific loss count is set to 2 times as the specific end condition.

[0515] On the other hand, if the specific losing symbol that wins for the second time is the special symbol Yb, a low-probability gaming state and a time-saving gaming state are set, and the number of time-saving times is set to 1 as the variation number end condition. Therefore, when the next one variation process in which the special symbol Yb is won ends, it is what is called a time-saving escape, the time-saving gaming state ends, and a low-probability gaming state and a non-time-saving gaming state are set. In addition, in one variation process in the time-saving gaming state, a variation time in which the special 2 hold can be held up to the specified number is set, and during this time, a right hitting notification effect that encourages the entry of the game ball into the second start port 122 may be executed.

[0516] And when one variation process in the time-saving gaming state ends, a variation process based on the maximum 4 special 2 holds held during this variation process is executed. At this time, if a big win is not won in the variation process based on the special 2 hold, thereafter, a big role lottery based on the special 1 hold will be executed.

[0517] As described above, according to the second embodiment, as a gaming state, a non-winning easy state (non-time-saving gaming state) and a plurality of types of winning easy states (micro-time-saving gaming state, time-saving gaming state) in which the game ball more easily enters the start area than the non-winning easy state are provided in the gaming machine. Based on the entry of the game ball into the start area, among a plurality of types of symbols including a winning symbol (big win symbol) and a specific symbol (specific losing symbol), any symbol is determined, and the determined symbol is displayed on the symbol display unit (the first special symbol display 160, the second special symbol display 162). When the winning symbol is displayed on the symbol display unit, an advantageous game (big role game) in which the big winning port is opened is executed. When the advantageous game is executed, or when the specific symbol is displayed on the symbol display unit, the gaming state is set to the winning easy state.

[0518] The specific symbols include a first specific symbol (special symbol Ya) and a second specific symbol (special symbol Xa). The easy-win states include a first easy-win state (time-saving game state) that can be set when the first specific symbol is displayed, and a second easy-win state (micro time-saving game state) that is relatively disadvantageous to the player compared to the first easy-win state and can be set when the second specific symbol is displayed. And in a predetermined easy-win state (time-saving game state), when the number of determination times or display times of specific symbols excluding the second specific symbol reaches a preset specific number, the predetermined easy-win state is terminated.

[0519] Also, according to the second embodiment, there is a starting area including a first starting area (first starting port 120) and a second starting area (second starting port 122). As game states, there are provided a non-easy-win state and a plurality of types of easy-win states in which it is easier for a game ball to enter the second starting area than in the non-easy-win state. Based on the entry of the game ball into the starting area, among a plurality of types of symbols including a winning symbol and a specific symbol, any symbol is determined, and the determined symbol is displayed on the symbol display unit. When the winning symbol is displayed on the symbol display unit, an advantageous game in which the big winning port is opened is executed. When the advantageous game is executed, or when the specific symbol is displayed on the symbol display unit, the game state is set to an easy-win state. In a predetermined easy-win state, when the number of determination times or display times of the specific symbol satisfies a preset end condition, the predetermined easy-win state is terminated.

[0520] And the end condition cannot be satisfied by the determination of the symbol based on the entry of the game ball into the first starting area, and can be satisfied by the determination of the symbol based on the entry of the game ball into the second starting area.

[0521] Thereby, similar to the above embodiment, new gameplay is realized. Moreover, according to the second embodiment, even if the variation process based on the special hold 1 is executed unintentionally during the time-saving game state, the specific end condition, which is the end condition of the time-saving game state, does not hold, so there is no risk that the time-saving game state will end contrary to the design intention.

[0522] Although the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modifications or variations within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.

[0523] In each of the above embodiments, an example of the case where the present invention is applied to the first type of 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 of gaming machine. Therefore, the present invention is also applicable to a gaming machine in which no jackpot symbol is provided, a small win symbol is provided, and when a game ball enters a specific area during a small win game, a double jackpot is won and a big bonus game is executed. Also, in each of the above embodiments, it has been assumed that the first start port 120 and the second start port 122 are provided. However, the number of start ports (start areas) is not limited to this, and it may be one or three or more.

[0524] Also, in each of the above embodiments, a low probability gaming state and a non-time-limited gaming state, a low probability gaming state and a slightly time-limited gaming state, a low probability gaming state and a time-limited gaming state, and a high probability gaming state and a time-limited gaming state have been provided. However, the content of the gaming state is only an example, and for example, a gaming state different from the above, such as a high probability gaming state and a non-time-limited gaming state or a slightly time-limited gaming state, may be further provided.

[0525] Also, in each of the above embodiments, a low probability gaming state and a high probability gaming state with different jackpot winning probabilities have been provided. However, the jackpot winning probability may be constant regardless of the gaming state. Also, the slightly time-limited gaming state is not essential. When the slightly time-limited gaming state is not provided, for example, when a specific losing symbol is won and a specific end condition is satisfied, the time-limited gaming state may be ended and the non-time-limited gaming state may be shifted to.

[0526] In each of the above embodiments, when a specific losing symbol is selected and a specific end condition is satisfied, the time-saving game state being set is terminated, and based on the type of the specific losing symbol, a time-saving game state or a micro time-saving game state is set. In this case, the variation in which the specific losing symbol is selected becomes the final variation of the time-saving game state. However, the display settings of the right hitting notification display 172, the settings of the external terminal output, etc. are during the same timer interrupt process, and are executed in steps S400-27 and S400-29 after the setting of the game state (step S600) based on the selection of the specific losing symbol. Therefore, even when a time-saving game state is set based on the selection of the specific losing symbol, the display and output indicating the state immediately before the stop display of the specific losing symbol continue. However, when the specific end condition is satisfied, instead of setting the time-saving game state or the micro time-saving game state, the time-saving game state may be terminated and the non-time-saving game state may be entered.

[0527] In each of the above embodiments, special symbols A, B, C, and D are provided as jackpot symbols, and the game state is set as shown in Fig. 13(a) according to the type of the selected jackpot symbol. However, the type of the jackpot symbol and the game state set for the jackpot symbol are not limited to this.

[0528] For example, a special symbol E, which is a jackpot symbol, may be further provided. When the special symbol E is selected, a high-probability game state and a time-saving game state may be set after the big win game, and both the high-probability count and the time-saving count may be set to 10,000 times. This special symbol E becomes a jackpot symbol for which the next jackpot is substantially guaranteed.

[0529] Also, for example, a special symbol F, which is a jackpot symbol, may be further provided. When the special symbol F is selected, a low-probability game state and a non-time-saving game state may be set after the big win game. This special symbol F becomes a jackpot symbol that ends a so-called continuous winning state such as a high-probability game state or a time-saving game state.

[0530] In each of the above embodiments, the above special symbols E and F may be provided instead of the special symbols B and D. In each of the above embodiments, when the special symbols B and D are selected, a game state aiming for a jackpot win in a predetermined number of big role draws is provided in the same way as a so-called ST machine. However, when the special symbols E and F are provided, a game state is provided in which whether or not the continuous winning state continues differs depending on the type of the jackpot symbol that has been selected, like a so-called loop machine.

[0531] Also, in each of the above embodiments, when set to a low-probability game state and a time-saving game state, regardless of the type of jackpot symbol or specific losing symbol, the number of specific losing times is set to 2 times. However, different specific losing times may be set depending on the type of special symbol set to the low-probability game state and the time-saving game state.

[0532] For example, a special symbol G, which is a jackpot symbol, is provided, and when the special symbol G is selected, it is set to a low-probability game state and a time-saving game state after a big role game. At this time, the time-saving number is set to 10,000 times, and the number of specific losing times is set to 1 time or 3 times or more. By providing the special symbol G, it is a game state having the same game properties as a so-called falling machine, and a plurality of game states with different continuation rates can be provided. Also, for example, a time-saving game state in which the next jackpot is substantially guaranteed may be provided by setting the number of specific losing times to 0 times or not setting it.

[0533] Also, in each of the above embodiments, a plurality of short-time game states with different game progress conditions may be provided. For example, a first short-time game state and a second short-time game state may be provided in which at least one of the winning probability of the normal symbol, the opening / closing control pattern of the second start port 122, and the variation time of the normal symbol is different from each other. Both of these first short-time game states and second short-time game states are game states in which it is easier for a game ball to enter the second start port 122 than in the non-short-time game state. And, in each of the above embodiments, for example, when winning on special symbols A and C, it may be set to the first short-time game state, and when winning on special symbols B and D, it may be set to the second short-time game state. At this time, the first short-time game state may be more likely or less likely for a game ball to enter the second start port 122 than the second short-time game state.

[0534] Also, even when the special symbols E and G of the above-described modification are provided, any one of a plurality of short-time game states in which the ease of entry of the game ball into the second start port 122 differs depending on the type of the special symbol may be set.

[0535] Also, in each of the above embodiments, a specific losing symbol is provided as the specific symbol, but for example, the specific symbol may be the above-mentioned small winning symbol. Also, at least one of the big winning symbol and the small winning symbol may be provided as the winning symbol.

[0536] Also, in each of the above embodiments, only one type of short-time game state that ends when a specific loss is won is provided, but a plurality of types of short-time game states (predetermined winning easy states) that end when a specific loss is won may be provided. In each of the above embodiments, after the display of the special symbol, it is determined whether the end condition is satisfied and the game state is set, but when the special symbol is determined, it may be determined whether the end condition is satisfied and the game state may be set.

[0537] In addition, in each of the above embodiments, the gaming state is set based on the type of jackpot symbol. However, for example, a V region (probability variation function activation region) is provided in the big winning opening, and during a predetermined period of a predetermined number of specific round games during a big winning game (for example, a period during which the V region can receive game balls, which is set within the first 10 seconds out of the 30 - second opening time of the big winning opening in the specific round game), different gaming states may be set after the big winning game depending on whether or not a game ball enters the V region. For example, if a game ball enters the V region in a specific round game, the gaming state is set to the same gaming state as when winning on the special symbols B and D in each of the above embodiments. If a game ball does not enter the V region in the specific round game, the gaming state is set to the same gaming state as when winning on the special symbols A and C in each of the above embodiments. In this case, by the player firing or stopping the firing of a game ball in a specific round game, it becomes possible to select the gaming state after the big winning game, and a new gaming property that has never existed before is realized.

[0538] Note that in the above embodiment, the main CPU 300a that executes the processes of step S611 and step S610 - 11 corresponds to the symbol determination means of the present invention. Also, in the above embodiment, the main CPU 300a that executes the process of FIG. 33 corresponds to the symbol display means of the present invention. Also, in the above embodiment, the main CPU 300a that executes the processes of FIGS. 37 to 40 corresponds to the advantageous game execution means of the present invention. Also, in the above embodiment, the main CPU 300a that executes the process of FIG. 42 corresponds to the state setting means of the present invention. Also, in the above embodiment, the main CPU 300a that executes the processes of FIGS. 35 and 36 corresponds to the state change means of the present invention.

Explanation of Reference Numerals

[0539] 100 Gaming machine 120 First start opening 122 Second start opening 126 First big winning opening 128 Second big winning opening 160 First Special Symbol Indicator 162 Second Special Symbol Indicator 300 Main Control Board 300a Main CPU 300b Main ROM 300c Main RAM

Claims

【Claim 1】 A gaming machine having a starting area including a first starting area and a second starting area, and having, as gaming states, a non-winning easy state and a plurality of types of winning easy states in which a game ball is more likely to enter the second starting area than in the non-winning easy state, a symbol determination means for determining any one of a plurality of types of symbols including a winning symbol and a specific symbol based on the entry of a game ball into the starting area; a symbol display means for displaying the determined symbol on a symbol display unit; a favorable game execution means for executing a favorable game in which a big winning opening is opened when the winning symbol is displayed on the symbol display unit; a state setting means for setting the game state to the winning easy state when the favorable game is executed or when the specific symbol is displayed on the symbol display unit; a state change means for ending the predetermined winning easy state when the number of determinations or the number of displays of the specific symbol satisfies a preset end condition in the predetermined winning easy state; comprising: the end condition is not satisfied by the symbol being determined based on the entry of a game ball into the first starting area, and can be satisfied by the symbol being determined based on the entry of a game ball into the second starting area. A gaming machine characterized by this.

Citation Information

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