Game machine
The gaming machine optimizes the execution of preview effects by using conditional triggers based on game state changes post-big winning opening/closing, addressing the reduction in effect opportunities and enhancing game impact.
Patent Information
- Application Number
- JP2024004614
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-16
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2044-01-16
Smart Images

Figure 2025110658000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a hold is acquired based on the entry of a game ball into a start port, and a major winning lottery is conducted based on the acquired hold. When winning a big hit in this major winning lottery, a major winning game in which a big winning port is opened is executed. There is known a gaming machine. During the game, a so-called pre-reading effect that suggests the reliability of a big hit of the hold is executed based on the hold before the major winning lottery is executed. For example, Patent Document 1 discloses that for a hold used in a major winning lottery within a predetermined number of times after a major winning game, the pre-reading effect is not targeted and the pre-reading effect is prohibited.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, when a section for prohibiting the pre-reading effect is provided, there is a problem that the opportunity to execute the pre-reading effect is limited and the effect of the effect is reduced.
[0005] An object of the present invention is to provide a gaming machine capable of suppressing a decrease in the effect of the effect.
Means for Solving the Problems
[0006] In order to solve the above problems, the gaming machine of the present invention a game board provided with a start area into which a game ball can enter, information acquisition means for acquiring predetermined information based on the entry of a game ball into the start area, Symbol determination means for executing symbol determination processing to determine a stop symbol based on the predetermined information; Variation processing means for variably displaying symbols on a symbol display unit and executing variation processing for causing the stop symbol to be stopped and displayed on the symbol display unit when a predetermined variation time has elapsed; Big winning opening control means for executing a big winning opening and closing game in which a big winning opening is opened when the predetermined stop symbol is stopped and displayed on the symbol display unit; State setting means for setting the game state after the big winning opening and closing game to any one of a plurality of game states having different degrees of advantage; Effect execution means for executing a preview effect based on the predetermined information before the symbol determination processing is executed; Comprising; The effect execution means; When the game state is different before and after the big winning opening and closing game, after the big winning opening and closing game, the preview effect based on the predetermined information used in the symbol determination processing within a predetermined number of times is not executed; When the game state is the same before and after the big winning opening and closing game, after the big winning opening and closing game, the preview effect based on the predetermined information used in the symbol determination processing within the predetermined number of times can be executed; A gaming machine characterized by this.
[0007] The effect execution means; Preview processing for determining whether or not to execute the preview effect for the predetermined information based on the acquisition of the predetermined information; Re-preview processing for determining whether or not to execute the preview effect for the predetermined information stored when the variation processing ends or starts based on the end or start of the variation processing; Executing; When the game state is the same before and after the big winning opening and closing game, it may be possible to determine whether or not to execute the preview effect for the predetermined information used in the symbol determination processing within the predetermined number of times after the big winning opening and closing game by the re-preview processing.
Advantages of the Invention
[0008] According to the present invention, it is possible to suppress a decrease in the production effect.
Brief Description of the Drawings
[0009]
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Embodiments for Carrying Out the Invention
[0010] With reference to the accompanying drawings, a preferred embodiment of the present invention will be described in detail below. The dimensions, materials, and other specific numerical values shown in this embodiment 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 functions and configurations are denoted by the same reference numerals to omit redundant descriptions, and elements not directly related to the present invention are not shown.
[0011] To facilitate the understanding of the embodiments of the present invention, first, the mechanical configuration and electrical configuration of the gaming machine will be briefly described, and then the specific processing on each board will be described.
[0012] FIG. 1 is a perspective view of the gaming machine 100, 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.
[0013] Similar to the outer frame 102, the middle frame 104 has an enclosed space formed by four sides assembled in a substantially rectangular shape, and a game board 108 is held in this enclosed space. Further, a transparent plate 110 made of glass or resin is held on the front frame 106. When the middle frame 104 and the front frame 106 are closed with respect to the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially in parallel while maintaining a predetermined interval, and the game board 108 can be visually recognized through the transparent plate 110 from the front side of the gaming machine 100.
[0014] FIG. 2 is a front view of the gaming machine 100, and FIG. 3 is a front view of the game board 108. However, in FIG. 2, a state where the game board 108 is removed is shown.
[0015] As shown in FIG. 2, 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 the player can rotate it. When the player rotates the operation handle 112 to perform a firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112.
[0016] 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 as shown in FIG. 3.
[0017] 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.
[0018] The game area 116 includes a first game area 116a and a second game area 116b where the degrees of entry of the game balls differ from each other according to the firing intensity of the firing mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from the player facing the gaming machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from the player facing the gaming machine 100. Since the rails 114a and 114b are on the left side of the game area 116, the game ball fired with a firing intensity less than a predetermined intensity by the firing mechanism enters the first game area 116a, and the game ball fired with a firing intensity equal to or greater than the predetermined intensity enters the second game area 116b.
[0019] In addition, in the game area 116, a general winning opening 118, a first start opening 120, and a second start opening 122 into which game balls can enter are provided. When game balls enter these general winning opening 118, first start opening 120, and second start opening 122, predetermined prize balls are paid out to the player respectively. Note that the number of prize balls may be any number as long as it is 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first start opening 120, and second start opening 122 may be different, or may be set to the same number of prize balls. At this time, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0020] Note that, although details will be described later, a first start area is provided inside the first start opening 120, and a second start area is provided inside the second start opening 122. When a game ball enters the first start opening 120 or the second start opening 122 and 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 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 the opportunity to obtain the right to receive various game benefits while obtaining predetermined prize balls.
[0021] The first start opening 120 is at the lower part of the game area 116, and only game balls flowing down in the first game area 116a can enter, or the game balls that have entered the first game area 116a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 116b.
[0022] In addition, the second starting port 122 is located in the second game area 116b, and only the game balls flowing down in the second game area 116b can enter, or the game balls that have entered the second game area 116b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 116a. This second starting port 122 is constituted by a variable starting port (starting variable winning device) having a movable piece 122b, and the ease of entry of game balls into the second starting port 122 is variable.
[0023] FIG. 4 is a partially enlarged view of the game board 108. The specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b usually immerses in the back side of the game board 108, the second starting port 122 is closed, and the game balls flow down the front side of the movable piece 122b, making it impossible or difficult for game balls to enter the second starting port 122.
[0024] On the other hand, when a game ball passes through the gate 124 provided in the second game area 116b, it is determined whether or not to execute an auxiliary game in which the movable piece 122b protrudes to the front side of the game board 108 and it becomes easy for game balls to enter the second starting port 122. When it is determined to execute the auxiliary game, an auxiliary game is executed in which the movable piece 122b protrudes to the front side of the game board 108 and it becomes easy for game balls to enter the second starting port 122. More specifically, on the condition that a game ball has passed through the gate 124, a lottery of the ordinary symbol described later is conducted, and when winning in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0025] In the state where the movable piece 122b protrudes, the game balls flowing down the front side of the movable piece 122b fall onto the movable piece 122b. The game balls that have fallen onto the movable piece 122b are guided by the movable piece 122b and led to the second starting port 122. In this way, when the movable piece 122b protrudes, the movable piece 122b functions as a tray for guiding game balls to the second starting port 122, and it becomes easy for game balls to enter the second starting port 122.
[0026] Furthermore, a big prize opening 128 is provided at the bottom of the game area 116. The big prize opening 128 is disposed at a position where at least game balls flowing down the second game area 116b can enter.
[0027] Furthermore, the big prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the big prize opening 128, making it impossible for game balls to enter the big prize opening 128. In contrast, when a small prize game or a big role game is played, the movable piece 128b is opened, making it possible for game balls to enter the big prize opening 128.
[0028] When a gaming ball enters the big prize opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 gaming balls are paid out to the player as prize balls for one gaming ball entering the big prize opening 128. In other words, by having a gaming ball enter the big prize opening 128, the player can increase the number of gaming balls he or she owns.
[0029] As shown in Fig. 4, the second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening formed at the top, which serves as the big prize opening 128. A movable piece 128b is provided at the top of the structure 129, and the movable piece 128b is normally maintained in a closed state in which it closes the big prize opening 128.
[0030] The movable piece 128b protrudes into the game area 116 where game balls roll and flow down so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) fall onto the movable piece 128b.
[0031] Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a gaming ball that has fallen onto the movable piece 128b rolls slowly from right to left on the movable piece 128b.
[0032] A lead-out path 128d is provided inside the big prize opening 128, and all gaming balls that enter the big prize opening 128 are led to the lead-out path 128d. The lead-out path 128d is provided with a specific area 140b and a non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and the gaming ball that enters the big prize opening 128 is configured to pass through either the specific area 140b or the non-specific area 140c.
[0033] The big prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 appears and disappears in the front-to-rear direction of the gaming machine 100 through a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unpowered state, and the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, preventing gaming balls from entering the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, the specific area 140b is blocked by the movable member 142, and gaming balls can pass through the non-specific area 140c.
[0034] Furthermore, when the actuator is energized, the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, allowing the gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, the specific area 140b is opened, allowing the gaming ball to pass through the specific area 140b. As will be described in detail later, when a gaming ball enters the specific area 140b in a small prize game, a jackpot (type 2 jackpot) is awarded, and a major prize game, which will be described later, is started.
[0035] When a minor winning game or a major winning game is executed, the movable piece 128b transitions to an open state where it opens the big winning opening 128. Here, the movable piece 128b protrudes and retracts in the front-rear direction (front-back direction) of the gaming machine 100 from a hole formed in the game board 108 by an actuator (solenoid) (not shown). Normally, the actuator is maintained in a non-energized state, and the movable piece 128b is held at a position protruding from the hole of the game board 108 to the front side, closing the big winning opening 128. When the actuator is energized, the movable piece 128b is held at a position retracted to the back side from the hole of the game board 108, and the big winning opening 128 is opened. In this way, in the state where the big winning opening 128 is open, the game balls enter the big winning opening 128.
[0036] Returning to FIG. 3, at the lowermost part of the game area 116, there is provided a discharge port 130 that discharges the game balls that have not entered any of the general winning opening 118, the first start opening 120, the second start opening 122, and the big winning opening 128 from the game area 116 to the back side of the game board 108.
[0037] 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 accessory device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, an audio output device 206 composed of a speaker, and an effect button 208 that receives the operation of the player.
[0038] Further, the effect display device 200 includes a main effect display unit 200a composed of an image display unit that displays images. The main effect display unit 200a is arranged at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. Various effect images are displayed on this main effect display unit 200a.
[0039] The effect accessory device 202 is arranged in front of the main effect display unit 200a and is normally retracted to the back side of the game board 108. It moves to the front of the main effect display unit 200a in accordance with the image displayed on the main effect display unit 200a, giving the player a sense of anticipation.
[0040] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.
[0041] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0042] The effect button 208 is composed of a button that accepts pressing operations by the player, and is located in approximately the center of the width of the gaming machine 100, and below the transparent plate 110. This effect button 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when an operation by the player is accepted within the effective operation time, various effects are executed according to the operation.
[0043] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject game balls from the ball ejection hole to below the lower tray 134.
[0044] In addition, 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 hitting notification display 172 are provided. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and the details thereof will be described later.
[0045] (Internal Configuration of Control Means) FIG. 5 is a block diagram showing the internal configuration of control means for controlling the progress of the game.
[0046] The main control board 300 controls the basic operations of the game. This main control board 300 includes a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out the program stored in the main ROM 300b based on the input signals from each detection switch and timer, performs arithmetic processing, directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a work area for data during the arithmetic processing of the main CPU 300a.
[0047] The gaming machine 100 is roughly classified into a special game started mainly by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started when the game ball passes through the gate 124. And in the main ROM 300b of the main control board 300, various programs for proceeding with the special game and the normal game, various data and tables necessary for various games are stored.
[0048] On the main control board 300, there are a general winning opening detection switch 118s for detecting that a game ball has entered the general winning opening 118, a first starting opening detection switch 120s for detecting that a game ball has entered the first starting opening 120, a second starting opening detection switch 122s for detecting that a game ball has entered the second starting opening 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, a big winning opening detection switch 128s for detecting that a game ball has entered the big winning opening 128, a specific area detection switch 140s for detecting that a game ball has entered the specific area 140b, and an out ball detection switch 130s for detecting a game ball discharged from the game area 116. Detection signals are input from these respective detection switches to the main control board 300.
[0049] Note that a combined flow path is provided on the back surface of the game board 108. The game balls that have entered the general winning opening 118, the first starting opening 120, the second starting opening 122, and the 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.
[0050] Also, on the main control board 300, there are connected a normal electric accessory solenoid 122c for operating the movable piece 122b of the second starting opening 122, a big winning opening solenoid 128c for operating the movable piece 128b for opening and closing the big winning opening 128, and a movable member drive solenoid 142c for moving the movable member 142 provided in the big winning opening 128. The main control board 300 controls the opening and closing of the second starting opening 122, the big winning opening 128, and the specific area 140b.
[0051] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.
[0052] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0053] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, operations to change and check the setting values become possible. The gaming machine 100 is configured so that one of six setting values with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game can proceed according to the stored registered setting value. However, in this embodiment, only one setting value is provided.
[0054] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0055] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values and the base ratio.
[0056] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0057] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.
[0058] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.
[0059] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.
[0060] When a predetermined amount or more of game balls are stored in the lower tray 134 and it reaches the full state, game balls accumulate 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 the full state and transmits a tray full command to the main control board 300. On the other hand, after transmitting the tray full command, if the continuous input of the game ball detection signal stops, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.
[0061] Also, a firing control circuit 320 is connected to the payout control board 310 so as to be capable of two-way communication. When the firing control circuit 320 receives firing control data from the payout control board 310, it permits firing. 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 firing control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the firing control circuit 320 controls the solenoid 112c for firing provided in the game ball firing device to energize and fire the game ball.
[0062] The sub-control board 330 mainly controls various effects during the game or 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 the program stored in the sub-ROM 330b based on commands transmitted from the main control board 300, input signals from timers, etc., performs arithmetic processing, and controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during the arithmetic processing of the sub-CPU 330a.
[0063] Specifically, the sub-control board 330 controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large number of various image data to be displayed on the main effect display unit 200a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main effect display unit 200a.
[0064] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.
[0065] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.
[0066] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0067] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0068] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0069] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0070] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0071] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.
[0072] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0073] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.
[0074] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0075] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0076] In the main RAM 300c, a 16-byte unused area (F200H to F20FH) is provided between the used area and the unused area. This unused area (F200H to F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear, preventing the unused area from being used when a program for controlling the progress of the game is being executed, and preventing the used area from being used when a program for performing a test defined by the game machine rules or for controlling the display of the performance display monitor 184 is being executed.
[0077] Note that the unused area provided between the used area and the unused area only needs to be at least 1 byte or more. From the perspective of preventing fraud, it is preferably 4 bytes or more, and more preferably set to 16 bytes or more. Also, although writing and reading of data are prohibited in the unused area, from the perspective of preventing fraud, it may be cleared at a predetermined timing.
[0078] Next, the game in the gaming machine 100 will be described in conjunction with various tables stored in the main ROM 300b.
[0079] As described above, the gaming machine 100 is a machine in which 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 either a non-time-saving game state or a time-saving game state.
[0080] Details of each game state will be described later. The non-time-saving game state is a game state in which the movable piece 122b is difficult to open and it is difficult for game balls to enter the second start port 122. The time-saving game state is a game state in which the movable piece 122b is easier to open and it is easier for game balls to enter the second start port 122 than in the non-time-saving game state. Note that the initial state of the gaming machine 100 is set to the non-time-saving game state.
[0081] When the player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery is held to determine whether or not the player will receive a gaming profit (hereinafter referred to as "big prize lottery"). If a small prize is won in this big prize lottery, the big prize opening 128 is opened and a small prize game is executed.
[0082] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values related to the big role lottery (small win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.
[0083] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area has four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area.
[0084] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage units, a special 1 reservation is stored in the fourth storage unit.
[0085] In addition, the second special symbol reservation memory area has four memory units (first to fourth memory units). When a game ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory unit of the second special symbol reservation memory area.
[0086] Note that the number of special 1 holds (X1) that can be stored in the first special figure hold memory area is set to 4. Also, the number of special 2 holds (X2) that can be stored in the second special figure hold memory area is set to 4. Therefore, for example, when a game ball enters the first start port 120, if 4 special 1 holds are already stored in the first special figure hold memory area, no new special 1 hold will be stored due to the entry of the game ball into the first start port 120.
[0087] Fig. 7(a) is a diagram for explaining the small hit determination random number determination table for special 1, and Fig. 7(b) is a diagram for explaining the small hit determination random number determination table for special 2. When a game ball enters the first start port 120 or the second start port 122, one small hit determination random number is acquired from within the range of 0 to 65535. Then, according to the hold type read when starting the big winning combination lottery, the small hit determination random number determination table is selected, and the big winning combination lottery is conducted based on the selected small hit determination random number determination table and the acquired small hit determination random number.
[0088] When starting the big winning combination lottery for a special 1 hold, the small hit determination random number determination table for special 1 is referred to. According to the small hit determination random number determination table for special 1 shown in Fig. 7(a), if the small hit determination random number is 20001 to 20206, it is determined as a small hit, and if it is any other small hit determination random number, it is determined as a miss. Therefore, the small hit probability in this case is approximately 1 / 318.1.
[0089] When starting the big winning combination lottery for a special 2 hold, the small hit determination random number determination table for special 2 is referred to. According to the small hit determination random number determination table for special 2 shown in Fig. 7(b), if the small hit determination random number is 20001 to 21456, it is determined as a small hit, and if it is any other small hit determination random number, it is determined as a miss. Therefore, the small hit probability in this case is approximately 1 / 45.0.
[0090] FIG. 8 is a diagram for explaining the winning symbol random number determination table. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of "small win" is derived by the above-mentioned major prize lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table.
[0091] At this time, when winning "small win" by the special 1 hold, as shown in FIG. 8(a), the special 1 winning symbol random number determination table is selected. Also, when winning "small win" by the special 2 hold, as shown in FIG. 8(b), the special 2 winning symbol random number determination table is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of small win is obtained is called the small win symbol, and the special symbol determined when the determination result of loss is obtained is called the loss symbol.
[0092] According to the special 1 winning symbol random number determination table shown in FIG. 8(a) and the special 2 winning symbol random number determination table shown in FIG. 8(b), the type of special symbol (small win symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number.
[0093] On the other hand, when the major prize lottery result is "loss", when the lottery result is derived by the special 1 hold, the special symbol X is determined as the loss symbol without conducting a lottery. Also, when the major prize lottery result is "loss", when the lottery result is derived by the special 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 big winning lottery result is a "small win", and is not referred to when the big winning lottery result is a "loss". Here, different small winning symbols are determined 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 small winning symbol may be determined in both tables, or regardless of the hold type, the type of special symbol (small winning symbol) may be determined by referring to one winning symbol random number determination table.
[0095] Figure 9 is a diagram for explaining the reach group determination random number determination table. A plurality of these 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, the variable pattern selection state associated with 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 big winning lottery result is derived, a process of determining a variable effect pattern (variable mode number, variable pattern number) for notifying the big winning lottery result is performed. In the present embodiment, when the big winning lottery result is a "loss", in determining the variable effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table. Note that the variable pattern selection state is defined as which table to refer to in determining the variable effect pattern, and is a concept set separately from the game state.
[0096] For example, when the game state is set to the non-time-limit game state and the big winning combination lottery result of "loss" 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. 9(a), the reach group determination random number determination table 1 is selected. Similarly, when the game state is set to the non-time-limit game state and the big winning combination lottery result of "loss" 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, as shown in Fig. 9(b), the reach group determination random number determination table 2 is selected, and if the number of holds is 2 to 3, as shown in Fig. 9(c), the reach group determination random number determination table 3 is selected. In Fig. 9, the group x described in the column of group type 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.
[0097] Here, the reach group determination random number determination table referred to when the big winning combination lottery result of "loss" is derived based on the first special hold in the non-time-limit game state has been described. However, the main ROM 300b stores many other reach group determination random number determination tables.
[0098] When the big winning combination lottery result is "minor 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 "loss", and is not referred to when the big winning combination lottery result is "minor win".
[0099] FIG. 10 is a diagram for explaining a reach mode determination random number determination table. This reach mode determination random number determination table is roughly classified into a losing reach mode determination random number determination table selected when the big winning lottery result is "losing" and a small winning reach mode determination random number determination table selected when the big winning lottery result is "small win". Note that the losing reach mode determination random number determination table is provided for each group type determined as described above, and the small winning reach mode determination random number determination table is provided for each hold type.
[0100] In addition, each reach mode determination random number determination table is also provided for each game state and symbol type. Here, an example of the losing reach mode determination random number determination table for group x referred to in a predetermined game state and symbol type is shown in FIG. 10(a), an example of the small winning reach mode determination random number determination table for special 1 is shown in FIG. 10(b), and an example of the small winning reach mode determination random number determination table for special 2 is shown in FIG. 10(c).
[0101] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is acquired from within the range of 0 to 250. Then, when the result of the above-mentioned big winning lottery is "losing", as shown in FIG. 10(a), the losing reach mode determination random number determination table corresponding to the group type determined by the above-mentioned group type lottery is selected, and based on the selected losing reach mode determination random number determination table and the reach mode determination random number, the variation mode number is determined.
[0102] Also, when the result of the above-mentioned big winning lottery is "small win", as shown in FIGS. 10(b) and (c), the small winning reach mode determination random number determination table corresponding to the read hold type is selected, and based on the selected small winning reach mode determination random number determination table and the reach mode determination random number, the variation mode number is determined.
[0103] Also, in each reach mode determination random number determination table, a variation pattern random number determination table (to be described later) is associated with the reach mode determination random number together with the variation mode number. When the variation mode number is determined, the variation pattern random number determination table is determined at the same time. In FIG. 10, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, depending on the acquired reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variation mode number and the table number of the variation pattern random number determination table are determined. Also, in the present embodiment, the variation mode number and the variation pattern number (to be described later) are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended. However, the ○○H described in FIGS. 10 to 12 indicates an arbitrary value shown in hexadecimal.
[0104] As described above, when the big winning lottery result is "loss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 9 and the reach group determination random number. Then, depending on 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 shown in FIG. 10(a) and the reach mode determination random number.
[0105] On the other hand, when the big winning lottery result is "small win", referring to the small win-time reach mode determination random number determination table shown in FIG. 10 corresponding to the determined small win symbol (type of special symbol), and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table are determined.
[0106] FIG. 11 is a diagram for explaining the variation pattern random number determination table. Here, the variation pattern random number determination table x with a predetermined table number x is shown, but a number of other variation pattern random number determination tables are provided for each table number.
[0107] When a game ball enters the first start port 120 or the second start port 122, one variable pattern random number is obtained from within the range of 0 to 238. Then, based on the variable pattern random number determination table determined simultaneously with the above variable mode number and the obtained variable pattern random number, the variable pattern number is determined as shown in the figure.
[0108] In this way, when the big winning lottery is conducted, the variable mode number and the variable pattern number are determined according to the big winning lottery result, the determined symbol type, the game state, the number of holds, the hold type, etc. These variable mode numbers and variable pattern numbers identify the variable effect patterns, and for each of them, the mode and time of the variable effect are associated.
[0109] FIG. 12 is a diagram for explaining the variable time determination table. 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. 12(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.
[0110] 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. 12(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 big winning lottery result, that is, the variable time.
[0111] 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 first half aspect of the variable effect is mainly determined, and based on the received variable pattern command, the second half aspect of the variable effect is mainly determined, details of which 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.
[0112] FIG. 13 is a diagram for explaining a special electric accessory operation ram set table. The special electric accessory operation ram set table stores various data for controlling the minor hit game and the big winning combination game. During the minor hit game and the big winning combination game, the energization of the big winning opening solenoid 128c is controlled with reference to this special electric accessory operation ram set table.
[0113] According to the 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 (number of round games executed during one minor hit game or big winning combination game), the opening / closing switching number of the special electric accessory (number of times the big winning opening 128 is opened during one round game), the solenoid energization time (energization time of the big winning opening solenoid 128c for each number of times the big winning opening 128 is opened, that is, the opening time of the big winning opening 128 once), the specified number (maximum number of winnings possible for the big winning opening 128 in one round game), the big winning opening closing effective time (closing time of the big winning opening 128 between round games, that is, the interval time between rounds), and the ending time (waiting time from when the last round game ends until the normal special game resumes) are stored in advance as shown in the figure as control data for the big winning combination game.
[0114] In this embodiment, when the special symbols Z1 to Z4, which are small winning symbols, are determined, first, a small winning game composed of one round of the game is executed. In this small winning game, the opening and closing of the big winning opening 128 are repeatedly executed. Specifically, the big winning opening 128 is controlled to open (open 1) for 0.1 second, close (close 1) for 3.0 seconds, open (open 2) for 0.1 second, close (close 2) for 1.0 second, open (open 3) for 0.1 second, close (close 3) for 1.0 second, and open (open 4) for 0.1 second in this order. As described above, in this embodiment, in the small winning game executed when the special symbols Z1 to Z5 are determined, the case where the big winning opening 128 is opened up to 4 times at most in the first round is shown, but it is not limited thereto. For example, in the first round, the big winning opening 128 may be opened up to 10 times at most.
[0115] Here, a specific area 140b and a non-specific area 140c are provided inside the big winning opening 128, and the game balls that enter the big winning opening 128 will surely enter the specific area 140b or the non-specific area 140c. Then, in the small winning game, when the game ball that has entered the big winning opening 128 enters the specific area 140b, a big winning game in which the big winning opening 128 is opened is executed following the small winning game. In this big winning game, the round game is executed 9 times (from 2R to 10R).
[0116] FIG. 14 is a diagram for explaining the opening and closing mode of the big winning opening 128 and the opening and closing mode of the specific area 140b by the movable member 142. As shown in FIG. 14, in the small winning game in which the big winning opening 128 is opened, the movable member 142 opens the specific area 140b for a moment (about 0.1 second) simultaneously with the opening of the big winning opening 128, then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again.
[0117] Specifically, as shown in FIG. 14, when the special symbols Z1 to Z4 are determined and the small hit game is executed, the big winning opening 128 is opened a total of four times in the small hit game. Therefore, the game ball that enters the big winning opening 128 simultaneously with the first opening of the big winning opening 128 may not be able to enter the specific area 140b, but in the second and subsequent openings of the big winning opening 128, the game ball that enters the big winning opening 128 can surely enter the specific area 140b. Although detailed description is omitted, a structure for decelerating the game ball rolling on the big winning opening 128 is provided above the big winning opening 128. If the game ball is appropriately launched into the second game area 116b from the start of the small hit game, the game ball will surely enter the specific area 140b.
[0118] In addition, if an unexpected situation occurs, such as the game ball getting stuck in the big winning opening 128 or the game ball staying in the big winning opening 128 for a long time for some reason, the game ball may not enter the specific area 140b in the small hit game. Therefore, in this specification, for the sake of easy understanding, the words "definitely" and "surely" are used in the description, but this is based on the premise that the state of the gaming machine 100 is in an appropriate state when the game progresses and no unexpected situation has occurred, and it does not mean 100% physically.
[0119] FIG. 15 is a diagram for explaining a game state setting table for setting the game state after the end of the big winning game, and FIG. 16 is a diagram for explaining the time-saving state flag. When winning the double big hit in the small hit game as described above, the game state is set according to the type of the winning special symbol and the game state at the time of winning.
[0120] Here, as game states, a non-time-limit game state and a time-limit game state are provided. The non-time-limit game state is the initial state of the gaming machine 100, and the time-limit game state is a state in which the second start port 122 is more likely to open than in the non-time-limit game state. That is, for each game state, opening conditions for opening the second start port 122 are set, and for the time-limit game state, opening conditions are set such that the second start port 122 is more likely to open than in the non-time-limit game state.
[0121] Also, when the game state after a big winning combination game is set to the time-limit game state, time-limit end conditions for ending the time-limit game state are also set. Here, as the time-limit end conditions, a special first time-limit count, a special second time-limit count, a special first small win time-limit end operation count, and a special second small win time-limit end operation count are provided.
[0122] The special first time-limit count is the number of times of symbol variation processing (hereinafter referred to as special first variation) based on a special first hold. And the special first time-limit count is subtracted each time the big winning combination lottery result based on the special first hold is determined in the time-limit game state, and when the remaining number of the special first time-limit count becomes 0, the game state is changed to the non-time-limit game state. That is, the special first time-limit count is subtracted only when the big winning combination lottery result based on the special first hold is determined.
[0123] The special second time-limit count is the number of times of symbol variation processing (hereinafter referred to as special second variation) based on a special second hold. And the special second time-limit count is subtracted each time the big winning combination lottery result based on the special second hold is determined in the time-limit game state, and when the remaining number of the special second time-limit count becomes 0, the game state is changed to the non-time-limit game state. That is, the special second time-limit count is subtracted only when the big winning combination lottery result based on the special second hold is determined.
[0124] The number of times that the time-saving end operation for the special 1 small win is performed is the number of times that a small win based on the special 1 reserved win has been won in the time-saving game state, or the number of times that a small win game has been played after winning a small win. The number of times that the time-saving end operation for the special 1 small win is performed is subtracted each time the result of the lottery for the big role for the small win based on the special 1 reserved win is determined in the time-saving game state, and when the remaining number of times that the time-saving end operation for the special 1 small win is performed reaches 0, the game state is changed to a non-time-saving game state. In other words, the number of times that the time-saving end operation for the special 1 small win is subtracted only when the result of the lottery for the big role for the small win based on the special 1 reserved win is determined.
[0125] The number of times that the time-saving end operation for the special 2 small win is performed is the number of times that a small win based on the special 2 reserve is won in the time-saving game state, or the number of times that a small win game is executed after winning a small win. The number of times that the time-saving end operation for the special 2 small win is performed is subtracted each time the result of the lottery for the big role of the small win based on the special 2 reserve is determined in the time-saving game state, and when the remaining number of times that the time-saving end operation for the special 2 small win is performed becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times that the time-saving end operation for the special 2 small win is subtracted only when the result of the lottery for the big role of the small win based on the special 2 reserve is determined.
[0126] When any one of these four time-saving ending conditions is met, the time-saving game state ends and the game state transitions to a non-time-saving game state.
[0127] As described above, when the game state is set to a time-saving game state, a time-saving end condition is set, but different time-saving end conditions are set for the common time-saving game state depending on the type of special symbol and the game state at the time of winning a small jackpot. The main control board 300 manages time-saving game states with different set time-saving end conditions as different game states. Here, three time-saving game states are provided, each with the same game progress conditions but different time-saving end conditions. These three time-saving game states are called the lower mode, upper mode, and top mode, respectively.
[0128] These three modes all have the same winning probability for small wins and the same release conditions for the second start port 122, but their time limit end conditions are different from each other. Compared with the lower modes, the upper mode has a lower probability of the time limit end condition being met. And compared with the upper mode, the topmost mode has an even lower probability of the time limit end condition being met. Therefore, among the time limit game states, the topmost mode offers the highest degree of advantage to the player, while the lower modes offer the lowest degree of advantage to the player.
[0129] In the main control board 300, the current game state is managed by the time limit state flag. That is, the time limit state flag identifies the current game state, and the game state is set according to the setting of the time limit state flag. As shown in FIG. 16, in this embodiment, when the time limit state flag = 00H is set, the game state is a non-time limit game state. Also, when it is during the lower mode and other than the final variation in the lower mode, the time limit state flag = 01H is set. Similarly, when it is during the topmost mode and other than the final variation in the topmost mode, the time limit state flag = 03H is set, and when it is during the upper mode and other than the final variation in the upper mode, the time limit state flag = 04H is set. Also, at the time of the final variation in the lower mode, upper mode, and topmost mode, the time limit state flag = 02H is set.
[0130] That is, in the main control board 300, the final variation of the time limit game state when the remaining number of special time limit times 1 or special time limit times 2 is updated from 1 to 0 is managed as a game state different from other variation times. Hereinafter, the state where the time limit state flag = 02H is set is referred to as the time limit final variation state.
[0131] And as shown in FIG. 15, in the small win game executed when winning a small win, when winning a two-kind big win, the mode (time limit end condition) is set as follows based on the game state at the time of winning the small win and the type of small win symbol.
[0132] That is, when the special symbol Z1 is determined as the minor winning symbol, regardless of the game state at the time of minor winning, the game state after the big winning game is set to the lower mode (01H). As shown in FIG. 15, as the time shortening end condition of the lower mode, the special 1 time shortening count is set to 6 times, the special 2 time shortening count is set to 20 times, the special 1 minor winning time shortening end operation count is set to 2 times, and the special 2 minor winning time shortening end operation count is set to 1 time.
[0133] Also, when the special symbol Z2 is determined as the minor winning symbol, regardless of the game state at the time of minor winning, the game state after the big winning game is set to the non-time shortening game state (00H).
[0134] Also, when the special symbol Z3 is determined as the minor winning symbol, the game state is set as follows according to the game state at the time of minor winning. That is, when the game state at the time of minor winning is the non-time shortening game state (00H), the game state after the big winning game is set to the lower mode (01H). Also, when the game state at the time of minor winning is the lower mode (01H), the game state after the big winning game is set to the lower mode (01H).
[0135] Also, when the game state at the time of minor winning is the time shortening final variation state (02H), the game state after the big winning game is set to the topmost mode (03H). As shown in FIG. 15, as the time shortening end condition of the topmost mode, the special 1 time shortening count is set to 10,000 times, the special 2 time shortening count is set to 10,000 times, the special 1 minor winning time shortening end operation count is set to 2 times, and the special 2 minor winning time shortening end operation count is set to 100 times. Note that the special 2 minor winning time shortening end operation count may be set to 0 times, or the special 2 minor winning time shortening end operation count may not be set. Although it will be described in detail later, even in this case, according to the processing in the main control board 300 described later, the time shortening end condition based on the special 2 minor winning time shortening end operation count will not substantially hold.
[0136] Also, when the game state at the time of a minor win is the top mode (03H) or the upper mode (04H), the game state after a big win game is set to the upper mode (04H). As shown in FIG. 15, as the time limit end conditions for the upper mode, the special 1 time limit count is set to 6 times, the special 2 time limit count is set to 72 times, the special 1 minor win time limit end operation count is set to 2 times, and the special 2 minor win time limit end operation count is set to 1 time.
[0137] Also, when the special symbol Z4 is determined as the minor win symbol, the game state is set as follows according to the game state at the time of the minor win. That is, when the game state at the time of the minor win is the non-time limit game state (00H), the game state after the big win game is set to the lower mode (01H).
[0138] Also, when the game state at the time of the minor win is the lower mode (01H) or the time limit final variation state (02H), the game state after the big win game is set to the top mode (03H). Also, when the game state at the time of the minor win is the top mode (03H) or the upper mode (04H), the game state after the big win game is set to the upper mode (04H).
[0139] FIG. 17 is a diagram for explaining the hit determination random number determination table. When the game ball flowing down the game area 116 passes through the gate 124, a determination process of the normal symbol (hereinafter referred to as "normal symbol lottery") in which whether to energize and control the movable piece 122b of the second start port 122 is associated is performed.
[0140] Incidentally, as will be described in detail later, when a game ball passes through gate 124, one winning determination random number is acquired from within the range of 0 to 99, and this random number value is stored in the general pattern holding memory area of main RAM 300c with a maximum of four. That is, the general pattern holding memory area is provided with four storage units for saving the winning determination random number. Therefore, when a game ball passes through gate 124 in a state where the winning determination random number is stored in all four storage units of the general pattern holding memory area, the winning determination random number is not stored based on the passage of the game ball. Hereinafter, the winning determination random number that passes through gate 124 by a game ball and is stored in the general pattern holding memory area is referred to as general pattern holding.
[0141] When starting the general pattern lottery in the non-time-reduced game state, as shown in Fig. 17(a), the winning determination random number determination table for the non-time-reduced game state is referred to. According to this winning determination random number determination table for the non-time-reduced game state, when the winning determination random number is 0, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 1 to 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the non-time-reduced game state, that is, the winning probability, is 1 / 100. As will be described in detail later, when the winning symbol is determined in this general pattern lottery, the second start port 122 is controlled to the open state, and when the losing symbol is determined, the second start port 122 is maintained in the closed state.
[0142] Also, when starting the general pattern lottery in the time-reduced game state, as shown in Fig. 17(b), the winning determination random number determination table for the time-reduced game state is referred to. According to this winning determination random number determination table for the time-reduced game state, when the winning determination random number is 0 to 98, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the time-reduced game state, that is, the winning probability, is 99 / 100.
[0143] FIG. 18(a) is a diagram for explaining the normal symbol variation time data table, and FIG. 18(b) is a diagram for explaining the opening / closing control pattern table. As described above, when the normal symbol lottery is conducted, 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 winning symbol or losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to the non-time-short game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-short 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 winning symbol is determined, the normal symbol display 168 lights up, and when the losing symbol is determined, the normal symbol display 168 goes out.
[0144] And when the winning symbol is determined by the normal 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. 18(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 the convenience of explanation, the control data corresponding to each game state is shown in one table.
[0145] When the winning symbol is determined, as shown in Fig. 18(b), the second start port 122 is controlled to open and close by referring to the opening / closing control pattern table. According to this opening / closing control pattern table, the non-prize release pre-time (the waiting time until the opening of the second start port 122 is started), the maximum number of opening / closing switches of the normal electric accessory (the number of times the second start port 122 is opened), the solenoid energization time (the energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 for one time), the specified number (the maximum number of winning possibilities for the second start port 122 during all openings), the non-prize closing effective time (the closing time between each opening of the second start port 122, that is, the rest time), the non-prize effective state time (the waiting time from the end of the last opening of the second start port 122), and the non-prize end wait time (the waiting time until the variable display of the normal symbol described later is restarted after the non-prize effective state time has elapsed) are stored in advance as shown in the figure for each game state as the control data of the second start port 122.
[0146] In this way, for the non-time-limited game state and the time-limited 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-limited game state, it is easier for game balls to enter the second start port 122 than in the non-time-limited game state. That is, in the time-limited game state, as long as the game ball passes through the gate 124, the normal 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 lottery while reducing the consumption of game balls.
[0147] Note that the opening and closing conditions of the second start port 122 define three elements: the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the second start port 122. In this embodiment, in two of these elements, the short-time game state is set more advantageously than the non-short-time game state, so that the short-time game state is set so that game balls are more likely to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more advantageously than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state in at least one element, the short-time game state can be made such that game balls are more likely to enter the second start port 122 than in the non-short-time game state overall. That is, when the game state is set to the non-short-time 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 short-time game state, the movable piece 122b is opened and closed under control according to the second condition, which is more likely to be in the open state than the first condition.
[0148] FIG. 19 is a diagram for explaining the game properties according to this embodiment. In the following, the case where the player appropriately fires the game ball and the game proceeds according to the original game properties, that is, the case where the game is continuing normally, will be mainly described, and the case where an irregular situation occurs will basically be omitted from the description. Note that the case where the game is continuing normally means the case where the player plays the game according to the original game properties and no irregular situations such as various errors or game stops have occurred.
[0149] The initial state of the gaming machine 100 is the non-time-limited gaming state (00H), and the player starts the game in the non-time-limited gaming state as shown in (1) of FIG. 19. In the non-time-limited gaming state, since the second start port 122 hardly opens, the player performs a so-called left shot in which the game ball is launched toward the first game area 116a and the game ball is put into the first start port 120. That is, the hold mainly to be varied (hereinafter referred to as the target hold) is set to the special hold 1. Therefore, in the non-time-limited gaming state, the player plays the game while expecting to win a minor hit by the special hold 1. Note that in the non-time-limited gaming state, the winning probability of a minor hit based on the special hold 1 is set to approximately 1 / 318.1.
[0150] In the non-time-limited gaming state, when winning a minor hit by the special hold 1, with a probability of 70%, the special symbol Z1 is determined as the minor hit symbol, and the minor hit game based on the special symbol Z1 is executed. In this minor hit game, since the game ball can enter the specific area 140b, following the minor hit game, the big winning game is executed. At this time, in the present embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the big winning game. And since the gaming state at the time of winning is the non-time-limited gaming state, as shown in (2) of FIG. 19, the gaming state after the big winning game is set to the lower mode (01H).
[0151] Also, in the non-time-limited gaming state, when winning a minor hit by the special hold 1, with a probability of 30%, the special symbol Z2 is determined as the minor hit symbol, and the minor hit game based on the special symbol Z2 is executed. In this minor hit game, since the game ball can enter the specific area 140b, following the minor hit game, the big winning game is executed. At this time, in the present embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the big winning game. And since the gaming state at the time of winning is the non-time-limited gaming state, the gaming state after the big winning game is set to the non-time-limited gaming state again.
[0152] In the lower mode shown in (2) of FIG. 19, by allowing the game ball to pass through the gate 124, the second start port 122 is frequently opened. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game ball flow down into the second game area 116b and make the game ball enter the second start port 122. That is, in the lower mode where the target hold is set to the special hold 2, the player plays the game while expecting to win a minor hit by the special hold 2.
[0153] In the lower mode, the winning probability of a minor hit based on the special hold 2 is set to about 1 / 45. However, as a time-saving end condition, the lower mode is set such that the special 1 time-saving count is 6 times, the special 2 time-saving count is 20 times, the special 1 minor hit time-saving end operation count is 2 times, and the special 2 minor hit time-saving end operation count is 1 time. Therefore, it can be said that the lower mode aims to win a minor hit in the major role lottery based on 20 special holds 2.
[0154] In the lower mode, when winning a minor hit by the special hold 2, with a 70% probability, the special symbol Z3 is determined as the minor hit symbol, and a minor hit game based on the special symbol Z3 is executed. In this minor hit game, since the game ball can enter the specific area 140b, a major role game is executed following the minor hit game. At this time, in this embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the major role game. And since the game state at the time of winning is the lower mode, as shown in (2) of FIG. 19, the game state after the major role game is set to the lower mode (01H) again.
[0155] Also, in the lower mode, if a winning is determined by the special 2 hold for a minor win, there is a 30% probability that the special symbol Z4 is determined as the minor win symbol, and a minor win game based on the special symbol Z4 is executed. In this minor win game, since the game ball can enter the specific area 140b, a big win game is executed following the minor win game. At this time, in this embodiment, the player can obtain a total of 1500 prize balls in the minor win game and the big win game. And since the game state at the time of winning is the lower mode, as shown in (3) of FIG. 19, the game state after the big win game is set to the topmost mode (03H).
[0156] Note that at the final variation in the lower mode, that is, at the start of the 20th special 2 variation, internally, as shown in (2A) of FIG. 19, it has shifted to the time shortening final variation state (02H). When winning a minor win in the time shortening final variation state, in other words, when winning a minor win by the special 2 hold in the final variation in the lower mode, regardless of the type of minor win symbol, the game state after the big win game is set to the topmost mode (03H).
[0157] In the topmost mode shown in (3) of FIG. 19, by passing the game ball through the gate 124, the second start port 122 is frequently opened. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit to let the game ball flow down into the second game area 116b and enters the game ball into the second start port 122. That is, the target hold in the topmost mode is the special 2 hold.
[0158] In the topmost mode, the winning probability of a minor win based on the special 2 hold is set to approximately 1 / 45. Also, as the time shortening end conditions, the special 1 time shortening count is set to 10000 times, the special 2 time shortening count is set to 10000 times, the special 1 minor win time shortening end operation count is set to 2 times, and the special 2 minor win time shortening end operation count is set to 100 times. Therefore, it can be said that the topmost mode is substantially a state where winning of a minor win and two types of big wins are approximately guaranteed, in other words, a state where obtaining 1500 game balls is approximately guaranteed.
[0159] In the top mode, if a small win is selected by the special 2 hold, the player can obtain a total of 1,500 prize balls in the small win game and the big winning game. And since the game state at the time of winning is the top mode, regardless of the type of small win symbol, as shown in (4) of FIG. 19, the game state after the big winning game is set to the upper mode (04H).
[0160] In the upper mode shown in (4) of FIG. 19, by passing the game ball through the gate 124, the second start port 122 is frequently opened. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit to let the game ball flow down to the second game area 116b and let the game ball enter the second start port 122. That is, in the upper mode where the target hold is set to the special 2 hold, the game is played while expecting to win a small win by the special 2 hold.
[0161] In the upper mode, the winning probability of a small win based on the special 2 hold is set to about 1 / 45. However, the upper mode is set with the time-saving end conditions that the special 1 time-saving count is 6 times, the special 2 time-saving count is 72 times, the special 1 small win time-saving end operation count is 2 times, and the special 2 small win time-saving end operation count is 1 time. Therefore, it can be said that the upper mode is in a state aiming to win a small win in the big winning lottery based on 72 special 2 holds.
[0162] In the upper mode, if a small win is selected by the special 2 hold, the player can obtain a total of 1,500 prize balls in the small win game and the big winning game. And since the game state at the time of winning is the upper mode, regardless of the type of small win symbol, as shown in (4) of FIG. 19, the game state after the big winning game is reset to the upper mode (04H).
[0163] Note that at the time of the final variation in the upper mode, that is, at the start of the 72nd special 2 variation, internally, as shown in (4A) of FIG. 19, it has shifted to the time shortening final variation state (02H). If a small win is selected in the time shortening final variation state, in other words, if a small win is selected by retaining special 2 in the final variation in the upper mode, regardless of the type of small win symbol, the game state after the big role game is set to the topmost mode (03H).
[0164] Note that if a small win is not selected in the time shortening final variation state (02H) shown in (2A) and (4A) of FIG. 19, it is a so-called time shortening escape, and the game state is set to a non-time shortening game state.
[0165] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 will be described.
[0166] FIG. 20 is a diagram for explaining the gaming machine state flag. In the main control board 300, whether the game can be progressed is managed by the gaming machine state flag. One of six types of flag values from 00H to 05H is set in the gaming machine state flag. The flag value of the gaming machine state flag = 00H indicates a playable state. When the gaming machine state flag is 00H, the game is controlled to progress, and when the gaming machine state flag is other than 00H, the game is stopped.
[0167] The flag value of the gaming machine status flag = 01H indicates the setting change state. When the gaming machine status flag is 01H, the operation of changing the registered setting value becomes possible. The flag value of the gaming machine status flag = 02H indicates the setting confirmation state. When the gaming machine status flag is 02H, the registered setting value can be confirmed by being displayed on the performance display monitor 184 or the like. The flag value of the gaming machine status flag = 03H indicates the setting abnormal state. When the gaming machine status flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value of the gaming machine status flag = 04H indicates the RAM abnormal state. When the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates the checksum abnormal state. When the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to any one of the flag values, and the processing according to the gaming machine status flag is performed.
[0168] (CPU initialization process of the main control board 300) Figure 21 is the first flowchart for explaining the CPU initialization process in the main control board 300, and Figure 22 is the second flowchart for explaining the CPU initialization process in the main control board 300.
[0169] 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).
[0170] (Step S100-1) In response to the power-on, the main CPU 300a reads the startup program from the main ROM 300b as an initial setting process and performs the setting process necessary for executing various processes.
[0171] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0172] (Step S100-5) The main CPU 300a determines whether it is detecting a power-off warning signal. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage drops below a predetermined value, a power-off warning signal is output from the power-off detection circuit. If the power-off warning signal is being detected, the process proceeds to step S100-3 above. If the power-off warning signal is not being detected, the process proceeds to step S100-7.
[0173] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 above has elapsed. As a result, if it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.
[0174] (Step S100-9) The main CPU 300a executes the processes necessary to permit access to the main RAM 300c.
[0175] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before power-off into the D register.
[0176] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at the time of power-off, and also determines whether the backup flag is normal. As a result, if it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15. If it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0177] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine status flag at the head address of the area to be cleared in the main RAM 300c.
[0178] (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.
[0179] (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.
[0180] (Step S100-21) The main CPU 300a sets 02H (setting confirmation state) in the gaming machine state flag. That is, when the middle frame 104 is open, the setting change switch 180s is on, and the power is normally turned on without the RAM clear button being pressed, the setting confirmation state is entered.
[0181] (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 step S100-15 in the main RAM 300c, and the process proceeds to step S100-49.
[0182] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0183] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process for checking and clearing the read / write memory in the unused area.
[0184] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.
[0185] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.
[0186] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. As a result, if it is determined to be normal, the process proceeds to step S100-37, and if it is determined to be abnormal, the process proceeds to step S100-35.
[0187] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and transfers the process to step S100-45.
[0188] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. As a result, if it is determined that 02H is set, the process proceeds to step S100-39, and if it is determined that 02H is not set, the process proceeds to step S100-41.
[0189] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0190] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. As a result, if it is determined that the setting change conditions are met, the process proceeds to step S100-43, and if it is determined that the setting change conditions are not met, the process proceeds 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.
[0191] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0192] (Step S100-45) The main CPU 300a saves the value set in the D register to the gaming machine state flag.
[0193] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target during RAM clear in the main RAM 300c, and proceeds to step S100-49.
[0194] (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.
[0195] (Step S100-51) The main CPU 300a loads the gaming machine state flag.
[0196] (Step S100-53) The main CPU 300a determines whether the gaming machine state flag loaded in the above step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S110, and if it is determined not to be 00H, the process proceeds to step S100-55.
[0197] (Step S110) The main CPU 300a performs sub-command group setting processing. Note that this sub-command group setting processing will be described later.
[0198] (Step S100-55) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330.
[0199] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.
[0200] (Step S100-59) The main CPU 300a performs processing to prohibit interrupts.
[0201] (Step S100-61) The main CPU 300a updates the winning symbol random number initial value update random number. The winning symbol random number initial value update random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the winning symbol random number initial value update random number to the winning symbol random number initial value update random number - 1 by the winning symbol random number update process described later, the winning symbol random number is updated to the winning symbol random number initial value update random number at that time.
[0202] (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.
[0203] (Step S100-65) The main CPU 300a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330.
[0204] (Step S100-67) The main CPU 300a performs processing for permitting interrupts.
[0205] (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 processing 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 presentation pattern are collectively referred to as the variation presentation random numbers.
[0206] FIG. 23 is a flowchart for explaining the sub-command group setting process (S110) in the main control board 300.
[0207] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.
[0208] (Step S110-3) The main CPU 300a performs sub-command setting processing for transmitting a predetermined command to the sub-control board 330.
[0209] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0210] (Step S110-7) The main CPU 300a performs setting value designation command setting processing for setting a setting value designation command indicating the registered setting value in the transmission buffer.
[0211] (Step S110-9) The main CPU 300a performs a special drawing 1 reservation designation command setting process for setting a special drawing 1 reservation designation command indicating the special 1 reservation number in the transmission buffer.
[0212] (Step S110-11) The main CPU 300a performs a special drawing 2 reservation designation command setting process for setting a special drawing 2 reservation designation command indicating the special 2 reservation number in the transmission buffer.
[0213] (Step S110-13) The main CPU 300a performs a number command setting process for setting a number command indicating the remaining number of times in the short-time game state in the transmission buffer.
[0214] (Step S110-15) The main CPU 300a performs a variable pattern selection state designation command setting process for setting a variable pattern selection state designation command indicating the variable pattern selection state in the transmission buffer.
[0215] (Step S110-17) The main CPU 300a performs a special drawing phase designation command setting process for setting a special drawing phase designation command indicating the special game management phase in the transmission buffer. Note that the special game management phase will be described later.
[0216] (Step S110-19) The main CPU 300a determines whether the special game management phase is the special symbol variation waiting state. As a result, if it is determined that it is the special symbol variation waiting state, the process proceeds to step S110-21, and if it is determined that it is not the special symbol variation waiting state, the sub-command group setting process ends.
[0217] (Step S110-21) The main CPU 300a sets a customer waiting designation command in the transmission buffer and ends the sub-command group setting process.
[0218] Next, the interrupt processing in the main control board 300 will be described. Here, the power-off backup processing (XINT interrupt processing) and the timer interrupt processing will be described.
[0219] (Power-off Backup Processing (XINT Interrupt Processing) of the Main Control Board 300) FIG. 24 is a flowchart for explaining the power-off backup processing (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off backup processing.
[0220] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0221] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0222] (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.
[0223] (Step S300-7) The main CPU 300a restores the registers.
[0224] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off backup processing.
[0225] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0226] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.
[0227] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.
[0228] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections as the counter value of the loop counter to set the power-off occurrence monitoring time.
[0229] (Step S300-19) The main CPU 300a checks for a power-off warning signal.
[0230] (Step S300-21) The main CPU 300a determines whether a power-off warning signal is detected. As a result, if it is determined that a power-off warning signal is detected, the process moves to step S300-17, and if it is determined that a power-off warning signal is not detected, the process moves to step S300-23.
[0231] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in step S300-17.
[0232] (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 moves to step S300-19, and if it is determined that the counter value is 0, the process moves to the above-described CPU initialization process (step S100).
[0233] In the case where a power failure actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are in a loop.
[0234] (Timer Interrupt Processing of Main Control Board 300) FIG. 25 is a flowchart for explaining the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined cycle (4 milliseconds in this 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.
[0235] (Step S400-1) The main CPU 300a saves the registers.
[0236] (Step S400-3) The main CPU 300a performs a process for enabling interrupts.
[0237] (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.
[0238] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately obtaining the latest switch state.
[0239] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0240] (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.
[0241] (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.
[0242] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. Note that the setting-related processing will be described later.
[0243] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when the value reaches 0.
[0244] (Step S400-17) The main CPU 300a executes update processing of the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0245] (Step S400-19) The main CPU 300a performs processing to update the winning symbol random number. Specifically, the random number counter is incremented by 1 for update. If 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.
[0246] Incidentally, although detailed description is omitted, in the present embodiment, the small hit determination random number and the hit 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 small hit determination random number and the hit determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes a round, and changes the start value every time the system is reset.
[0247] (Step S500) The main CPU 300a executes switch management processing for determining whether there is an input signal from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the big winning port detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management processing will be described later.
[0248] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. Details of this special game management processing will be described later.
[0249] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. Details of this normal game management processing will be described later.
[0250] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.
[0251] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, and the big winning port detection switch 128s, and executes winning port switch processing for adding a counter for prize ball control and the like corresponding thereto.
[0252] (Step S400-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in the above step S400-23 and the like.
[0253] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information output to the outside from the game information output terminal board 312.
[0254] (Step S400-29) The main CPU 300a executes an LED display setting process for setting display data for controlling the lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the output buffer corresponding to each common.
[0255] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.
[0256] (Step S400-33) The main CPU 300a executes a port output process for outputting the value of the common output buffer stored in each output port buffer to the output port.
[0257] (Step S400-35) The main CPU 300a performs a process for prohibiting interrupts.
[0258] (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 common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, 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 predetermined time intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched according to a predetermined operation.
[0259] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt processing.
[0260] Figure 26 is a flowchart for explaining the above setting-related processing (S450).
[0261] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine state flag is 01H (setting change state). As a result, if it is determined to be 01H, the process proceeds to step S450-3, and if it is determined not to be 01H, the process proceeds to step S450-15.
[0262] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0263] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). As a result, if it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.
[0264] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.
[0265] (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.
[0266] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.
[0267] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.
[0268] (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.
[0269] (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.
[0270] (Step S110) The main CPU 300a executes the sub-command group setting process of FIG. 23. That is, when the setting-related process is executed, at the end thereof, the model command, the set value designation command, the reserved special drawing 1 command, the reserved special drawing 2 command, the number of times command, the variable pattern selection state designation command, the special drawing phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0271] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the related setting process.
[0272] As described above, according to the present 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 process (FIG. 21), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt process is executed. However, since 01H (setting change state) is set in the gaming machine state flag, all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 25) are stopped, and the related setting process is executed.
[0273] The related setting process is repeatedly executed while the setting change switch 180s is on. During this related setting process, the pressing operation of the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to any one of the setting values provided in multiple stages according to the setting change operation.
[0274] 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 process ends, and 00H (playable state) is set in the gaming machine state flag. Thereby, from the next timer interrupt process, the processes related to the progress of the game can be executed.
[0275] Here, in the setting-related process, after the pressing operation of the RAM clear button, that is, after the reception of the setting change operation of the registered setting value is completed, 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 is completed 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 illegally acquired can be reduced.
[0276] Also, in this embodiment, a plurality of flag values including at least 01H (setting change state) are switched. And when 01H (setting change state) is set in the game machine state flag, the setting-related process can be executed, and the progress of the game is stopped. In this way, since the setting-related process 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 illegally acquired is reduced.
[0277] Next, among the above-described timer interrupt processes, the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700 will be described in detail.
[0278] FIG. 27 is a flowchart for explaining the switch management process (step S500) in the main control board 300.
[0279] (Step S500-1) The main CPU 300a determines whether it is the time when the gate detection switch is turned on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s is turned on. As a result, if it is determined that it is the time when the gate detection switch is turned on, the process proceeds to step S510, and if it is determined that it is not the time when the gate detection switch is turned on, the process proceeds to step S500-3.
[0280] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. The details of this gate passage processing will be described later.
[0281] (Step S500-3) The main CPU 300a determines whether it is the detection time of the first start port detection switch being turned on, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. As a result, if it is determined that it is the detection time of the first start port detection switch being turned on, the process proceeds to step S520, and if it is determined that it is not the detection time of the first start port detection switch being turned on, the process proceeds to step S500-5.
[0282] (Step S520) The main CPU 300a executes first start port passage processing based on the entry of the game ball into the first start port 120. The details of this first start port passage processing will be described later.
[0283] (Step S500-5) The main CPU 300a determines whether it is the detection time of the second start port detection switch being turned 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 detection time of the second start port detection switch being turned on, the process proceeds to step S530, and if it is determined that it is not the detection time of the second start port detection switch being turned on, the process proceeds to step S500-7.
[0284] (Step S530) The main CPU 300a executes second start port passage processing based on the entry of the game ball into the second start port 122. The details of this second start port passage processing will be described later.
[0285] (Step S500-7) The main CPU 300a determines whether it is the time of detecting the activation of the big winning opening detection switch, that is, whether a game ball has entered the first big winning opening 128 and a detection signal has been input from the big winning opening detection switch 128s. As a result, if it is determined that it is the time of detecting the activation of the big winning opening detection switch, the process proceeds to step S500-9, and if it is determined that it is not the time of detecting the activation of the big winning opening detection switch, the process proceeds to step S500-11.
[0286] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning game or a minor winning game, and determines whether the entry of the game ball into the big winning opening 128 is proper. Here, if it is determined that it is not in a big winning game or a minor winning game, a predetermined fraud detection process is executed. If it is determined that it is in a big winning game or a minor winning game and the entry of the game ball into the big winning opening 128 is proper, the big winning opening winning ball count counter is incremented by 1, and a big winning opening winning designation command is set in the transmission buffer.
[0287] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the specific area detection switch, that is, whether a game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. As a result, if it is determined that it is the time of detecting the activation of the specific area detection switch, the process proceeds to step S540, and if it is determined that it is not the time of detecting the activation of the specific area detection switch, the process proceeds to step S500-13.
[0288] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the game ball into the specific area 140b and ends the switch management process. The details of this specific area passing process will be described later.
[0289] (Step S500-13) 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 S500-15, 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 S500-17.
[0290] (Step S500-15) The main CPU 300a sets the general winning opening winning designation command in the transmission buffer.
[0291] (Step S500-17) 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 S500-19, 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.
[0292] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0293] Figure 28 is a flowchart for explaining the gate passage process (step S510) on the main control board 300.
[0294] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0295] (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 or equal to the maximum value, the process proceeds to step S510-5.
[0296] (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.
[0297] (Step S510-7) The main CPU 300a calculates the target storage unit among the four storage units of the normal symbol hold storage area that is the target for saving the obtained hit determination random number.
[0298] (Step S510-9) The main CPU 300a saves the hit determination random number obtained in step S510-1 to the target storage unit calculated in step S510-7.
[0299] (Step S510-11) The main CPU 300a sets the normal symbol hold designation command indicating the normal symbol hold number stored in the normal symbol hold storage area to the transmission buffer and terminates the gate passing process.
[0300] Figure 29 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300.
[0301] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is special reservation 1 or special reservation 2 as the reservation type. The special symbol identification value (00H) indicates special reservation 1, and the special symbol identification value (01H) indicates special reservation 2.
[0302] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0303] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start port passage process. Note that this special symbol random number acquisition process is executed using a common module with the second start port passage 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 passage process.
[0304] FIG. 30 is a flowchart for explaining the second start port passage process (Step S530) in the main control board 300.
[0305] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0306] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball counter.
[0307] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.
[0308] (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 normal game execution process, that is, the progress of the normal game, and is updated according to the stage of the normal game execution process.
[0309] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in the above step S530-5 is not "04H". Note that "04H" of the normal game management phase indicates that the normal electric accessory winning opening release control process is in progress. In this normal electric accessory winning opening release 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 starting port 122 is in a state where it can be properly opened. As a result, when it is determined that the normal game management phase is not "04H", the second starting port passing process is terminated, and when it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.
[0310] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball number counter to the value obtained by adding "1" to the current counter value, and terminates the second starting port passing process.
[0311] FIG. 31 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the above-described first starting port passing process (step S520) and second starting port passing process (step S530).
[0312] (Step S535-1) The main CPU 300a loads the special symbol identification value set in the above step S520-1 or step S530-1.
[0313] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.
[0314] (Step S535-5) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0315] (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 S535-23, and if it is determined that the number is not greater than or equal to the upper limit value, the process proceeds to step S535-9.
[0316] (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.
[0317] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the obtained winning determination random number among the eight storage units in the special symbol holding memory area.
[0318] (Step S535-13) The main CPU 300a acquires the winning 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.
[0319] (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.
[0320] (Step S536) The main CPU 300a executes an acquisition-time production determination process for performing a major role preliminary lottery, a winning symbol provisional determination, and a variation information provisional determination based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time production determination process, a look-ahead designation command indicating variation information determined when a newly stored hold is read out is transmitted to the sub-control board 330. This acquisition-time production determination process will be described later.
[0321] (Step S535-19) 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.
[0322] (Step S535-21) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-19 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 a special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.
[0323] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0324] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 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 S535-27, 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 is terminated.
[0325] (Step S535-27) 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 predetermined processing and ends the special symbol random number acquisition process (step S535).
[0326] FIG. 32 is a flowchart for explaining the acquisition-time effect determination process (step S536) in the main control board 300 according to the present embodiment.
[0327] (Step S536-1) The main CPU 300a selects a corresponding small win determination random number determination table based on the set value being set. Specifically, it selects a corresponding small win determination random number determination table based on the current game state and the set value being set. Then, based on the selected table and the small win determination random number stored in the target storage unit in step S535-13, it performs a special symbol hit temporary determination process for temporarily determining either a small win or a loss.
[0328] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining the special symbol. Here, if the result of the temporary big winning lottery in step S536-1 (the result derived by the special symbol hit temporary determination process) is a small win, it loads the winning symbol random number, winning type, and hold type stored in the target storage unit in step S535-13, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (the type of small win symbol). If the result of the temporary big winning lottery in step S536-1 is a loss, it saves predetermined loss special symbol determination data (the type of loss symbol).
[0329] (Step S536-5) The main CPU 300a sets a preview symbol type designation command (preview designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.
[0330] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol hit provisional determination process in step S536-1 is a minor hit. As a result, if it is determined to be a minor hit, the process proceeds to step S536-9, and if it is determined not to be a minor hit (a miss), the process proceeds to step S536-11.
[0331] (Step S536-9) The main CPU 300a sets a minor hit reach mode determination random number determination table (FIGS. 9(b) and (c)) corresponding to the current game state and variable pattern selection state, and transfers the process to step S536-19.
[0332] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13 above.
[0333] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 is a fixed value (8500 or more). Here, the group type is determined by referring to the reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of pending bets. At this time, the reach group determination random number is obtained from the range of 0 to 10006. If the value of the reach group determination random number is 8500 or more, regardless of the number of pending bets, the same reach group determination random number determination table is selected. If the value of the reach group determination random number is less than 8500, different reach group determination random number determination tables are selected according to the number of pending bets. Hereinafter, among the reach group determination random numbers, the values in the range of 0 to 8499 for which different reach group determination random number determination tables are selected according to the number of pending bets are referred to as indefinite values, and the values in the range of 8500 to 10006 for which the same reach group determination random number determination table is selected regardless of the number of pending bets are referred to as fixed values. If it is determined in step S536-11 that the loaded reach group determination random number is a fixed value (8500 or more), the process proceeds to step S536-15. If it is determined in step S536-11 that the loaded reach group determination random number is not a fixed value (8500 or more), the process proceeds to step S536-27.
[0334] (Step S536-15) The main CPU 300a sets a reach group determination random number determination table (see FIG. 9) corresponding to the current game state and the variable pattern selection state. Note that a plurality of types of reach group determination random number determination tables are provided according to the number of pending bets, and here, the table used when the number of pending bets is 0 is selected. Then, based on the set reach group determination random number determination table and the reach group determination random number stored in the target storage unit in step S535-13, the reach group (group type) is tentatively determined.
[0335] (Step S536-17) The main CPU 300a sets the losing reach mode determination random number determination table (see Fig. 10(a)) corresponding to the group type tentatively determined in step S536-15 above, and transfers the process to step S536-19.
[0336] (Step S536-19) The main CPU 300a tentatively determines the variable mode number based on the reach mode determination random number determination table set in step S536-9 or step S536-17 above and the reach mode determination random number stored in the target storage unit in step S535-13 above. Also, here, together with the variable mode number, the variable pattern random number determination table is tentatively determined.
[0337] (Step S536-21) The main CPU 300a sets the prefetch specified variable mode command (prefetch specified command) corresponding to the variable mode number tentatively determined in step S536-19 above in the transmission buffer.
[0338] (Step S536-23) The main CPU 300a tentatively determines the variable pattern number based on the variable pattern random number determination table tentatively determined in step S536-23 above and the variable pattern random number stored in the target storage unit in step S535-13 above.
[0339] (Step S536-25) The main CPU 300a sets the prefetch specified variable pattern command (prefetch specified command) corresponding to the variable pattern number tentatively determined in step S536-23 above in the transmission buffer, and ends the acquisition time effect determination process.
[0340] (Step S536-27) When the main CPU 300a determines that a hold newly stored in the target storage unit has been read, it sets an indefinite value command (look-ahead specified variation mode command and look-ahead specified variation pattern command = 7FH) indicating that the group type, i.e., the variation production pattern, changes according to the number of holds at the time of reading the hold in the transmission buffer, and ends the acquisition-time production determination process.
[0341] FIG. 33 is a flowchart for explaining the specific area passage process of step S540 above.
[0342] (Step S540-1) When the main CPU 300a determines that it is the time of detecting the turning on of the specific area detection switch in step S500-11 above, it determines whether the validity period flag is on. As a result, when it determines that the validity period flag is on, the process proceeds to step S540-3, and when it determines that the validity period flag is not on, the process proceeds to step S540-9.
[0343] Although it will be described in detail later, this validity period flag is for determining whether to regard the entry of the game ball into the specific area 140b as valid, and in this embodiment, it is turned on at the start of the small win game (the first round game).
[0344] (Step S540-3) When it is determined in step S540-1 above that the validity period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag is for identifying that the game ball has already effectively entered the specific area 140b. When it is determined that the specific area entry flag is on, the specific area passage process ends, and when it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.
[0345] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0346] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to transmit to the sub-control board 330 that a game ball has effectively entered the specific area 140b, and ends the specific area passage process.
[0347] (Step S540-9) The main CPU 300a executes predetermined error processing.
[0348] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passage process.
[0349] FIG. 34 is a diagram for explaining the special game management phase. As already described, in the present embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122 and a normal game triggered by the passage of a game ball through the gate 124 proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each process related to such a special game is managed by the special game management phase.
[0350] As shown in FIG. 34, the main ROM 300b stores a plurality of special game control modules for executing control of special games, and a special game management phase is associated with each of these special game control modules. Specifically, when the special game management phase is "00H", a module for executing "special symbol variation waiting process" is called; when the special game management phase is "01H", a module for executing "special symbol variation in process" is called; when the special game management phase is "02H", a module for executing "special symbol stop symbol display process" is called; when the special game management phase is "03H" or "07H", a module for executing "big winning opening release before process" is called; when the special game management phase is "04H" or "08H", a module for executing "big winning opening release control process" is called; when the special game management phase is "05H" or "09H", a module for executing "big winning opening closing valid process" is called; and when the special game management phase is "06H" or "0AH", a module for executing "big winning opening end wait process" is called.
[0351] FIG. 35 is a flowchart for explaining the special game management process (step S600) in the main control board 300.
[0352] (Step S600-1) The main CPU 300a loads the special game management phase.
[0353] (Step S600-3) The main CPU 300a selects a special game control module corresponding to the special game management phase loaded in step S600-1 above.
[0354] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above to start the process.
[0355] (Step S600-7) The main CPU 300a loads a special game timer for managing the control time of the special game and ends the special game management process.
[0356] FIG. 36 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".
[0357] (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 proceeds to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process proceeds to step S610-3.
[0358] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number (X1), is "1" or more. As a result, if it is determined that the special 1 reserved number (X1) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not "1" or more, the process proceeds to step S610-5.
[0359] (Step S610-5) The main CPU 300a sets a customer waiting specified command in the transmission buffer and executes a customer waiting setting process for setting the customer waiting state, and ends the special symbol variation waiting process.
[0360] (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 drawing hold memory area, or the special 1 holds stored in the first to fourth storage units of the first special drawing hold memory area, to a storage unit with a smaller ordinal number. Specifically, in step S610-1, when it is determined that the number of special symbol 2 hold balls is 1 or more, the special 2 holds stored in the second to fourth storage units of the second special drawing hold memory area are transferred to the first to third storage units. Also, in the main RAM 300c, a 0th storage unit to be processed is provided, and the special 2 hold stored in the first storage unit is block-transferred to the 0th storage unit. Further, in step S610-3, when it is determined that the number of special symbol 1 hold balls is 1 or more, the special 1 holds stored in the second to fourth storage units of the first special drawing hold memory 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 memory area shift process, the counter value of the target special symbol hold ball number 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.
[0361] (Step S610-9) The main CPU 300a loads the winning determination random number and the hold type transferred to the 0th storage unit, selects the corresponding winning determination random number determination table to perform a major role lottery, and executes a special symbol winning determination process for storing the lottery result.
[0362] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the result of the big role lottery in step S610-9 is a small win, the winning symbol random number and the hold type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (the type of small win symbol) is saved. Also, when the result of the big role lottery in step S610-9 is a loss, the special symbol determination data for loss (the type of loss symbol) corresponding to the hold type is saved. Specifically, 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. After saving the special symbol determination data in this way, the symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0363] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11 above. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.
[0364] (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.
[0365] (Step S610-15) The main CPU 300a loads the variation mode number and the variation pattern number determined in step S612 above, refers to the variation time determination table, and determines variation time 1 and variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.
[0366] (Step S610-17) The main CPU 300a performs a preliminary area setting process of storing the type of the small hit symbol (special symbol determination data), etc. in the preliminary area of the main RAM 300c.
[0367] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of 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 variable 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.
[0368] (Step S610-21) 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, and sets the special symbol hold designation command in the transmission buffer. Here, the special symbol 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 the special symbol 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. Also, here, the special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the above step S610-7 is set in the transmission buffer. As a result, each time the special 1 hold or the special 2 hold is cleared, the special 1 hold number and the special 2 hold number, as well as the winning order of each of these holds, are transmitted to the sub-control board 330.
[0369] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.
[0370] FIG. 37 is a flowchart for explaining the special symbol variation number determination process in the main control board 300.
[0371] (Step S612-1) The main CPU 300a determines whether the result of the big winning lottery in step S610-9 is a small win. As a result, if it is determined that it is a small win, the process proceeds to step S612-3, and if it is determined that it is not a small win (a loss), the process proceeds to step S612-5.
[0372] (Step S612-3) The main CPU 300a sets a reach mode determination random number determination table corresponding to the current game state, the type of small win symbol, the hold type, and the variation pattern selection state.
[0373] (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.
[0374] (Step S612-7) The main CPU 300a sets a corresponding reach group determination random number determination table based on the current game state, the number of holds confirmed in step S612-5 above, and the hold type. Then, based on the set reach group determination random number determination table and the reach group determination random number transferred to the 0th storage unit in step S610-7 above, the reach group (group type) is determined.
[0375] (Step S612-9) The main CPU 300a sets a losing reach mode determination random number determination table corresponding to the group type determined in the above step S612-7.
[0376] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number determination table set in the above step S612-3 or the above step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Also, here, a variation pattern random number determination table is determined together with the variation mode number.
[0377] (Step S612-13) The main CPU 300a sets a variation mode command corresponding to the variation mode number determined in the above step S612-11 in the transmission buffer.
[0378] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in the above step S612-11 and the variation pattern random number transferred to the 0th storage unit in the above step S610-7.
[0379] (Step S612-17) The main CPU 300a sets a variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer and ends the special symbol variation number determination process.
[0380] FIG. 38 is a flowchart for explaining the process during special symbol variation on the main control board 300. This process during special symbol variation is executed when the special game management phase is "01H".
[0381] (Step S620-1) The main CPU 300a executes a process of updating a special symbol variation base counter. Note that the counter value of the special symbol variation base counter is set to count one 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.
[0382] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". As a result, if the counter value is "0", the process proceeds to step S620-5, and if the counter value is not "0", the process proceeds to step S620-9.
[0383] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process of subtracting a predetermined value from the timer value of the special symbol variation timer set in the above step S610-15.
[0384] (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.
[0385] (Step S620-9) The main CPU 300a updates a special symbol display timer that measures the lighting time of each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162. Specifically, when the timer value of the special symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0386] (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 current special symbol variation process ends.
[0387] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and ends the current special symbol variation process. As a result, each segment constituting the 7-segment will sequentially light up at predetermined intervals.
[0388] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0389] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol will be stopped and displayed on the first special symbol display 160 or the second special symbol display 162.
[0390] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that the 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.
[0391] (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 current special symbol variation process.
[0392] FIG. 39 is a flowchart for explaining the special symbol stop symbol display process on the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0393] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 above 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 terminated, and if it is determined that the timer value is "0", the process proceeds to step S630-3.
[0394] (Step S630-3) The main CPU 300a sets a special symbol determination time game state confirmation designation command indicating the game state when the special symbol is determined in the transmission buffer.
[0395] (Step S631) The main CPU 300a executes a count cut management process. This count cut management process will be described later.
[0396] (Step S630-7) The main CPU 300a sets a count command in the transmission buffer to transmit the special 1 short count, special 2 short count, special 1 small win short end operation count, and special 2 small win short end operation count updated in the count cut management process of step S631 above to the sub-control board 330.
[0397] (Step S630-9) The main CPU 300a checks the result of the big winning combination lottery.
[0398] (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 that it is a small win, the process proceeds to step S630-15, and if it is determined that it is not a small win, the process proceeds to step S630-13.
[0399] (Step S630-13) 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 reservation 1 ends, and if reservation 1 or reservation 2 is stored, a process for starting the variable display of the special symbol based on the next reservation will be performed.
[0400] (Step S630-15) 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.
[0401] (Step S630-17) The main CPU 300a performs a special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-15 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 ( "1") executable in the upcoming small hit game. On the other hand, a special electric accessory continuous 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 continuous operation times counter. Here, along with the start of the small hit game, a process of resetting (updating to "0") the counter value of this special electric accessory continuous operation times counter is also executed.
[0402] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 above and saves a predetermined opening time as the timer value in the special game timer.
[0403] (Step S630-21) The main CPU 300a sets an opening designation command for transmitting the start of a small win game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in step S630-19 is set in the transmission buffer.
[0404] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and ends the special symbol stop symbol display process. As a result, the small win game will start.
[0405] Figure 40 is a flowchart for explaining the count cut management process in the main control board 300.
[0406] (Step S631-1) The main CPU 300a determines whether it has won a small win. As a result, if it is determined that it has won a small win, the process moves to step S631-3, and if it is determined that it has not won a small win, the process moves to step S631-5.
[0407] (Step S631-3) The main CPU 300a stores the game state at the time of winning a small win, that is, the current time shortening state flag, as the game state at the time of winning.
[0408] (Step S631-5) The main CPU 300a refers to the current time shortening state flag and determines whether it is currently in a time shortening game state (01H to 04H). As a result, if it is determined that it is in a time shortening game state, the process moves to step S631-7, and if it is determined that it is not in a time shortening game state, the count cut management process ends.
[0409] (Step S631-7) The main CPU 300a determines whether it has won a minor prize. As a result, if it is determined that it has won a minor prize, the process proceeds to step S631-9, and if it is determined that it has not won a minor prize, the process proceeds to step S631-17.
[0410] (Step S631-9) The main CPU 300a executes the process of updating the minor prize time reduction end operation counter. Here, when the special 1 variation is executed, the counter value (special 1 minor prize time reduction end operation count) of the special 1 minor prize time reduction end operation counter is decremented, and when the special 2 variation is executed, the counter value (special 2 minor prize time reduction end operation count) of the special 2 minor prize time reduction end operation counter is decremented.
[0411] (Step S631-11) The main CPU 300a determines whether the counter value has been updated to 0 in step S631-9. As a result, if it is determined that the counter value has been updated to 0, the process proceeds to step S631-13, and if it is determined that the counter value has not been updated to 0, the process proceeds to step S631-17.
[0412] (Step S631-13) The main CPU 300a sets the time reduction state flag to 00H. Thereby, the game state is set to the non-time reduction game state.
[0413] (Step S631-15) The main CPU 300a resets the special 1 time reduction count cut counter and the special 2 time reduction count cut counter, and ends the count cut management process.
[0414] (Step S631-17) The main CPU 300a executes the process of updating the time reduction count cut counter. Here, when the special 1 variation is executed, the counter value (special 1 time reduction count) of the special 1 time reduction count cut counter is decremented, and when the special 2 variation is executed, the counter value (special 2 time reduction count) of the special 2 time reduction count cut counter is decremented.
[0415] (Step S631-19) The main CPU 300a determines whether the counter value updated in step S631-17 is 1 or less. As a result, if it is determined that the counter value is 1 or less, the process proceeds to step S631-21, and if it is determined that the counter value is not 1 or less, the count cut management process ends.
[0416] (Step S631-21) The main CPU 300a determines whether the counter value updated in step S631-17 is 1. As a result, if it is determined that the counter value is 1, the process proceeds to step S631-23, and if it is determined that the counter value is not 1, the process proceeds to step S631-25.
[0417] (Step S631-23) The main CPU 300a sets the time shortening state flag to 02H. Thereby, the game state is set to the time shortening final variation state.
[0418] (Step S631-25) The main CPU 300a sets the time shortening state flag to 00H. Thereby, the game state is set to the non-time shortening game state.
[0419] (Step S631-27) The main CPU 300a resets the special small win time shortening end operation counter and the special 2 small win time shortening end operation counter.
[0420] (Step S631-29) The main CPU 300a sets the game state change designation command in the transmission buffer and ends the count cut management process.
[0421] Figure 41 is a flowchart for explaining the process before the big winning opening on the main control board 300. This process before the big winning opening is executed when the special game management phase is "03H" or "07H".
[0422] (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 big winning opening pre-processing is terminated, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S640-3.
[0423] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation counter to the value obtained by adding "1" to the current counter value.
[0424] (Step S640-5) The main CPU 300a sets a big winning opening release designation command for transmitting the start of the release of the big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.
[0425] (Step S641) The main CPU 300a executes the big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.
[0426] (Step S640-7) The main CPU 300a determines whether the special game management phase is 07H, that is, whether it is during a small win game. As a result, if it is determined that the special game management phase is 07H, the process proceeds to step S640-9, and if it is determined that the special game management phase is not 07H, the process proceeds to step S640-13.
[0427] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of the game based on the counter value of the special electric accessory continuous operation counter. As a result, if it is determined that it is the start of the first round of the game, the process proceeds to step S640-11, and if it is determined that it is not the start of the first round of the game, the process proceeds to step S640-13.
[0428] (Step S640-11) The main CPU 300a turns on the expiration flag. As a result, when the small win game starts, the entry of the game ball into the specific area 140b is enabled.
[0429] (Step S640-13) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H") and ends the big winning opening pre-processing.
[0430] Figure 42 is a flowchart for explaining the big winning opening / closing switching process on the main control board 300.
[0431] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching times (the number of times the big winning opening 128 opens and closes during one round of the game). As a result, if it is determined that the counter value is the upper limit value, the big winning opening / closing switching process ends, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0432] (Step S641-3) The main CPU 300a refers to the data in the special electric accessory operation ram set table and extracts the solenoid control data for energization control of the big winning opening solenoid 128c and the timer data that is the energization time or energization stop time of the big winning opening solenoid 128c based on the counter value of the special electric accessory opening / closing switching counter.
[0433] (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 big winning opening solenoid 128c or executes the big winning opening solenoid energization control process for stopping the energization of the big winning opening solenoid 128c. By executing this big winning opening solenoid energization control process, in the above steps S400-31 and S400-33, the control of starting or stopping the energization of the big winning opening solenoid 128c is performed.
[0434] (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 big winning opening 128.
[0435] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the big winning opening solenoid 128c, that is, whether the control process of starting the energization of the big winning opening solenoid 128c is 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 big winning opening opening / closing switching process ends.
[0436] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching times counter to the value obtained by adding "1" to the current counter value, and ends the big winning opening opening / closing switching process.
[0437] FIG. 43 is a flowchart for explaining the big winning opening release control process in the main control board 300. This big winning opening release control process is executed when the special game management phase is "04H" or "08H".
[0438] (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.
[0439] (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.
[0440] (Step S641) In step S650-3, if 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.
[0441] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number counter updated in step S500-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round has not entered the big winning opening 128. As a result, if it is determined that the specified number has not been reached, the big winning opening release control process ends, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0442] (Step S650-7) The main CPU 300a executes the big winning opening closing process necessary to stop the energization of the big winning opening solenoid 128c and close the big winning opening 128. As a result, the big winning opening 128 becomes the closed state.
[0443] (Step S650-9) The main CPU 300a saves the big winning opening closing effective time (interval time) to the special game timer.
[0444] (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」).
[0445] (Step S650-13) The main CPU 300a sets a big winning opening closing designated command indicating that the big winning opening 128 has been closed in the transmission buffer, and ends the big winning opening release control process.
[0446] Figure 44 is a flowchart for explaining the big winning opening closing effective process in the main control board 300. This big winning opening closing effective process is executed when the special game management phase is 「05H」 or 「09H」.
[0447] (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 effective process is ended, and if it is determined that the timer value of the special game timer is 「0」, the process proceeds to step S660-3.
[0448] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times counter, that is, whether the round game of the preset number of times has ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.
[0449] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". When the special game management phase is "09H", that is, during the control of the small hit game, since the number of round games in the small hit game is "1", it is always determined as YES in the above step S660-3, and the process does not transfer to this step.
[0450] (Step S660-7) The main CPU 300a saves the predetermined big winning opening closing time in the special game timer and ends the big winning opening closing valid process. As a result, the next round game will start.
[0451] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether it is during the small hit game. As a result, if it is determined that the special game management phase is 09H, the process transfers to step S660-11, and if it is determined that the special game management phase is not 09H, the process transfers to step S660-21.
[0452] (Step S660-11) The main CPU 300a determines whether all the game balls that entered the big winning opening 128 have been discharged. Here, when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the big winning opening 128 becomes 0, it is determined that the discharge is complete. If it is determined that the discharge is complete, the process transfers to step S660-13, and if it is determined that the discharge is not complete, the big winning opening closing valid process ends. If the determination result that the discharge is not complete is continuously derived for a certain period of time, error processing is performed.
[0453] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. As a result, if it is determined that the specific area entry flag is on, the process proceeds to step S660-15, and if it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.
[0454] (Step S660-15) The main CPU 300a turns off the specific area entry flag.
[0455] (Step S660-17) The main CPU 300a checks the type of the near-miss symbol and sets a predetermined number (the counter value corresponding to the type of the special symbol = the value obtained by subtracting 1 from the number of rounds, that is, the number of round games in the big winning game) as the counter value in the special electric accessory maximum operation count counter.
[0456] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the big winning opening closing valid process.
[0457] (Step S660-21) The main CPU 300a executes an ending time setting process of saving the ending time in the special game timer.
[0458] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0459] (Step S660-25) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer and ends the big winning opening closing valid process.
[0460] FIG. 45 is a flowchart for explaining the jackpot end weight process in the main control board 300. This jackpot end weight process is executed when the special game management phase is "06H" or "0AH".
[0461] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the jackpot end weight process is terminated, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S670-3.
[0462] (Step S670-3) The main CPU 300a checks the winning game state saved in step S631-3.
[0463] (Step S670-5) The main CPU 300a executes state setting processing for setting the game state after the end of the big winning game based on the entry of the game ball into the specific area 140b in the small winning game. Specifically, the main CPU 300a refers to the game state setting table (FIG. 15) and, based on the type of special symbol that triggered the small winning game and the winning game state confirmed in step S670-3 above, sets the game state (time shortening state flag) after the end of the big winning game, the special 1 time shortening count, the special 2 time shortening count, the special 1 small winning time shortening end operation count, and the special 2 small winning time shortening end operation count.
[0464] Note that if the game ball does not enter the specific area 140b in the small winning game, that is, when the special game management phase is "OAH", the game state is not set in step S670-5.
[0465] Also, here, processing for setting the variable pattern selection state after the end of the big winning game is also performed based on the small winning symbol that triggered the small winning game.
[0466] (Step S670-7) The main CPU 300a sets a game state change designation command for transmitting the game state and the variable pattern selection state set after the end of the major role game to the transmission buffer.
[0467] (Step S670-9) The main CPU 300a sets a count designation command corresponding to the special first short count, special second short count, special first small hit short end operation count, and special second small hit short end operation count saved in step S670-5 to the transmission buffer.
[0468] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the large winning opening end wait process. As a result, when a special first hold or special second hold is stored, the variable display of the special symbol is restarted.
[0469] FIG. 46 is a diagram for explaining the normal game management phase. As already described, in the present embodiment, the processes related to the normal game triggered by the passage of the game ball through the gate 124 are executed step by step and repeatedly. However, in the main control board 300, each process related to such a normal game is managed by the normal game management phase.
[0470] As shown in FIG. 46, the main ROM 300b stores a plurality of normal game control modules for executing and controlling 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 "effective process for closing normal electric accessory winning port" is called; and when the normal game management phase is "06H", a module for executing "end wait process for normal electric accessory winning port" is called.
[0471] FIG. 47 is a flowchart for explaining the normal game management process (step S700) on the main control board 300.
[0472] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0473] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0474] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 to start the process.
[0475] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of normal games.
[0476] FIG. 48 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0477] (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, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0478] (Step S710-3) The main CPU 300a block-transfers the normal symbol holds (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. Also, 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.
[0479] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects a winning determination random number 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.
[0480] (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 this embodiment, the normal symbol display 168 is composed of one LED lamp. When it is a winning combination, the normal symbol display 168 is lit, and when it is a losing combination, 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 jackpot, "0" is determined as the normal symbol stop symbol number, and when it is a losing combination, "1" is determined as the normal symbol stop symbol number.
[0481] (Step S710-9) The main CPU 300a checks the current gaming state, selects and sets the corresponding normal symbol variation time data table.
[0482] (Step S710-11) Based on the 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.
[0483] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.
[0484] (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.
[0485] (Step S710-17) The main CPU 300a sets a general pattern hold designation command indicating the general pattern hold number stored in the general pattern hold memory area in the transmission buffer.
[0486] (Step S710-19) The main CPU 300a sets a general pattern designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.
[0487] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.
[0488] Figure 49 is a flowchart for explaining the process during normal symbol variation on the main control board 300. This process during normal symbol variation is executed when the normal game management phase is "01H".
[0489] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 above is "0". As a result, if the timer value is "0", the process moves to step S720-9, and if the timer value is not "0", the process moves to step S720-3.
[0490] (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, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is 1 or more, the timer value is updated to a value obtained by subtracting 1 from the current timer value.
[0491] (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.
[0492] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is the counter value indicating the extinguishing of the normal symbol display 168, it is updated to the counter value indicating lighting, and if the counter value of the normal symbol display 168 is the counter value indicating lighting, it is updated to the counter value indicating extinguishing, and the current normal symbol variation process ends. As a result, the normal symbol display 168 will repeatedly light and extinguish (blink) at predetermined intervals over the normal symbol variation time.
[0493] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 will finally be controlled to light or extinguish, and the result of the general symbol lottery will be notified.
[0494] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping the display of the normal symbol, in the normal game timer.
[0495] (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.
[0496] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.
[0497] Figure 50 is a flowchart for explaining the normal symbol stop symbol display process on the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0498] (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.
[0499] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0500] (Step S730-5) The main CPU 300a determines whether the result of the normal symbol lottery is a win. As a result, if it is determined that it is a win, the process proceeds to step S730-9, and if it is determined that it is not a win (a loss), the process proceeds to step S730-7.
[0501] (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 completed, 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.
[0502] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the pre-release time of the normal power supply as the timer value in the normal game timer.
[0503] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.
[0504] 51 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0505] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer is not "0." If it is judged that the timer value of the normal game timer is not "0," the normal electric device prize opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0," the process proceeds to step S741.
[0506] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0507] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.
[0508] FIG. 52 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.
[0509] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0510] (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.
[0511] (Step S741-5) The main CPU 300a executes a normal electric accessory solenoid energization control process for starting or 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 energization start or stop of the normal electric accessory solenoid 122c is controlled in the above steps S400-31 and S400-33.
[0512] (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.
[0513] (Step S741-9) The main CPU 300a determines whether it is in the energization start state of the normal electric accessory solenoid 122c, that is, whether the control process for starting the energization of the normal electric accessory solenoid 122c was performed in the above step S741-5. As a result, if it is determined that it is in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.
[0514] (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.
[0515] FIG. 53 is a flowchart for explaining the normal electric accessory winning opening control process in the main control board 300. This normal electric accessory winning opening control process is executed when the normal game management phase is "04H".
[0516] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-^ 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.
[0517] (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.
[0518] (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.
[0519] (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 have entered the second starting port 122. As a result, if it is determined that the specified number has not been reached, the general electric accessory winning port opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0520] (Step S750-7) The main CPU 300a executes a general electric accessory closing process necessary to stop the energization of the general electric accessory solenoid 122c and close the second starting port 122. Thereby, the second starting port 122 becomes a closed state.
[0521] (Step S750-9) The main CPU 300a saves the general game effective state time in the general game timer.
[0522] (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.
[0523] FIG. 54 is a flowchart for explaining the general electric accessory winning port closing effective process on the main control board 300. This general electric accessory winning port closing effective process is executed when the general game management phase is "05H".
[0524] (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.
[0525] (Step S760-3) The main CPU 300a saves the normal power-off wait time to the normal game timer.
[0526] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the process of closing the normal electric accessory winning port.
[0527] FIG. 55 is a flowchart for explaining the end wait process of the normal electric accessory winning port in the main control board 300. This end wait process of the normal electric accessory winning port is executed when the normal game management phase is "06H".
[0528] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the end wait process of the normal electric accessory winning port is ended, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S770-3.
[0529] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the end wait process of the normal electric accessory winning port. As a result, when the normal drawing reservation is stored, the variable display of the normal symbol is restarted.
[0530] As described above, various processes are executed on the main control board 300, so that special games and normal games proceed. During the progress of such games, control for executing various effects is performed on the sub-control board 330 based on commands transmitted from the main control board 300. An example of an effect will be described below.
[0531] FIG. 56 is a diagram for explaining a non-story type variation effect. When a major role lottery is executed on the main control board 300, a variation effect suggesting the result of the major role lottery is executed. In the variation effect, three effect symbols 210 are variably displayed and then stopped and displayed. The combination of the three effect symbols 210 stopped and displayed in the variation effect notifies the result of the major role lottery. Also, during the variation effect, various images are displayed on the main effect display unit 200a, suggesting the result of the major role lottery.
[0532] On the sub-control board 330, an execution pattern of the variation effect is determined based on the variation command received from the main control board 300. In the present embodiment, the execution patterns of the variation effect are roughly classified into a non-reach variation pattern and a reach variation pattern. The non-reach variation pattern is an execution pattern in which the variation effect ends without the effect symbol 210 being in a so-called reach mode. Here, the variation effect of the non-reach variation pattern is executed only when the result of the major role lottery is a loss.
[0533] On the other hand, the reach variation pattern is an execution pattern in which the effect symbol 210 becomes a reach mode and then a reach development effect is executed. The variation effect of the reach variation pattern is executed both when winning a small hit and when losing, and the reliability of winning a small hit is suggested by the content of the reach development effect.
[0534] And here, the variation effects of the reach variation pattern executed in the non-time-limited game state are roughly classified into a non-story type variation effect and a story type variation effect. In the non-story type variation effect, as shown in FIG. 56(a), among the three effect symbols 210, the left effect symbol 210 (hereinafter referred to as the left symbol) is stopped and displayed, and then, as shown in FIG. 56(b), the right effect symbol 210 (hereinafter referred to as the right symbol) is stopped and displayed.
[0535] At this time, when the right symbol stops and is displayed as the same effect symbol 210 as the left symbol in the reach mode, as shown in Fig. 56(c), "Reach" is displayed on the main effect display unit 200a. Then, as shown in Fig. 56(d), while the display modes of the left symbol and the right symbol change, the main effect display unit 200a gradually fades out, and the reach development effect starts.
[0536] In the non-story-based variable effect, for example, a mission effect is executed as the reach development effect. A plurality of patterns of the mission effect are provided. At the start of the reach development effect, as shown in Fig. 56(e), a mission is displayed, and then, as shown in Figs. 56(f) and (g), images for achieving the mission are displayed.
[0537] When the result of the big role lottery is a small win, as shown in Fig. 56(h), an image indicating the success of the mission is displayed, and finally, as shown in Fig. 56(i), the same effect symbol 210 stops and is displayed three times.
[0538] Note that the reach variable patterns are roughly classified into a winning pattern and a losing pattern. In the winning pattern, as described above, it becomes a winning mode in which the same effect symbol 210 finally stops and is displayed three times. On the other hand, in the losing pattern, it becomes a losing mode in which an effect symbol 210 different from the left symbol and the right symbol finally stops and is displayed in the center. Hereinafter, among the three effect symbols 210, the effect symbol 210 displayed in the center in the width direction is called the middle symbol. Also, in the non-story-based variable effect of the losing pattern, an image of content that cannot achieve the mission is displayed.
[0539] Here, the mission effect has been described as an example of the non-story-based variable effect, but the specific content of the non-story-based variable effect is not particularly limited. In any case, the non-story-based variable effect may be content that suggests a small win or a loss and is configured to be completed during the variable display of the symbols on the first special symbol display 160.
[0540] As described above, in the sub-control board 330, when a variation command is received, the execution pattern of the variation effect, the execution availability of each element effect, and the execution pattern are determined, and the variation effect is executed during the variation display of the special symbol. That is, the variation effect is executed based on the hold executed in the main control board 300 during the major role lottery. Also, in the present embodiment, the preview effect is executed based on the hold before the major role lottery and the variation process are executed. That is, the preview effect is an effect executed based on the acquisition of the hold, and is executed for any one of the acquired holds. Note that a plurality of types of preview effects are provided, and one or a plurality of types of preview effects can be executed for one target hold. Here, as an example of the preview effect, the hold display effect will be described.
[0541] FIG. 57 is a diagram for explaining an example of the hold display effect. A hold display area 211 is provided at the lower part of the main effect display unit 200a. Although not shown in FIG. 56, the hold display area 211 is constantly displayed on the main effect display unit 200a even during the variation effect or during the standby of the game. Then, during the variation effect, the hold display effect is performed in the hold display area 211. In the hold display effect, the hold display 212a indicating the hold read out to the processing area (the 0th storage unit) during the major role lottery, the first hold display 212b, the second hold display 212c, the third hold display 212d, and the fourth hold display 212e indicating the holds stored in the first to fourth storage units of the first special symbol hold storage area or the second special symbol hold storage area are displayed in the hold display area 211. Hereinafter, the hold display 212a and the first to fourth hold displays 212b to 212e are collectively referred to as the hold display 212.
[0542] Note that the hold display effect is executed for each gaming state, but the target hold type and the display mode of the hold display 212 differ depending on the gaming state. Specifically, in the non-time-limit gaming state, the special 1 hold is the target of the hold display effect, and in the time-limit gaming state, the special 2 hold is the target of the hold display effect. Therefore, the first to fourth hold displays 212b to 212e in the non-time-limit gaming state respectively indicate the holds stored in the first to fourth storage units of the first special figure hold storage area. Also, the first to fourth hold displays 212b to 212e in the time-limit gaming state respectively indicate the holds stored in the first to fourth storage units of the second special figure hold storage area. Note that the hold display effect is executed in the non-time-limit gaming state, the lower mode, and the upper mode, but not in the topmost mode. In FIG. 57, as an example, the hold display effect executed in the lower mode will be described.
[0543] For example, when the special symbol is in the variable display and four special 2 holds are stored in the main RAM 300c, as shown in FIG. 57(a), a total of five hold displays 212, namely the hold display 212a, the first hold display 212b to the fourth hold display 212e, are displayed in the hold display area 211. Then, from this state, when the variable display of the special symbol ends and the special 2 hold stored in the first storage unit is read out to the processing area (the zero-th storage unit) and the big role lottery is performed, and the shift process of the main RAM 300c is executed, as shown in FIG. 57(b), the hold display 212a is erased and the first hold display 212b to the fourth hold display 212e are moved and displayed one position to the left. Also, when the next special 2 hold is read out from this state, as shown in FIG. 57(c), each hold display 212 is further moved and displayed. In this way, the hold display effect is an effect that notifies the player of the number of special 2 holds stored in the main RAM 300c.
[0544] In addition, a plurality of display patterns for the hold display 212 are provided, and the display colors are different for each display pattern. In the main control board 300, when a hold is stored, an acquisition effect determination process (step S536) is executed, and a pre-reading designation command (pre-reading symbol type designation command, pre-reading designation variation mode command, pre-reading designation variation pattern command) indicating variation information determined when the newly stored hold is read out to the 0th storage unit is transmitted to the sub-control board 330.
[0545] In the sub-control board 330, when the pre-reading designation command is received, based on the received command, the display pattern of the hold display corresponding to the newly stored hold is determined. At this time, for each pre-reading designation command, that is, for each variation information determined when the newly stored hold is read out by the major role lottery, the selection ratio of each display pattern is set. That is, since the selection ratio of each display pattern is set according to whether or not a small win is won and the execution pattern of the variation effect, the reliability (expected value) of a small win is suggested by the display pattern of the hold display 212.
[0546] FIG. 58(a) is a diagram for explaining the final hold display pattern determination table, and FIG. 58(b) is a diagram for explaining the previous hold display pattern determination table. As described above, in the acquisition effect determination process in the main control board 300, a pre-reading designation command indicating the variation mode number and the variation pattern number determined when the newly stored hold is read out is transmitted to the sub-control board 330. That is, the pre-reading designation command is a command for transmitting the variation mode number and the variation pattern number determined when the hold is read out to the sub-control board 330. According to the final hold display pattern determination table, the selection ratio of the display pattern of the hold display 212 is set for each pre-reading designation command (variation pattern number), and when the pre-reading designation command is received, the final display pattern of the hold display 212, that is, the final display pattern of the hold display 212a is determined.
[0547] According to the final hold display pattern determination table shown in Fig. 58(a), one of eight display patterns, namely, "Default (white)", "Blinking", "Blue", "Yellow", "Green", "Black", "Red", and "Premier (rainbow)", is determined. Then, when the final display pattern of the hold display 212a is determined, the display pattern of the hold display 212 displayed previously is determined with reference to the previous hold display pattern determination table shown in Fig. 58(b). According to this previous hold display pattern determination table, the selection ratio of the display pattern of the hold display 212 to be displayed before the moving display is set for each display pattern of the hold display 212.
[0548] For example, in the main control board 300, when a hold is stored in the second storage unit of the second special figure hold storage area, assume that the final display pattern of the hold display 212a is determined with reference to the final hold display pattern determination table. In this case, next, the display pattern of the first hold display 212b is determined with reference to the previous hold display pattern determination table. At this time, the display pattern of the first hold display 212b is determined based on the final display pattern of the hold display 212a determined previously. For example, when the final display pattern of the hold display 212a is "Blue", according to the previous hold display pattern determination table, as the display pattern of the first hold display 212b, "Blinking" is determined with a probability of 200 / 250, and "Blue" is determined with a probability of 50 / 250.
[0549] In this way, when the display pattern of the first hold display 212b is determined, next, based on the display pattern of the first hold display 212b determined previously, the display pattern of the second hold display 212c is determined again with reference to the previous hold display pattern determination table.
[0550] As described above, when a hold is stored, first, the final display pattern of the hold display 212a is determined, and then, based on the determined final display pattern of the hold display 212a, the display pattern of the first hold display 212b is determined, and so on. The display patterns are sequentially determined so as to trace back the display order in the reverse direction. According to the previous hold display pattern determination table, the selection ratio is set so that the display pattern of the hold display 212 determined earlier is the same or only the display pattern with low reliability is determined.
[0551] As described above, in the hold display effect, the display pattern of the hold display 212 suggests the reliability of winning a small hit. The hold display 212 corresponds to the hold acquired by the main control board 300 and is displayed before the big role lottery or the variation process is executed based on the corresponding hold. That is, the hold display effect can function as a preview effect.
[0552] Here, as described above, the preview effect is executed based on the preview designation command transmitted from the main control board 300. Since the preview designation command is determined based on the currently set game state and the variation pattern selection state, if the game state is changed during the preview effect, the reliability of the preview effect may be impaired. For example, even if the holds acquired by the main control board 300, that is, various random number values are the same, if the game state or the variation pattern selection state at the time of executing the lottery using the random number value is different, the special symbol or the variation information determined will be different. Therefore, if the preview effect is executed based on the preview designation command transmitted before the game state is changed after the game state is changed, for example, a situation may occur where, despite executing a preview effect with a high reliability of winning a small hit being determined, the player does not win a small hit.
[0553] Therefore, generally, when the gaming state is set or changed, such as after a major game, a prohibited section is set to prohibit the preview effect until the predetermined number of variation processes is completed. However, if a prohibited section is provided, the opportunity to execute the preview effect will be limited, and the effect of the effect will decrease. In particular, in a gaming state where the number of special 1 short times and the number of special 2 short times are set to be small, such as in the lower mode of the present embodiment, the possibility of executing the preview effect is extremely limited. Therefore, in the present embodiment, the following processing is performed on the sub-control board 330 in order to ensure the reliability of the preview effect while ensuring the opportunity to execute the preview effect.
[0554] FIG. 59 is a diagram for explaining an example of a preview information storage area provided in the sub-control board 330. In the sub-RAM 330c of the sub-control board 330, a preview information storage area is provided. The preview information storage area has five storage units: a 0th storage unit, a 1st storage unit, a 2nd storage unit, a 3rd storage unit, and a 4th storage unit. Preview information is stored in each storage unit. Here, as the preview information, preview symbol information, a preview variation mode number, and a preview variation pattern number are stored. The preview symbol information is information indicating the type of special symbol and corresponds to a preview symbol type designation command. The preview variation mode number and the preview variation pattern number are a variation mode number and a variation pattern number, respectively, and correspond to a preview designated variation mode command and a preview designated variation pattern command.
[0555] For example, in the main control board 300, when a reservation is stored in the 3rd storage unit of the 1st special symbol reservation storage area or the 2nd special symbol reservation storage area and acquisition time effect determination processing is executed based on this reservation, the preview information is stored in the 3rd storage unit of the preview information storage area of the sub-RAM 330c. Thereafter, when the reservation is read out and shift processing is executed in the main control board 300, shift processing is similarly performed in the preview information storage area.
[0556] FIG. 60 is a diagram for explaining an example of the deletion condition of the pre-read information. As described above, when the big winning game is executed, the game state after the end of the big winning game is set, and in S670-7, the game state change designation command corresponding to the set game state is set in the transmission buffer. When the sub-control board 330 receives the game state change designation command, the pre-read information in the pre-read information storage area is deleted based on the game state before the big winning game, that is, the winning game state, and the game state set after the big winning game.
[0557] Specifically, when the game state after the big winning game is the non-time-limited game state (00H), all the pre-read information stored in the pre-read information storage area is deleted regardless of the game state at the time of winning. On the other hand, when the game state after the big winning game is the lower mode (01H), if the game state at the time of winning is other than the lower mode (01H), all the pre-read information stored in the pre-read information storage area is deleted. On the other hand, when the game state after the big winning game is the lower mode (01H) and the game state at the time of winning is the lower mode (01H), all the pre-read information stored in the pre-read information storage area is retained. That is, if the game state is the lower mode (01H) both before and after the big winning game, the pre-read information stored in the pre-read information storage area is retained without being deleted.
[0558] Also, if the game state after a big winning game is the highest mode (03H) and the game state at the time of winning is the lower mode (01H) or the final variation state (02H), all the pre-reading information stored in the pre-reading information storage area is deleted. Further, if the game state after a big winning game is the upper mode (04H) and the game state at the time of winning is the non-time-limited game state (00H) or the lower mode (01H), all the pre-reading information stored in the pre-reading information storage area is deleted. In contrast, if the game state after a big winning game is the upper mode (04H) and the game state at the time of winning is the highest mode (03H) or the upper mode (04H), among the pre-reading information stored in the pre-reading information storage area, information other than the pre-reading symbol information, that is, the pre-reading variation mode number and the pre-reading variation pattern number are deleted. Note that in FIG. 60, combinations that cannot occur in the transition of the game state in the present embodiment are indicated by diagonal lines.
[0559] And in the present embodiment, when pre-reading information is stored in the pre-reading information storage area, the pre-reading effect can be executed on the condition that all the pre-reading information is stored in all the storage parts with numbers smaller than the storage part in which the new pre-reading information is stored. In other words, pre-reading conditions for executing the pre-reading effect are provided, such that all the pre-reading information is stored in all the storage parts with numbers smaller than the storage part in which the new pre-reading information is stored.
[0560] Therefore, when a part or all of the pre-reading information stored in the pre-reading information storage area is deleted after a big winning game, the pre-reading effect cannot be executed for a certain period. As an example, when shifting from the highest mode (03H) to the upper mode (04H) via a big winning game, assume that 4 special 2 reservations are stored. In this case, all the pre-reading information stored in the first to fourth storage parts of the pre-reading information storage area is deleted.
[0561] After the first special variation 2 is executed in the upper mode (04H), if a new special hold 2 is acquired during the special variation 2, the preview information is stored in the fourth storage unit of the preview information storage area. In this way, when new preview information is stored, originally, the execution or non-execution of the preview effect and the execution pattern would be determined. However, since the preview information is not stored in the first to third storage units, the preview condition is not satisfied, and the preview effect is not executed. Therefore, in this case, in the upper mode (04H), the preview effect is not executed until four special variations 2 are completed.
[0562] On the other hand, assume that the lower mode (01H) is set again via a major role game after starting from the lower mode (01H). At this time, assume that four special holds 2 are stored at the end of the major role game. In this case, all the preview information is retained in the first to fourth storage units of the preview information storage area.
[0563] When the first special variation 2 is executed in the lower mode (01H), the shift process of the preview information storage area is executed, and the preview information stored in the first to fourth storage units is shifted to the first to third storage units. After that, if a new special hold 2 is acquired during the first special variation 2, the preview information is stored in the fourth storage unit of the preview information storage area. In this case, since the preview information is stored in all of the first to third storage units, the execution or non-execution and the execution pattern of the preview effect are determined based on the preview information stored in the fourth storage unit.
[0564] As described above, according to the present embodiment, when the game state is different before and after the major role game, after the major role game, the preview effect based on the hold used in the major role lottery (which may be a symbol determination process or a variation process) within a predetermined number of times (here, the same number as the number of holds stored at the end of the major role game) is not executed. On the other hand, when the game state is the same before and after the major role game, after the major role game, the preview effect based on the hold used in the major role lottery within a predetermined number of times is executable. Thereby, while ensuring the reliability of the preview effect, the execution opportunity of the preview effect is ensured.
[0565] Here, it is assumed that the preview information is not deleted only when the game states before and after the big winning game are both in the lower mode. However, for example, when the game states before and after the big winning game are both in the upper mode or in a non-time-saving game state, etc., in other game states as well, the preview information may not be deleted, and the preview effect may be executed early after the big winning game.
[0566] Also, here, it is assumed that the preview information is deleted when the big winning game is executed. However, for example, when the game state is changed due to escaping from time-saving or the like, all the preview information may be deleted in the same manner as above.
[0567] Next, the control process of the effect on the sub-control board 330 will be described. However, here, the process related to the above-mentioned preview effect will be described, and the description of other processes will be omitted.
[0568] (Sub-CPU initialization process of the sub-control board 330) FIG. 61 is a flowchart for explaining the sub-CPU initialization process (S1000) of the sub-control board 330.
[0569] (Step S1000-1) In response to power-on, the sub-CPU 330a reads the CPU initialization process program from the sub-ROM 330b and performs initialization and setting processes for flags and the like stored in the sub-RAM 330c.
[0570] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter, repeats the process of step S1000-3 until an interrupt process is performed. Note that a plurality of types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0571] (Sub-timer interrupt process of the sub-control board 330) Figure 62 is a flowchart for explaining the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is provided with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Then, due to the generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0572] (Step S1100-1) The sub-CPU 330a saves the registers.
[0573] (Step S1100-3) The sub-CPU 330a performs processing to enable interrupts.
[0574] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrement stops when it reaches 0.
[0575] (Step S1200) The sub-CPU 330a analyzes the commands stored in the reception buffer of the sub-RAM 330c and performs various processes according to the received commands. In the sub-control board 330, when a command is transmitted from the main control board 300, command reception interrupt processing is performed, and the command transmitted from the main control board 300 is stored in the reception buffer. Here, the commands stored in the reception buffer by the command reception interrupt processing are to be analyzed.
[0576] (Step S1100-7) The sub-CPU 330a performs time schedule management processing to execute processing corresponding to the relevant time stored in the time table by referring to the time table. Here, based on the time data set in the time table, various flags are turned on and off, or commands are sent to each effect device, thereby controlling the execution of each effect including variable effects and major role effects.
[0577] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt processing.
[0578] FIG. 63 is a flowchart for explaining the pre-read designated command reception processing executed when a pre-read designated command is received among the above command analysis processing. As described above, the pre-read designated command is set in step S536 on the main control board 300 and then transmitted to the sub-control board 330 by the sub-command transmission processing in step S100-65.
[0579] (Step S1210-1) When the sub-CPU 330a receives a pre-read designated command, it analyzes the received command.
[0580] (Step S1210-3) The sub-CPU 330a stores the pre-read information in a predetermined storage unit in the pre-read information storage area based on the result of the analysis in step S1210-1.
[0581] (Step S1210-5) The sub-CPU 330a determines whether all the pre-read information is stored in all the storage units with numbers smaller than the storage unit in which the pre-read information was stored in step S1210-3. As a result, if it is determined that all the pre-read information is stored, the process proceeds to step S1210-9, and if it is determined that not all the pre-read information is stored, the process proceeds to step S1210-7.
[0582] (Step S1210-7) The sub-CPU 330a determines all display patterns from the final display pattern to the first display pattern of the hold display 212 as default.
[0583] (Step S1210-9) The sub-CPU 330a determines whether all pre-reading conditions other than the pre-reading conditions determined in step S1210-5 are satisfied. Here, for example, already having executed a pre-reading effect, or having determined to execute a pre-reading effect, etc. can be cited as pre-reading conditions. If it is determined that all pre-reading conditions are satisfied, the process proceeds to step S1210-11, and if it is determined that not all pre-reading conditions are satisfied, the process proceeds to step S1210-7.
[0584] (Step S1210-11) The sub-CPU 330a refers to the final hold display pattern determination table shown in Fig. 58(a), and based on the pre-reading information newly stored in step S1210-3 and the obtained random number value, determines and stores the display pattern of the final hold display 212.
[0585] (Step S1210-13) The sub-CPU 330a refers to the previous hold display pattern determination table shown in Fig. 58(b), and based on the display pattern determined in step S1210-11 and the obtained random number value, determines and stores the display patterns from the first hold display 212b to the fourth hold display 212e.
[0586] (Step S1210-15) The sub-CPU 330a determines and stores the execution presence / absence and execution pattern of other pre-reading effects other than the hold display effect.
[0587] (Step S1210-17) The sub-CPU 330a performs processing for executing the pre-reading effect determined in step S1210-15.
[0588] (Step S1210-19) The sub-CPU 330a executes a hold display process for displaying a hold display 212 corresponding to a newly acquired hold in the hold display area 211, and ends the prefetch designated command reception process.
[0589] FIG. 64 is a flowchart for explaining a special drawing determination time game state confirmation designated command reception process executed when a special drawing determination time game state confirmation designated command is received among the above command analysis processes. As described above, the special drawing determination time game state confirmation designated command is transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65 after being set in the main control board 300 in step S630-3.
[0590] (Step S1220-1) When the sub-CPU 330a receives a special drawing determination time game state confirmation designated command, it analyzes the received command.
[0591] (Step S1220-3) Based on the result of the analysis in step S1220-1, the sub-CPU 330a stores the game state at the time of determination (winning).
[0592] (Step S1220-5) The sub-CPU 330a determines whether all prefetch information is stored in all storage units corresponding to the holds stored in the main control board 300. As a result, if it is determined that all prefetch information is stored, the process proceeds to step S1220-7, and if it is determined that not all prefetch information is stored, the special drawing determination time game state confirmation designated command reception process ends.
[0593] (Step S1220-7) The sub-CPU 330a determines whether all prefetch conditions other than the prefetch conditions determined in step S1220-5 are satisfied. As a result, if it is determined that all prefetch conditions are satisfied, the process proceeds to step S1220-9, and if it is determined that not all prefetch conditions are satisfied, the special drawing determination time game state confirmation designated command reception process ends.
[0594] (Step S1220-9) The sub-CPU 330a determines and stores whether to execute and the execution pattern of other pre-reading effects other than the hold display effect. Here, first, based on the pre-reading information stored in the first storage unit, whether to execute the pre-reading effect and the like are determined. And when it is determined not to execute the pre-reading effect, next, based on the pre-reading information stored in the second storage unit, whether to execute the pre-reading effect and the like are determined. In this way, here, from the hold that is relatively digested first to the hold that is relatively digested later, whether to be the target of the pre-reading effect is determined in the order of digestion.
[0595] (Step S1220-11) When it is determined in step S1220-9 to execute the pre-reading effect targeting any hold, the sub-CPU 330a performs the processing for executing the pre-reading effect and ends the reception processing of the game state confirmation designation command at the time of the determination of the special drawing.
[0596] Figure 65 is a flowchart for explaining the reception processing of the game state change designation command executed when receiving the game state change designation command in the above command analysis processing. As described above, the game state change designation command is transmitted to the sub-control board 330 by the sub-command transmission processing in step S100-65 after being set in step S670-7 in the main control board 300. Note that the processing shown in Figure 65 may be executed when the game state change designation command is set in step S631-29.
[0597] (Step S1230-1) When the sub-CPU 330a receives the game state change designation command, it analyzes the received command.
[0598] (Step S1230-3) The sub-CPU 330a compares the game state before the big winning game (the determined game state) with the result of the analysis in step S1230-1, and determines whether both are in the lower mode (01H). As a result, if it is determined that both are in the lower mode (01H), the process proceeds to step S1230-11, and if it is determined that both are not in the lower mode (01H), the process proceeds to step S1230-5.
[0599] (Step S1230-5) The sub-CPU 330a determines whether the game state before the big winning game is in the most dominant mode (03H) or the upper mode (04H), and whether the result of the analysis in step S1230-1 is in the upper mode (04H). As a result, if it is determined that the game state before the big winning game is in the most dominant mode (03H) or the upper mode (04H), and the result of the analysis in step S1230-1 is in the upper mode (04H), the process proceeds to step S1230-7, and if it is determined that the game state before the big winning game is in the most dominant mode (03H) or the upper mode (04H), and the result of the analysis in step S1230-1 is not in the upper mode (04H), the process proceeds to step S1230-9.
[0600] (Step S1230-7) The sub-CPU 330a deletes the pre-read information other than the pre-read symbol information stored in all the storage parts of the pre-read information storage area.
[0601] (Step S1230-9) The sub-CPU 330a deletes all the pre-read information stored in all the storage parts of the pre-read information storage area.
[0602] (Step S1230-1) The sub-CPU 330a stores the result of the analysis in step S1230-1 as the current game state, and ends the game state change designation command reception process.
[0603] As described above, in the present embodiment, a pre-reading process (pre-reading command reception process) that determines whether to execute a pre-reading effect for the hold based on the acquisition of the hold, and a re-pre-reading process that determines whether to execute a pre-reading effect for the hold stored when the change process ends based on the end of the change process (special drawing determination time gaming state confirmation designation command reception process) are executed. And when the gaming state is the same before and after the big role game, the re-pre-reading process can determine whether to execute a pre-reading effect for the hold used in the big role lottery within a predetermined number of times (it may be a symbol determination process or a change process) after the big role game.
[0604] As described above, the preferred embodiment of the present invention has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such an embodiment. It is obvious that those skilled in the art can conceive of various modification examples or correction examples within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.
[0605] In the above embodiment, an example of the case where the present invention is applied to the second type of gaming machine has been described. However, the gaming performance of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention is also applicable to the first type of gaming machine and the first type and second type hybrid machine. Therefore, in the above embodiment, the case where no jackpot symbol is provided has been described. For example, in the special 1 hold, only the jackpot may be provided without providing the minor win. Also, for example, only the jackpot may be provided without providing the minor win.
[0606] Also, in the above embodiment, the case where three modes (lower mode, upper mode, and topmost mode) with different degrees of advantage are provided as the time-saving gaming state has been described. However, the content and number of the gaming states are only examples, and the gaming performance is not particularly limited. For example, a normal state and a so-called probability variation state in which the winning probability of the jackpot is higher than that in the normal state may be provided.
[0607] In addition, in the above-described embodiment, a case has been described in which four small winning symbols are provided and the set states differ depending on the types of the small winning symbols. However, the number and types of the small winning symbols can be set as appropriate.
[0608] In any case, the present invention is widely applicable to a gaming machine including: a game board provided with a start area into which a game ball can enter; information acquisition means for acquiring predetermined information (hold) based on the entry of the game ball into the start area; symbol determination means for executing a symbol determination process for determining a stop symbol (special symbol) based on the predetermined information; variation process means for variably displaying a symbol on a symbol display unit (first special symbol display 160, second special symbol display 162) and stopping and displaying the stop symbol on the symbol display unit when a predetermined variation time has elapsed; big winning opening control means for executing a big winning opening / closing game in which a big winning opening is opened when a predetermined stop symbol is stopped and displayed on the symbol display unit; state setting means for setting the game state after the big winning opening / closing game to any one of a plurality of game states with different degrees of advantage; and effect execution means for executing a prediction effect based on the predetermined information before the symbol determination process is executed.
[0609] Note that, in the above-described embodiment, both the prediction process executed based on the acquisition of the hold and the re-prediction process executed based on the end of the variation process are executed, but only one of these processes may be executed.
[0610] In the above embodiment, when the gaming state is different before and after a big winning game, the prediction information is deleted, so that the prediction effect cannot be executed for a certain period. However, the process of not executing the prediction effect for a certain period is not limited to this. For example, regardless of the gaming state before and after the big winning game, the prediction information is retained. Then, when the gaming state changes before and after the big winning game, the period until all the holds stored at the end of the big winning game are cleared is set as the prohibited period, and the prediction effect is not executed during this period. In any case, when the gaming state is different before and after the big winning game, after the big winning game, the prediction effect based on the predetermined information used in the symbol determination process within a predetermined number of times will not be executed. When the gaming state is the same before and after the big winning game, after the big winning game, if the prediction effect based on the predetermined information used in the symbol determination process within a predetermined number of times can be executed, the specific process is not limited. Also, the number of times the prediction effect is not executed does not necessarily have to match the number of holds at the end of the big winning game. For example, it may be a preset number such as 5 times.
[0611] In the above embodiment, it is assumed that the re-prediction process is executed at the end of the variation process, that is, when the special symbol is determined. However, the re-prediction process may be executed at the start of the variation. In this case, for example, the process of FIG. 64 may be executed based on the reception of the variation command.
[0612] Note that the internal area of the first start port 120 or the second start port 122 in the above embodiment corresponds to the start area of the present invention. In the above embodiment, the main CPU 300a that executes the process of step S535 corresponds to the information acquisition means of the present invention. In the above embodiment, the main CPU 300a that executes the process of step S610-9 corresponds to the symbol determination means of the present invention. In the above embodiment, the main CPU 300a that executes the process of FIG. 38 corresponds to the variation processing means of the present invention. In the above embodiment, the main CPU 300a that executes the processes of FIGS. 41 to 44 corresponds to the big winning port control means of the present invention. Also, in the above embodiment, the main CPU 300a that executes the processing of FIG. 45 corresponds to the state setting means of the present invention. Also, in the above embodiment, the sub CPU 330a that executes the processing of FIGS. 63 to 65 corresponds to the effect execution means of the present invention.
Explanation of Signs
[0613] 100 Gaming machine 120 First start port 122 Second start port 128 Big winning port 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM 330 Sub control board 330a Sub CPU 330b Sub ROM 330c Sub RAM
Claims
1. A game board provided with a start area into which a game ball can enter; Information acquisition means for acquiring predetermined information based on the entry of a game ball into the start area; Symbol determination means for executing a symbol determination process for determining a stop symbol based on the predetermined information; Variation processing means for variably displaying a symbol on a symbol display unit and, when a predetermined variation time has elapsed, stopping and displaying the stop symbol on the symbol display unit; Big winning opening control means for executing a big winning opening game in which a big winning opening is opened when the predetermined stop symbol is stopped and displayed on the symbol display unit; State setting means for setting the game state after the big winning opening game to any one of a plurality of game states with different degrees of advantage; Effect execution means for executing a prediction effect based on the predetermined information before the symbol determination process is executed; Comprising: The effect execution means: When the game state is different before and after the big winning opening game, after the big winning opening game, the prediction effect based on the predetermined information used in the symbol determination process within a predetermined number of times is not executed; When the game state is the same before and after the big winning opening game, after the big winning opening game, the prediction effect based on the predetermined information used in the symbol determination process within the predetermined number of times can be executed. A gaming machine characterized by the above.
2. The effect execution means: Based on the acquisition of the predetermined information, a prediction process for determining whether to execute the prediction effect targeting the predetermined information; Based on the end or start of the variation process, a re-prediction process for determining whether to execute the prediction effect targeting the predetermined information stored when the variation process ends or starts; Executing: When the game state is the same before and after the big winning opening game, by the re-prediction process, it is possible to determine whether to execute the prediction effect targeting the predetermined information used in the symbol determination process within the predetermined number of times after the big winning opening game. The gaming machine according to claim 1.
Citation Information
Patent Citations
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