Game machine

The dual display mode for decorative symbols in gaming machines maintains visibility by using a larger mode for single preview effects and a smaller mode for simultaneous effects, addressing the issue of reduced visibility in gaming machines.

JP2025110660AActive Publication Date: 2025-07-29HEIWA CORP
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Patent Information

Application Number
JP2024004616
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

AI Technical Summary

Technical Problem

In gaming machines, the visibility of preview effects can be reduced due to the decorative symbol display, which hinders the player's experience.

Method used

The gaming machine employs a dual display mode for decorative symbols, where a larger second display mode is used when only one preview effect is active and a smaller first display mode when both effects are active, ensuring clear visibility.

Benefits of technology

This approach maintains the visibility of effects, enhancing the player's experience by preventing overlap and ensuring clarity in the display of decorative symbols and preview images.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025110660000001_ABST
    Figure 2025110660000001_ABST
Patent Text Reader

Abstract

To suppress deterioration of the visibility of a performance.SOLUTION: Display modes of decorative patterns include a first display mode and a second display mode in which the decorative patterns are larger than those in the first display mode. Notice performances include a first notice performance in which a first notice image is displayed, and a second notice performance in which a second notice image is displayed and which can be executed concurrently with the first notice performance. When the first notice performance is not executed and the second notice performance is executed, the decorative pattern is displayed in a second display mode. In both cases where the second notice performance is not executed and the first notice performance is executed, and where the first notice performance and the second notice performance are executed concurrently, the decorative pattern is displayed in the first display mode.SELECTED DRAWING: Figure 63
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Description

Technical Field

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

Background Art

[0002] Conventionally, there has been known a gaming machine in which hold information is acquired based on the entry of a game ball into a start port, and a jackpot winning determination is made based on the acquired hold information. In such a gaming machine, for example, as shown in Patent Document 1, the result of the jackpot winning determination is notified by a decorative symbol that is stopped and displayed. Also, various preview effects suggesting the reliability of a jackpot are executed until the decorative symbol is stopped and displayed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine as described above, various preview effects are executed in parallel, but there is a possibility that the visibility of the preview effects may be reduced by the decorative symbol.

[0005] An object of the present invention is to provide a gaming machine capable of suppressing a decrease in the visibility of effects.

Means for Solving the Problems

[0006] To solve the above problems, the gaming machine of the present invention includes: decorative symbol display means for displaying a decorative symbol on an image display unit; preview effect execution means for executing a preview effect in which a preview image is displayed during the display of the decorative symbol; and in the display mode of the decorative symbol, a first display mode; a second display mode in which the decorative design is larger than the first display mode; is included; In the preview effect, a first preview effect in which a first preview image is displayed; a second preview effect in which a second preview image is displayed and can be executed simultaneously with the first preview effect; is included; The decorative design display means, when the first preview effect is not executed and the second preview effect is executed, displays the decorative design in the second display mode; when the second preview effect is not executed and the first preview effect is executed, and in both cases where the first preview effect and the second preview effect are executed simultaneously, displays the decorative design in the first display mode. It is characterized by this.

Effect of the Invention

[0007] According to the present invention, it is possible to suppress a decrease in the visibility of the effect.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.

[0010] To facilitate the understanding of the embodiments of the present invention, the mechanical configuration, electrical configuration, and specific processes on each board of the gaming machine according to this embodiment will be described.

[0011] FIG. 1 is a perspective view of a gaming machine 100 according to this embodiment, showing a state where the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled in a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the middle frame 104 so as to be openable and closable by a hinge mechanism.

[0012] The middle frame 104, like the outer frame 102, 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.

[0013] Figure 2 is a front view of the gaming machine 100 according to this embodiment. As shown in this figure, an operation handle 112 protruding toward the front side of the gaming machine 100 is provided at the lower part of the front frame 106. This operation handle 112 is provided so that the player can rotate it. When the player rotates the operation handle 112 to perform a firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball fired in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0014] The game area 116 is a space formed between the game board 108 and the transparent plate 110, and is an area where the game ball can flow down or roll. A large number of pins and windmills are provided on the game board 108, and the game ball guided to the game area 116 collides with the pins and windmills so as to flow down and roll in irregular directions.

[0015] The game area 116 includes a first game area 116a and a second game area 116b in which the degree of entry of the game ball varies 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.

[0016] In addition, the game area 116 is provided with a general winning opening 118 into which game balls can enter, a first start opening 120, and a second start opening 122. 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. Note that the number of prize balls may be any number of 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.

[0017] Note that, although details will be described later, a first start area is provided inside the first start opening 120, and a second start area is provided inside the second start opening 122. When a game ball enters the first start opening 120 or the second start opening 122 and the game ball enters the first start area or the second start area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Various game benefits such as whether a major winning game or a minor winning game advantageous to the player can be executed and what kind of game state the subsequent game state will be are associated with each special symbol. Therefore, when a game ball enters the first start opening 120 or the second start opening 122, the player will obtain a predetermined number of prize balls and, at the same time, will obtain an opportunity to acquire the right to receive various game benefits.

[0018] The first start opening 120 is at the lower part of the game area 116, and only the game balls flowing down in the first game area 116a can enter, or the game balls that have entered the first game area 116a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 116b.

[0019] Further, the second starting port 122 is located in the second game area 116b, and only the game balls flowing down in the second game area 116b can enter, or the game balls that have entered the second game area 116b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 116a. This second starting port 122 is constituted by a variable starting port (starting variable winning device) having a movable piece 122b, and the ease of entry of game balls into the second starting port 122 is variable.

[0020] Specifically, in the second starting port 122, the movable piece 122b is provided so as to be openable and closable. When the movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122. Note that the specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b is configured to be immersed in the back side of the game board 108 in the closed state and to protrude to the front side of the game board 108 in the open state. In the closed state where the movable piece 122b is immersed, the second starting port 122 is closed, and the game balls flow down the front side of the second starting port 122.

[0021] On the other hand, when the game balls pass through the gates 124 provided in the first game area 116a and the second game area 116b, or when the game balls enter the general pattern operation port 125 provided in the second game area 116b, it is determined whether or not an auxiliary game in which the second starting port 122 is opened is to be executed. When it is determined that the auxiliary game is to be executed, an auxiliary game in which the opening and closing of the second starting port 122 is controlled is executed. More specifically, on the condition that the game balls have passed through the gates 124 or the game balls have entered the general pattern operation port 125, a lottery of a normal symbol described later is performed. When winning in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.

[0022] In the open state where the movable piece 122b protrudes, the game balls flowing down the front side of the second starting port 122 fall onto the movable piece 122b. The game balls that have fallen onto the movable piece 122b are guided by the movable piece 122b and led to the second starting port 122. Thus, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray for guiding the game balls to the second starting port 122, making it easier for the game balls to enter the second starting port 122.

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

[0024] Also, an opening / closing door 128b is provided to the second large winning port 128 so as to be openable and closable. Usually, the opening / closing door 128b closes the second large winning port 128, making it impossible for the game balls to enter the second large winning port 128. On the other hand, when the above-mentioned big role game is executed, the opening / closing door 128b is opened, and the opening / closing door 128b functions as a tray, making it possible for the game balls to enter the second large winning port 128. Then, when a game ball enters the second large winning port 128, a predetermined number of prize balls are paid out to the player. Incidentally, the first large winning port 126 and the second large winning port 128 are collectively simply referred to as the large winning port.

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

[0026] And, in the gaming machine 100, as an effect device that performs effects during the progress of the game, there are provided an effect display device 200 composed of a liquid crystal display device, an effect 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 accepts operations by the player.

[0027] The effect display device 200 includes a main effect display section 200a and a sub-effect display section 201a each composed of an image display section that displays an image. The main effect display section 200a is disposed at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On this main effect display section 200a, effect symbols 210a, 210b, 210c are variably displayed as shown in the figure, and a variable effect is executed in which the big winning lottery result is notified to the player according to the stop display mode of each of these effect symbols 210a, 210b, 210c. Further, the sub-effect display section 201a is provided above the main effect display section 200a, and an auxiliary effect image is displayed during the variable effect.

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

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

[0030] The audio output device 206 is provided at the upper position of the front frame 106 or the lowermost position of the outer frame 102, and outputs various sounds toward the front side of the gaming machine 100 according to the image etc. displayed on the main effect display section 200a.

[0031] The performance button 208 is composed of buttons that accept the pressing operation of the player, and is provided at a substantially central position in the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with an image or the like displayed on the main performance display unit 200a. When the player's operation is accepted within the operation valid time, various performances are executed according to the operation.

[0032] The cross key 209 is composed of four buttons: an up button, a down button, a left button, and a right button that accept the pressing operation of the player, and is provided in the vicinity of the performance button 208. The performance button 208 and the cross key 209 may be used when making various settings.

[0033] In the figure, reference numeral 132 is an upper plate into which prize balls paid out from the gaming machine 100 or gaming balls lent out from the gaming ball lending device are guided. When this upper plate 132 is filled with gaming balls, the gaming balls are guided to the lower plate 134. Further, on the bottom surface of this lower plate 134, a ball discharge hole (not shown) for discharging the gaming balls from the lower plate 134 is formed. This ball discharge hole is normally closed by a closing plate (not shown), but by pushing in the ball discharge knob 134a, the closing plate slides integrally with the ball discharge knob 134a, and it is possible to discharge the gaming balls from the ball discharge hole below the lower plate 134.

[0034] 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 hit notification display 172 are provided. These displays 160 to 172 are devices for displaying various situations related to the game, and the details will be described later.

[0035] (Internal Configuration of Control Means) FIG. 3 is a block diagram showing the internal configuration of control means for controlling the progress of the game according to the present embodiment.

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

[0037] The gaming machine 100 of the present embodiment is roughly classified into a special game mainly started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started by the game ball passing through the gate 124 (the game ball enters the general operation port 125 in the general drawing). Various programs for proceeding with the special game and the normal game, as well as various data and tables necessary for various games, are stored in the main ROM 300b of the main control board 300.

[0038] Connected to the main control board 300 are a general winning port detection switch 118s for detecting that a game ball has entered the general winning port 118, a first start port detection switch 120s for detecting that a game ball has entered the first start port 120, a second start port detection switch 122s for detecting that a game ball has entered the second start port 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, a general drawing operation port detection switch 125s for detecting that a game ball has entered the general drawing operation port 125, a first big winning port detection switch 126s for detecting that a game ball has entered the first big winning port 126, a second big winning port detection switch 128s for detecting that a game ball has entered the second big winning port 128, and an out ball detection switch 130s for detecting a game ball discharged from the game area 116. Detection signals are input from these detection switches to the main control board 300.

[0039] Note that a combined flow path is provided on the back surface of the game board 108. The game balls that enter the general winning opening 118, the first start opening 120, the second start opening 122, the first big winning opening 126, and the second big winning opening 128 respectively, and the game balls guided to the back side from the discharge port 130 merge in the combined flow path and are configured to be guided to the facilities in the game arcade. The out ball detection switch 130s is provided in the combined flow path, and all the game balls discharged from the game area 116, in other words, all the game balls launched into the game area 116, are detected by the out ball detection switch 130s.

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

[0041] Furthermore, on the main control board 300, a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right hitting notification display 172 are connected. The main control board 300 controls the display of these respective displays.

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

[0043] Furthermore, a setting change switch 180s is provided on the back surface of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value becomes possible on the condition that the setting change switch 180s is turned on. Although details will be described later, in the gaming machine 100 of the present embodiment, any one of six levels of set values with different degrees of advantage is stored as a registered set value in the set value buffer, and the game progresses according to the stored registered set value.

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

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

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

[0047] The payout control board 310 performs control for firing game balls and control for paying out bonus balls. This payout control board 310 also includes a CPU, a ROM, and a RAM, and is connected to the main control board 300 so as to be capable of two-way communication. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to a hall computer of a game parlor or the like via the payout control board 310 and the game information output terminal board 312.

[0048] In addition, a payout motor 314 for paying out the game balls stored in the storage section to the player as bonus balls is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on the payout number specification command transmitted from the main control board 300 to control the payout of a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by the payout ball counting switch 316s, and it is possible to grasp whether the bonus balls to be paid out have been paid out to the player.

[0049] In addition, a tray full detection switch 318s for detecting the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in the passage that guides the game balls paid out as bonus balls to the lower tray 134, and each time a game ball passes through the passage, a game ball detection signal is input to the payout control board 310.

[0050] Then, when a predetermined amount or more of game balls are stored in the lower tray 134 and it becomes full, the game balls stay in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is in a full state and transmits a tray full command to the main control board 300. On the other hand, if the continuous input of the game ball detection signal stops after transmitting the tray full command, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.

[0051] In addition, a launch control circuit 320 is connected to the payout control board 310 so as to be capable of two-way communication. When the launch control circuit 320 receives launch control data from the payout control board 310, it permits launch. A touch sensor 112s provided on the operation handle 112 for detecting that a player has touched the operation handle 112 and an operation volume 112a for detecting the operation angle of the operation handle 112 are connected to the launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls energization of a solenoid 112c for launch provided in the game ball launch device to launch a game ball.

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

[0053] Specifically, the sub-control board 330 performs image display control for causing the main effect display unit 200a and the sub-effect display unit 201a to display images. A large number of various image data to be displayed on the main effect display unit 200a and the sub-effect display unit 201a are stored in the sub-ROM 330b, and the sub-CPU 330a reads out the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display of the main effect display unit 200a and the sub-effect display unit 201a.

[0054] In addition, the sub-control board 330 controls the movement of the effect prop device 202 and the lighting control of the effect lighting device 204, and performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from an effect button detection switch 208s that detects that the effect button 208 has been pressed and a cross key detection switch 209s that detects that the cross key 209 has been pressed, predetermined processing is performed.

[0055] Note that a power supply board (not shown) is connected to each board, and power is supplied to each board from a commercial power supply via the power supply board. In addition, the power supply board is provided with a backup power supply composed of a capacitor. The RTC 330d provided on the sub-control board 330 receives power supply from this backup power supply and measures the current time.

[0056] FIG. 4 is an address map of the memory area used by the main CPU 300a according to the present embodiment. In FIG. 4, the addresses are shown in hexadecimal, and "H" indicates that it is hexadecimal. As shown in FIG. 4, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) assigned to the main ROM 300b and a memory area (F000H to F3FFH) assigned to the main RAM 300c.

[0057] The memory area of the main ROM 300b has a used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the used area, which stores programs and data for performing processes for tests defined by the game machine rules and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184), that is, an unused area (2000H to 2BFFH).

[0058] In the used area of the main ROM 300b, there are provided a program area (0000H to 0A89H) where programs for controlling the progress of the game are stored, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) where data other than programs are stored. Note that the used area may not include the unused area (0A8AH to 0FFFH).

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

[0060] Also, in the memory area of the main ROM 300b, in addition to the used area and the non - used area, there are provided an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute programs is stored.

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

[0062] In the used area of the main RAM 300c, there are a work area (F000H to F12AH) temporarily used when a program for controlling the progress of the game is being executed, an unused area (F12BH to F1D7H), and a stack area (F1D8H to F1FFH) for temporarily storing data during the execution of the program for controlling the progress of the game. Note that the used area may exclude the unused area (F12BH to F1D7H).

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

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

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

[0066] And in the main RAM 300c, a 16-byte unused area (F200H to F20FH) is provided between the used area and the unused area. This unused area (F200H to F20FH) is set as a boundary area separating the used area and the unused area, making the boundary between the used area and the unused area clear, and preventing the unused area from being used when a program for controlling the progress of the game is being executed, and preventing the used area from being used when a program for processing for performing tests defined by the game machine rules and processing for controlling the display of the performance display monitor 184 is being executed.

[0067] Note that the unused area provided between the used area and the non - used area may 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.

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

[0069] As described above, the gaming machine 100 of the present embodiment is a machine in which two types of games, a special game and a normal game, proceed in parallel. As game states when these two games proceed, any game state in which any one of the low - probability game state or the high - probability game state and any one of the non - time - shortening game state or the time - shortening game state are combined is a game state in which the game proceeds.

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

[0071] Also, the non - time - shortening game state is a game state in which the movable piece 122b is difficult to be in an open state and it is difficult for game balls to enter the second starting opening 122. The time - shortening game state is a game state in which the movable piece 122b is more likely to be in an open state and it is easier for game balls to enter the second starting opening 122 than in the non - time - shortening game state. Note that the initial state of the gaming machine 100 is set to the low - probability game state and the non - time - shortening game state, and this game state is referred to as the normal game state in the present embodiment.

[0072] When a player operates the operation handle 112 to launch a game ball into the game area 116, and the game ball flowing down the game area 116 enters the first start port 120 or the second start port 122, a lottery (hereinafter referred to as the "big winning lottery") is conducted to determine whether to grant the player a game benefit. In this big winning lottery, if the player wins a big hit or a small hit, the first big winning port 126 and the second big winning port 128 are opened, and a big winning game or a small hit game is executed in which the game ball can enter the first big winning port 126 and the second big winning port 128. Also, after the end of the big winning game, the game state is set to any of the above game states. Hereinafter, the big winning lottery method will be described.

[0073] Although details will be described later, when a game ball enters the first start port 120 or the second start port 122, various random number values related to the big winning lottery (big hit determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, variation pattern random number) are acquired, and each of these random number values is stored in the special figure reservation memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special figure reservation memory area when a game ball enters the first start port 120 will be collectively referred to as special reservation 1, and the various random numbers stored in the special figure reservation memory area when a game ball enters the second start port 122 will be collectively referred to as special reservation 2.

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

[0075] For example, when a game ball enters the first start port 120, if no hold is stored in any of the first to fourth memory units in the first special figure hold memory area, the first memory unit stores a special hold 1. Also, for example, when a game ball enters the first start port 120 while special hold 1 is stored in the first to third memory units, the special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start port 122, the special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units in the second special figure hold memory area where the special hold 2 is not stored, in the same manner as above.

[0076] However, the number of special holds 1 (X1) and the number of special holds 2 (X2) that can be stored in the first special figure hold memory area and the second special figure hold memory area are each set to four. Therefore, for example, when a game ball enters the first start port 120 and four special holds 1 are already stored in the first special figure hold memory area, no new special hold 1 will be stored due to the entry of the game ball into the first start port 120. Similarly, when a game ball enters the second start port 122 and four special holds 2 are already stored in the second special figure hold memory area, no new special hold 2 will be stored due to the entry of the game ball into the second start port 122.

[0077] FIG. 5 is a diagram for explaining the low-probability big win determination random number determination table according to the present embodiment. When a game ball enters the first start port 120 or the second start port 122, one big win determination random number is acquired from within the range of 0 to 65535. Then, when starting the big combination lottery, that is, when performing the big win determination, the big win determination random number determination table is selected according to the game state, and the big combination lottery is performed based on the selected big win determination random number determination table and the acquired big win determination random number.

[0078] In the low-probability gaming state, when starting the major role lottery for Special 1 Hold and Special 2 Hold, the low-probability big win determination random number judgment table is referred to. Here, in this embodiment, six levels of setting values with different degrees of advantage are provided, and the low-probability big win determination random number judgment table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the major role lottery is conducted by referring to the low-probability big win determination random number judgment table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).

[0079] In the low-probability gaming state, when the setting value is set to 1 (registered setting value = 1), the major role lottery is conducted by referring to the low-probability big win determination random number judgment table a shown in Fig. 5(a). According to this low-probability big win determination random number judgment table a, when the big win determination random number is 10001 - 10218, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 300.6, and the small win probability is approximately 1 / 50.

[0080] In the low-probability gaming state, when the setting value is set to 2 (registered setting value = 2), the major role lottery is conducted by referring to the low-probability big win determination random number judgment table b shown in Fig. 5(b). According to this low-probability big win determination random number judgment table b, when the big win determination random number is 10001 - 10225, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 291.2, and the small win probability is approximately 1 / 50.

[0081] In the low-probability gaming state, when the set value is set to 3 (registered set value = 3), a major role lottery is conducted by referring to the low-probability big win determination random number determination table c shown in FIG. 5(c). According to this low-probability big win determination random number determination table c, when the big win determination random number is 10001 to 10232, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 282.4, and the small win probability is approximately 1 / 50.

[0082] In the low-probability gaming state, when the set value is set to 4 (registered set value = 4), a major role lottery is conducted by referring to the low-probability big win determination random number determination table d shown in FIG. 5(d). According to this low-probability big win determination random number determination table d, when the big win determination random number is 10001 to 10239, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 274.2, and the small win probability is approximately 1 / 50.

[0083] In the low-probability gaming state, when the set value is set to 5 (registered set value = 5), a major role lottery is conducted by referring to the low-probability big win determination random number determination table e shown in FIG. 5(e). According to this low-probability big win determination random number determination table e, when the big win determination random number is 10001 to 10246, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 266.4, and the small win probability is approximately 1 / 50.

[0084] In the low-probability gaming state, when the set value is set to 6 (registered set value = 6), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table f shown in FIG. 5(f). According to this low-probability big win determination random number determination table f, when the big win determination random number is 10001 to 10253, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 259.0, and the small win probability is approximately 1 / 50.

[0085] FIG. 6 is a diagram for explaining the high-probability big win determination random number determination table according to the present embodiment. In the high-probability gaming state, when starting a major winning combination lottery for Special 1 hold and Special 2 hold, the high-probability big win determination random number determination table is referred to. The high-probability big win determination random number determination table is also provided for each set value in the same manner as the low-probability big win determination random number determination table.

[0086] In the high-probability gaming state, when the set value is set to 1 (registered set value = 1), a major winning combination lottery is conducted by referring to the high-probability big win determination random number determination table a shown in FIG. 6(a). According to this high-probability big win determination random number determination table a, when the big win determination random number is 10001 to 10620, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 105.7, and the small win probability is approximately 1 / 50.

[0087] Similarly, in the high-probability gaming state, when the set value is set to 2 to 6 (registered set value = 2 to 6), a major winning combination lottery is conducted by referring to the high-probability big win determination random number determination tables b to f shown in FIGS. 6(b) to (f). According to these high-probability big win determination random number determination tables b to f, when the big win determination random number is the value shown in the figure, it is determined as a big win. Therefore, in the case of set values = 2 to 6, the big win probabilities are approximately 1 / 102.4 to 1 / 91.0 respectively, and the small win probability is approximately 1 / 50.

[0088] As described above, the jackpot lottery is conducted according to the registered setting value. At this time, the winning probability of the jackpot varies according to the registered setting value, and it is easier to win the jackpot when the registered setting value is large than when it is small. Here, although the winning probability of the minor prize does not change even if the registered setting value is different, the winning probability of the minor prize may be made different for each registered setting value. Also, the minor prize is not essential, and in the jackpot lottery, only either the jackpot or a loss may be determined.

[0089] Also, here, although the winning probability of the jackpot in both the low-probability gaming state and the high-probability gaming state is different according to the registered setting value, it may be set such that only the winning probability of the jackpot in either the low-probability gaming state or the high-probability gaming state is different according to the registered setting value.

[0090] FIG. 7 is a diagram for explaining a winning symbol random number determination table according to the present embodiment. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is acquired from the range of 0 to 99. Then, when the determination result of "big win" or "small win" is derived by the above-mentioned big winning lottery, the type of special symbol is determined by the acquired winning symbol random number and the winning symbol random number determination table. At this time, when winning the "big win" by the special 1 hold, as shown in FIG. 7(a), the special 1 winning symbol random number determination table a is selected, and when winning the "small win" by the special 1 hold, as shown in FIG. 7(b), the special 1 winning symbol random number determination table b is selected. Also, when winning the "big win" by the special 2 hold, as shown in FIG. 7(c), the special 2 winning symbol random number determination table a is selected, and when winning the "small win" by the special 2 hold, as shown in FIG. 7(d), the special 2 winning symbol random number determination table b is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of the big win is obtained is called the big win symbol, the special symbol determined when the determination result of the small win is obtained is called the small win symbol, and the special symbol determined when the determination result of a miss is obtained is called the miss symbol.

[0091] According to the special 1 winning symbol random number determination table a shown in FIG. 7(a) and the special 2 winning symbol random number determination table a shown in FIG. 7(c), according to the value of the acquired winning symbol random number, as shown in the figure, the type of special symbol (big win symbol) is determined. Also, according to the special 1 winning symbol random number determination table b shown in FIG. 7(b) and the special 2 winning symbol random number determination table b shown in FIG. 7(d), regardless of the value of the acquired winning symbol random number, as shown in the figure, the type of special symbol (small win symbol) is determined to be the special symbol a.

[0092] On the one hand, when the big prize lottery result is "a loss", if the lottery result is derived by reservation 1, special symbol X is determined as a losing symbol without conducting a lottery. Also, when the big prize lottery result is "a loss", if the lottery result is derived by reservation 2, special symbol Y is determined as a losing symbol without conducting a lottery.

[0093] That is, the winning symbol random number determination table is referred to only when the big prize lottery result is "big win" or "small win", and is not referred to when the big prize lottery result is "a loss". Here, in the winning symbol random number determination table for reservation 1 and the winning symbol random number determination table for reservation 2, the same big win symbol is determined respectively. However, different big win symbols may be determined in both tables, or regardless of the reservation type, the type of special symbol (big win symbol) may be determined by referring to one winning symbol random number determination table.

[0094] Here, the selection ratios of the big win symbol and the small win symbol are made common for all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.

[0095] FIG. 8 is a diagram for explaining a reach group determination random number determination table according to the present embodiment. 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 variation state associated with the game state, and the like. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is acquired from within the range of 0 to 10006. As described above, when the big winning lottery result is derived, a process of determining a variation effect pattern 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 variation effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table. Note that the variation state defines which table to refer to for determining the variation 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 a "loss" big winning lottery result is derived based on the special hold 1, if the number of holds of the special hold 1 when the big winning lottery is performed (hereinafter simply referred to as the "number of holds") is 0, as shown in FIG. 8(a), the reach group determination random number determination table 1 is selected. Similarly, when the game state is set to the normal game state and a "loss" big winning lottery result is derived based on the special hold 1, if the number of holds is 1 to 2 when the big winning lottery is performed, as shown in FIG. 8(b), the reach group determination random number determination table 2 is selected, and if the number of holds is 3, as shown in FIG. 8(c), the reach group determination random number determination table 3 is selected. In FIG. 8, the group x described in the column of the group type indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number determination table to be referred to.

[0097] Here, in the non-time-saving game state, the reach group determination random number determination table referred to when the big winning lottery result is "a miss" based on the reservation in Patent 1 has been described. However, in the main ROM 300b, there are also a large number of other reach group determination random number determination tables stored.

[0098] In addition, when the big winning lottery result is "big win" or "small win", the group type is not determined when determining the variation production pattern. That is, the reach group determination random number determination table is referred to only when the big winning lottery result is "a miss", and is not referred to when the big winning lottery result is "big win" or "small win".

[0099] FIG. 9 is a diagram for explaining the reach mode determination random number determination table according to the present embodiment. This reach mode determination random number determination table is roughly classified into a reach mode determination random number determination table at the time of a miss selected when the big winning lottery result is "a miss", a reach mode determination random number determination table at the time of a big win selected when the big winning lottery result is "big win", and a reach mode determination random number determination table at the time of a small win selected when the big winning lottery result is "small win". The reach mode determination random number determination table at the time of a miss is provided for each group type determined as described above, and the reach mode determination random number determination table at the time of a big win and the reach mode determination random number determination table at the time of a small win are provided for each reservation 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 reach mode determination random number determination table for group x at the time of a miss referred to in a predetermined game state and symbol type is shown in FIG. 9(a), an example of the reach mode determination random number determination table at the time of a big win for Patent 1 is shown in FIG. 9(b), an example of the reach mode determination random number determination table at the time of a big win for Patent 2 is shown in FIG. 9(c), an example of the reach mode determination random number determination table at the time of a small win for Patent 1 is shown in FIG. 9(d), and an example of the reach mode determination random number determination table at the time of a small win for Patent 2 is shown in FIG. 9(e).

[0101] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is obtained from within the range of 0 to 250. And when the result of the above big winning combination lottery is "a miss", as shown in Fig. 9(a), the miss-time reach mode determination random number determination table corresponding to the group type determined by the above group type lottery is selected, and based on the selected miss-time reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined. Also, when the result of the above big winning combination lottery is "a big win", as shown in Figs. 9(b) and (c), the big-win-time reach mode determination random number determination table corresponding to the read reservation type is selected, and based on the selected big-win-time reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined.

[0102] Furthermore, when the result of the above big winning combination lottery is "a small win", as shown in Figs. 9(d) and (e), the small-win-time reach mode determination random number determination table corresponding to the read reservation type is selected, and based on the selected small-win-time reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined.

[0103] Also, in each reach mode determination random number determination table, a variable pattern random number determination table, which will be described later, is associated with the reach mode determination random number together with the variable mode number. And simultaneously with the determination of the variable mode number, the variable pattern random number determination table is determined. In Fig. 9, the table x described in the column of the variable pattern random number determination table indicates an arbitrary table number. Therefore, depending on the obtained reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variable mode number and the table number of the variable pattern random number determination table will be determined. Also, in the present embodiment, the variable mode number and the variable pattern number, which will be described later, are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended, but the ○○H described in Figs. 9 to 11 indicates an arbitrary value shown in hexadecimal.

[0104] As described above, when the big role lottery result is "a miss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 8 and the reach group determination random number. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the miss reach mode determination random number determination table shown in FIG. 9(a) and the reach mode determination random number.

[0105] On the other hand, when the big role lottery result is "a big win" or "a small win", referring to the big win reach mode determination random number determination table shown in FIG. 9 corresponding to the determined big win symbol or small win symbol (type of special symbol), big win, or game state at the time of small win winning, etc., and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table will be determined.

[0106] FIG. 10 is a diagram for explaining the variation pattern random number determination table according to the present embodiment. Here, the variation pattern random number determination table x of a predetermined table number x is shown, but in addition to this, a large number of variation pattern random number determination tables are provided for each table number.

[0107] When a game ball enters the first start port 120 or the second start port 122, one variation pattern random number is acquired from the range of 0 to 238. Then, based on the variation pattern random number determination table determined simultaneously with the above variation mode number and the acquired variation pattern random number, the variation pattern number is determined as shown in the figure.

[0108] In this way, when the big role lottery is conducted, the variation mode number and the variation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the hold number, the hold type, etc. These variation mode numbers and variation pattern numbers specify the variation effect pattern, and the mode and time of the variation effect are associated with each of them.

[0109] FIG. 11 is a diagram for explaining the variable time determination table according to the present embodiment. As described above, when the variable mode number is determined, the variable time 1 is determined according to the variable time 1 determination table shown in FIG. 11(a). According to this variable time 1 determination table, the variable time 1 is associated with each variable mode number, and the corresponding variable time 1 is determined according to the determined variable mode number.

[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. 11(b). According to this variable time 2 determination table, the variable time 2 is associated with each variable pattern number, and the corresponding variable time 2 is determined according to the determined variable pattern number. The total time of the variable times 1 and 2 determined in this way is the time of the variable effect for notifying the major 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 mode of the first half of the variable effect is mainly determined, and based on the received variable pattern command, the mode of the second half of the variable effect is mainly determined. Details thereof will be described later. Hereinafter, the variable mode number and the variable pattern number may be collectively referred to as variable information, and the variable mode command and the variable pattern command may be collectively referred to as variable commands.

[0112] FIG. 12 is a diagram for explaining a special electric accessory operation ram set table according to the present embodiment. This special electric accessory operation ram set table stores various data for controlling major winning games or minor winning games. During major winning games and minor winning games, with reference to this special electric accessory operation ram set table, the first major winning port solenoid 126c and the second major winning port solenoid 128c are energization-controlled. Actually, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (major winning symbol and minor winning symbol). According to the determined type of special symbol, the corresponding table is set at the start of a major winning game or a minor winning game. Here, for convenience of explanation, the control data of all special symbols is shown in one table.

[0113] When a special symbol A, B, C which is a major winning symbol or a special symbol a which is a minor winning symbol is determined, as shown in FIG. 12, an opening / closing process for opening / closing the first major winning port 126 and the second major winning port 128 in a predetermined opening / closing pattern is executed with reference to the special electric accessory operation ram set table. The major winning game is composed of a plurality of round games in which the second major winning port 128 is opened and closed a predetermined number of times, and the minor winning game is executed only once as a round game in which the first major winning port 126 is opened and closed a predetermined number of times.

[0114] According to this special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum number of operations of the special electric accessory (the number of round games executed during one big winning game or small winning game), the open large winning ports (the first large winning port 126 and the second large winning port 128 opened in each round game), the number of times of switching the opening and closing of the special electric accessory (the number of times the first large winning port 126 and the second large winning port 128 are opened during one round game), the solenoid energization time (the energization time of the first large winning port solenoid 126c and the second large winning port solenoid 128c for each number of times the first large winning port 126 and the second large winning port 128 are opened, that is, the opening time of the first large winning port 126 and the second large winning port 128 once), the specified number (the maximum number of winning possible for the first large winning port 126 and the second large winning port 128 in one round game), the effective time for closing the large winning port (the closing time of the first large winning port 126 and the second large winning port 128 between round games, that is, the interval time between rounds), the ending time (the waiting time from the end of the last round game until the normal special game resumes) are stored in advance as control data for the big winning game, for each type of big winning symbol and small winning symbol, as shown in the figure.

[0115] In this embodiment, when the special symbols A and B which are big winning symbols are determined, a big winning game composed of five round games is executed. When the special symbol C is determined, a big winning game composed of fifteen round games is executed. Each round game ends when the specified number (8) of game balls enter the second large winning port 128 or when a predetermined time (here 29.0 seconds) has elapsed since the second large winning port 128 was opened.

[0116] Also, when the special symbol a which is a small winning symbol is determined, a small winning game composed of one round game is executed. In the small winning game executed when the special symbol a is determined, in the first round game, the first large winning port 126 is opened twice with a 0.9 - second opening with a predetermined pause in between.

[0117] FIG. 13 is a diagram for explaining a game state setting table for setting the game state after the execution of the big role game according to the present embodiment. In the present embodiment, when the big role game is executed, the game state after the end of the big role game is set according to the type of special symbol determined at the time of jackpot winning.

[0118] According to this game state setting table, when the jackpot symbol is special symbol A, the low probability game state is set after the end of the big role game. On the other hand, when the jackpot symbol is special symbol B or C, the high probability game state is set after the end of the big role game, and the number of continuous times of the high probability game state (hereinafter referred to as "high probability count") is set to 10,000 times. This means that the high probability game state continues until the big role lottery result is determined 10,000 times. However, the above-mentioned high probability count indicates the maximum continuous number of times in one high probability game state. If a jackpot is won before reaching the above-mentioned continuous number of times, the high probability count will be set again. Therefore, when the high probability game state is set after the end of the big role game, if the lottery result of a miss is derived 10,000 times without deriving the lottery result of a jackpot in the high probability game state, the game state will be changed to the low probability game state.

[0119] In addition, after the end of the big role game, the time-saving game state is set, and the number of continuous times of the time-saving game state (hereinafter referred to as "time-saving count") is set. At this time, if the jackpot symbol is special symbol A, the time-saving count is set to 100 times, and if it is special symbol B or C, the time-saving count is set to 10,000 times. This means that the time-saving game state continues until the big role lottery result is determined 100 times or 10,000 times. However, the above-mentioned time-saving count indicates the maximum continuous number of times in one time-saving game state. If a jackpot is won before reaching the above-mentioned continuous number of times, the time-saving count will be set again.

[0120] FIG. 14 is a diagram for explaining a winning determination random number determination table according to the present embodiment. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the normal operation port 125), a determination process of the normal symbol (hereinafter referred to as "normal symbol lottery") in which whether or not to energize the movable piece 122b of the second start port 122 is associated is performed.

[0121] Although details will be described later, when a game ball passes through the gate 124 (the game ball enters the normal operation port 125), one winning determination random number is acquired from the range of 0 to 99, and this random number value is stored in the normal symbol hold storage area of the main RAM 300c with a maximum of four. That is, the normal symbol hold storage area includes four storage units for saving the winning determination random number. Therefore, when a game ball passes through the gate 124 (the game ball enters the normal operation port 125) in a state where the winning determination random number is stored in all four storage units of the normal symbol hold storage area, the winning determination random number is not stored based on the passage of the game ball. Hereinafter, the winning determination random number stored in the normal symbol hold storage area when a game ball passes through the gate 124 (the game ball enters the normal operation port 125) is called the normal symbol hold.

[0122] When starting the normal symbol lottery in the non-time shortening game state, as shown in FIG. 14(a), the winning determination random number determination table for the non-time shortening game state is referred to. According to this winning determination random number determination table for the non-time shortening 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 shortening game state, that is, the winning probability is 1 / 100. Although details will be described later, when the winning symbol is determined in this normal symbol lottery, the second start port 122 is controlled to be in the open state, and when the losing symbol is determined, the second start port 122 is maintained in the closed state.

[0123] When starting the general symbol lottery in the time-saving game state, as shown in Fig. 14(b), the winning determination random number judgment table for the time-saving game state is referred to. According to this winning determination random number judgment table for the time-saving game state, when the winning determination random number is 0 to 98, the winning symbol is determined as the type of the general symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the general symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.

[0124] Fig. 15(a) is a diagram for explaining the general symbol variation time data table according to the present embodiment, and Fig. 15(b) is a diagram for explaining the opening / closing control pattern table according to the present embodiment. As described above, when the general symbol lottery is performed, the variation time of the general symbol is determined. The general symbol variation time data table is referred to when determining the variation time of the general symbol when the winning symbol or the losing symbol is determined by the general symbol lottery. According to this general symbol variation time data table, when the game state is set to the non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the general symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the general symbol display 168 lights up, and when the losing symbol is determined, the general symbol display 168 goes out.

[0125] And when the winning symbol is determined by the general symbol lottery and the general symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in Fig. 15(b). Actually, the opening / closing control pattern table is provided for each game state, and the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c according to the game state when the general symbol is determined. Here, for the convenience of explanation, the control data corresponding to each game state is shown in one table.

[0126] When the winning symbol is determined, as shown in FIG. 15(b), the second start port 122 is controlled to open and close with reference to the opening / closing control pattern table. According to this opening / closing control pattern table, the non-prize release pre-time (the waiting time until the opening of the second start port 122 starts), the maximum number of opening / closing switches of the normal electric accessory (the number of times the second start port 122 opens), the solenoid energization time (the energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 once), 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 resumes after the elapse of the non-prize effective state time) are stored in advance as control data for the second start port 122 for each game state as shown in the figure.

[0127] In this way, for the non-time-short game state and the time-short game state, the opening / closing control conditions for opening and closing the second start port 122 are respectively associated as game progress conditions. In the time-short game state, it is easier for game balls to enter the second start port 122 than in the non-time-short game state. That is, in the time-short game state, as long as the game ball passes through the gate 124 (the game ball enters the normal symbol operation port 125), 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.

[0128] Note that the opening / closing conditions of the second start port 122 define three elements: the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the second start port 122. In this embodiment, in two of these elements, the short-time game state is set more favorably than the non-short-time game state, so that in the short-time game state, it is easier for game balls to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more favorably than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state in at least one element, the short-time game state can be made such that game balls can more easily enter the second start port 122 than in the non-short-time game state. That is, when the game state is set to the non-short-time game state, the movable piece 122b is controlled to open and close according to the first condition, and when the game state is set to the short-time game state, the movable piece 122b is controlled to open and close according to the second condition that is more likely to be in the open state than the first condition.

[0129] Also, in this embodiment, a normal symbol operation port 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the lower part of the second game area 116b enter the normal symbol operation port 125. When a game ball enters the normal symbol operation port 125, one prize ball is paid out. Therefore, here, even if a game ball is launched into the second game area 116b in the non-short-time game state, almost no game balls are reduced. However, the normal symbol operation port 125 is not an essential component, and the game board configuration is just an example. Therefore, when a game ball is launched into the second game area 116b in the non-short-time game state, a configuration in which the game balls are reduced may also be used.

[0130] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 according to this embodiment will be described.

[0131] FIG. 16 is a diagram for explaining the gaming machine state flag according to the present embodiment. In the main control board 300, whether the game can be advanced 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 = 00H of the gaming machine state flag indicates a playable state. When the gaming machine state flag is 00H, the game is controlled to proceed. When the gaming machine state flag is other than 00H, the game is stopped.

[0132] The flag value = 01H of the gaming machine state flag indicates a setting change state. When the gaming machine state flag is 01H, the operation of changing the registered setting value becomes possible. The flag value = 02H of the gaming machine state flag indicates a setting confirmation state. When the gaming machine state flag is 02H, the registered setting value can be confirmed, for example, by being displayed on the performance display monitor 184. The flag value = 03H of the gaming machine state flag indicates a setting abnormality state. When the gaming machine state flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value = 04H of the gaming machine state flag indicates an RWM (read write memory) abnormality state. When the gaming machine state flag is 04H, the game is stopped. The flag value = 05H of the gaming machine state flag indicates a checksum abnormality state. When the gaming machine state flag is 05H, the game is stopped. When the power is turned on, the gaming machine state flag is set to one of the flag values, and processing according to the gaming machine state flag is performed.

[0133] (CPU initialization process of the main control board 300) FIG. 17 is a first flowchart for explaining the CPU initialization process in the main control board 300 according to the present embodiment, and FIG. 18 is a second flowchart for explaining the CPU initialization process in the main control board 300 according to the present embodiment.

[0134] 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).

[0135] (Step S100-1) Upon power-on, the main CPU 300a reads a startup program from the main ROM 300b and performs setting processes necessary for executing various processes as initial setting processes.

[0136] (Step S100-3) The main CPU 300a sets a wait processing time in the timer counter.

[0137] (Step S100-5) The main CPU 300a determines whether a power-off warning signal is detected. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If a power-off warning signal is detected, the process proceeds to step S100-3 above. If a power-off warning signal is not detected, the process proceeds to step S100-7.

[0138] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. As a result, if it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.

[0139] (Step S100-9) The main CPU 300a executes processes necessary to permit access to the main RAM 300c.

[0140] (Step S100-11) The main CPU 300a loads the flag value of the game machine state flag before power-off into the D register.

[0141] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved during a 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, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.

[0142] (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.

[0143] (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.

[0144] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is on, and whether 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.

[0145] (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.

[0146] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the start address set in the above step S100-15, in the main RAM 300c, and transfers the process to step S100-49.

[0147] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0148] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process to check and clear the read / write memory in the unused area.

[0149] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the start address of the area to be cleared in the main RAM 300c.

[0150] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.

[0151] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in the above step S100-31 is normal. As a result, if it is determined to be normal, the process is transferred to step S100-37, and if it is determined to be abnormal, the process is transferred to step S100-35.

[0152] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and transfers the process to step S100-45.

[0153] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. As a result, if it is determined that 02H is set, the process is transferred to step S100-39, and if it is determined that 02H is not set, the process is transferred to step S100-41.

[0154] (Step S100-39) The main CPU 300a sets 00H (game playable state) in the D register.

[0155] (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 is transferred to step S100-43, and if it is determined that the setting change conditions are not met, the process is transferred to step S100-45. Here, the setting change conditions at least include that the setting change switch 180s is on, the middle frame 104 is open, and a RAM clear operation signal is input from the RAM clear switch 182s.

[0156] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.

[0157] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine state flag.

[0158] (Step S100-47) The main CPU 300a executes an initialization process to clear the target to be cleared during RAM clearing in the main RAM 300c, and transfers the process to step S100-49.

[0159] (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.

[0160] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0161] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process is transferred to step S110, and if it is determined not to be 00H, the process is transferred to step S100-55.

[0162] (Step S110) The main CPU 300a performs a sub-command group setting process. Note that this sub-command group setting process will be described later.

[0163] (Step S100-55) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change state designated command is set, and if the gaming machine status flag is 02H, a setting confirmation state designated command is set. In this way, by transmitting the command corresponding to the gaming machine status flag to the sub-control board 330, the internal state of the main control board 300 can be grasped in the sub-control board 330.

[0164] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.

[0165] (Step S100-59) The main CPU 300a performs a process to prohibit interrupts.

[0166] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0167] (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.

[0168] (Step S100-65) The main CPU 300a performs a process to transmit the sub-command stored in the transmission buffer to the sub-control board 330.

[0169] (Step S100-67) The main CPU 300a performs a process to permit interrupts.

[0170] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the process from the above step S100-59. Hereinafter, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation effect pattern are collectively referred to as the variation effect random numbers.

[0171] FIG. 19 is a flowchart for explaining sub-command group setting processing (S110) in the main control board 300 according to the present embodiment.

[0172] (Step S110-1) The main CPU 300a loads the flag value of the game machine state flag.

[0173] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, when the initialization process is executed in step S100-47 above, a RAM clear designation command is set.

[0174] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the game machine 100 in the transmission buffer.

[0175] (Step S110-7) The main CPU 300a performs set value designation command setting processing for setting a set value designation command indicating the registered set value in the transmission buffer.

[0176] (Step S110-9) The main CPU 300a performs special drawing 1 hold designation command setting processing for setting a special drawing 1 hold designation command indicating the number of special drawing 1 holds in the transmission buffer.

[0177] (Step S110-11) The main CPU 300a performs special drawing 2 hold designation command setting processing for setting a special drawing 2 hold designation command indicating the number of special drawing 2 holds in the transmission buffer.

[0178] (Step S110-13) The main CPU 300a performs number of times command setting processing for setting a number of times command indicating the remaining number of times in the short-time game state in the transmission buffer.

[0179] (Step S110-15) The main CPU 300a performs a variable pattern selection state specifying command setting process of setting a variable pattern selection state specifying command indicating a variable pattern selection state in the transmission buffer.

[0180] (Step S110-17) The main CPU 300a performs a special figure phase specifying command setting process of setting a special figure phase specifying command indicating a special game management phase in the transmission buffer. Note that the special game management phase will be described later.

[0181] (Step S110-19) The main CPU 300a determines whether the special game management phase is a special symbol variation waiting state. As a result, if it is determined that it is a special symbol variation waiting state, the process proceeds to Step S110-21, and if it is determined that it is not a special symbol variation waiting state, the sub-command group setting process is terminated.

[0182] (Step S110-21) The main CPU 300a sets a customer waiting specifying command in the transmission buffer and terminates the sub-command group setting process.

[0183] Next, the interrupt process in the main control board 300 according to the present embodiment will be described. Here, the power-off save process (XINT interrupt process) and the timer interrupt process will be described.

[0184] (Power-off save process (XINT interrupt process) of the main control board 300) FIG. 20 is a flowchart for explaining the power-off save process (XINT interrupt process) in the main control board 300 according to the present embodiment. The main CPU 300a monitors a 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 save process.

[0185] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.

[0186] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0187] (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.

[0188] (Step S300-7) The main CPU 300a restores the registers.

[0189] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off time-saving process.

[0190] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0191] (Step S300-13) The main CPU 300a executes a checksum setting process to calculate and save the checksum.

[0192] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.

[0193] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.

[0194] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0195] (Step S300-21) The main CPU 300a determines whether the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-17, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-23.

[0196] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0197] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not 0. As a result, if it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the above-described CPU initialization process (step S100).

[0198] In addition, when an actual power-off occurs, the operation of the gaming machine 100 stops while looping through steps S300-17 to S300-25.

[0199] (Timer interrupt process of the main control board 300) FIG. 21 is a flowchart for explaining the timer interrupt process in the main control board 300 according to the present embodiment. 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 the present 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 process is executed.

[0200] (Step S400-1) The main CPU 300a saves the registers.

[0201] (Step S400-3) The main CPU 300a performs processing to permit interrupts.

[0202] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output ports, 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.

[0203] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately obtaining the latest switch state.

[0204] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.

[0205] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined that it is 00H, the process proceeds to step S400-15, and if it is determined that it is not 00H, the process proceeds to step S400-13.

[0206] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or more. As a result, if it is determined that it is 03H or more, the process proceeds to step S400-27, and if it is determined that it is not 03H or more, the process proceeds to step S450.

[0207] (Step S450) The main CPU 300a executes setting-related processing and transfers the processing to step S400-27. The setting-related processing will be described later.

[0208] (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 it reaches 0.

[0209] (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.

[0210] (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. When the result of the increment 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.

[0211] Although detailed description is omitted, in this embodiment, the big win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generation unit built in the main control board 300. The hardware random number generation unit updates both the big win determination random number and the win determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes one full cycle, and changes the start value every time the system is reset.

[0212] (Step S500) The main CPU 300a executes switch management processing to determine whether there is an input signal from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the normal drawing operation port detection switch 125s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s. Details of this switch management processing will be described later.

[0213] (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.

[0214] (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.

[0215] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results. When it is determined that an error has occurred, the main CPU 300a sets an error designation command corresponding to the type of error.

[0216] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s, and executes winning port switch processing for adding a counter for winning ball control and the like corresponding thereto.

[0217] (Step S400-25) The main CPU 300a executes payout control management processing for creating and transmitting a payout command based on the counter value of the counter for winning ball control set in the above step S400-23.

[0218] (Step S400-27) The main CPU 300a executes external information management processing for setting output data for external information to be output to the outside from the game information output terminal board 312.

[0219] (Step S400-29) The main CPU 300a executes LED display setting processing for setting common data for controlling lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the common output buffer.

[0220] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing solenoid output images of the normal electric accessory solenoid 122c, the first big winning port solenoid 126c, the second big winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.

[0221] (Step S400-33) The main CPU 300a executes port output processing for outputting the values of the common output buffer stored in each output port buffer to the output port.

[0222] (Step S400-35) The main CPU 300a performs processing for prohibiting interrupts.

[0223] (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, thereby executing performance display monitor control processing. Note that in the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Here, on the performance display monitor 184, the base ratio for the current period and the base ratio for the previous period may be alternately displayed at predetermined times. Also, in response to a predetermined operation, the base ratio displayed on the performance display monitor 184 may be switched. Further, here, when the gaming machine state flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.

[0224] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt processing.

[0225] FIG. 22 is a flowchart for explaining the above-described setting-related processing (S450) according to the present embodiment.

[0226] (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.

[0227] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.

[0228] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether the RAM clear operation signal is input). As a result, if it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.

[0229] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.

[0230] (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.

[0231] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.

[0232] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.

[0233] (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.

[0234] (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.

[0235] (Step S110) The main CPU 300a executes the sub-command group setting process of FIG. 19. That is, when the setting-related process is executed, at the end thereof, the model command, the setting value designation command, the special figure 1 hold designation command, the special figure 2 hold designation command, the count command, the variation pattern selection state designation command, the special figure phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0236] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.

[0237] 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. 17), 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. 21) are stopped, and the setting-related process is executed.

[0238] The setting-related process is repeatedly executed while the setting change switch 180s is on. During this setting-related process, the pressing operation of the RAM clear button is accepted as 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.

[0239] 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. As a result, from the next timer interrupt process, the processes related to the progress of the game can be executed.

[0240] Here, in the setting-related process of this embodiment, after the pressing operation of the RAM clear button, that is, after the reception of the setting change operation of the registered setting value 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.

[0241] 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.

[0242] 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.

[0243] FIG. 23 is a flowchart for explaining the switch management process (step S500) in the main control board 300 according to this embodiment.

[0244] (Step S500-1) When the main CPU 300a detects that the gate detection switch is turned on or the general diagram operation port detection switch is turned on, that is, when a game ball passes through the gate 124 and the detection signal from the gate detection switch 124s is turned on, or when a game ball enters the general diagram operation port 125 and the detection signal from the general diagram operation port detection switch 125s is turned on, it makes a determination. As a result, if it is determined that it is when the gate detection switch is turned on or the general diagram operation port detection switch is turned on, the process proceeds to step S510. If it is determined that it is not when the gate detection switch is turned on or the general diagram operation port detection switch is turned on, the process proceeds to step S500-3.

[0245] (Step S510) Based on the passage of the game ball through the gate 124 (the entry of the game ball into the general diagram operation port 125), the main CPU 300a executes gate passage processing. The details of this gate passage processing will be described later.

[0246] (Step S500-3) The main CPU 300a determines whether it is when the first start port detection switch is turned on, that is, whether a game ball enters the first start port 120 and a detection signal is input from the first start port detection switch 120s. As a result, if it is determined that it is when the first start port detection switch is turned on, the process proceeds to step S520. If it is determined that it is not when the first start port detection switch is turned on, the process proceeds to step S500-5.

[0247] (Step S520) Based on the entry of the game ball into the first start port 120, the main CPU 300a executes first start port passage processing. The details of this first start port passage processing will be described later.

[0248] (Step S500-5) The main CPU 300a determines whether it is the time of detecting the activation of the second start port 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 time of detecting the activation of the second start port switch being turned on, the process proceeds to step S530; if it is determined that it is not the time of detecting the activation of the second start port switch being turned on, the process proceeds to step S500-7.

[0249] (Step S530) Based on the entry of the game ball into the second start port 122, the main CPU 300a executes the second start port passing process. The details of this second start port passing process will be described later.

[0250] (Step S500-7) The main CPU 300a determines whether it is the time of detecting the activation of the big winning port switch being turned on, that is, whether a game ball has entered the first big winning port 126 and the second big winning port 128 and detection signals have been input from the first big winning port detection switch 126s and the second big winning port detection switch 128s. As a result, if it is determined that it is the time of detecting the activation of the big winning port switch being turned on, the process proceeds to step S500-9; if it is determined that it is not the time of detecting the activation of the big winning port switch being turned on, the process proceeds to step S500-11.

[0251] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning game or a small winning game, and determines whether the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate. Here, if it is determined that it is not in a big winning game or a small winning game, a predetermined improper detection process is executed; if it is in a big winning game or a small winning game and it is determined that the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate, the big winning port winning ball number counter is incremented by 1, and a big winning port winning designation command is set in the transmission buffer.

[0252] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the general winning opening detection switch, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that it is the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-13, and if it is determined that it is not the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-15.

[0253] (Step S500-13) The main CPU 300a sets the general winning opening winning designated command in the transmission buffer.

[0254] (Step S500-15) The main CPU 300a determines whether it is the time of detecting the activation of the out ball detection switch, that is, whether a detection signal has been input from the out ball detection switch 130s. As a result, if it is determined that it is the time of detecting the activation of the out ball detection switch, the process proceeds to step S500-17, and if it is determined that it is not the time of detecting the activation of the out ball detection switch, the switch management process ends.

[0255] (Step S500-17) The main CPU 300a sets the out ball detection designated command in the transmission buffer and ends the switch management process.

[0256] FIG. 24 is a flowchart for explaining the gate passing process (step S510) in the main control board 300 according to the present embodiment.

[0257] (Step S510-1) The main CPU 300a loads the hit determination random number updated by the hardware random number generation unit.

[0258] (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.

[0259] (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.

[0260] (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 winning determination random number.

[0261] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in step S510-1 to the target storage unit calculated in step S510-7.

[0262] (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.

[0263] FIG. 25 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to the present embodiment.

[0264] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is a special 1 hold or a special 2 hold as the hold type. The special symbol identification value (00H) indicates a special 1 hold, and the special symbol identification value (01H) indicates a special 2 hold.

[0265] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 hold ball counter.

[0266] (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.

[0267] FIG. 26 is a flowchart for explaining the second start port passage process (Step S530) in the main control board 300 according to the present embodiment.

[0268] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0269] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 hold ball counter.

[0270] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.

[0271] (Step S530-5) The main CPU 300a loads the normal game management phase. Although details will be described later, the normal game management phase indicates the stage of the execution process of the normal game, that is, the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.

[0272] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is not "04H". Note that "04H" of the normal game management phase indicates that the control process for opening the normal electric accessory winning port is in progress. In this control process for opening the normal electric accessory winning port, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start port 122 is in a state where it can be properly opened. As a result, if it is determined that the normal game management phase is not "04H", the process of passing through the second start port ends, and if it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.

[0273] (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 ends the process of passing through the second start port.

[0274] Figure 27 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the present embodiment. This special symbol random number acquisition process is executed using a common module in the above-described first start port passing process (step S520) and second start port passing process (step S530).

[0275] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.

[0276] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in step S535-1 above is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in step S535-1 above is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.

[0277] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.

[0278] (Step S535-7) The main CPU 300a determines whether the number of target special symbol hold balls loaded in step S535-3 is greater than or equal to the upper limit value. As a result, if it is determined that the number is greater than or equal to the upper limit value, the process proceeds to step S535-21. If it is determined that the number is not greater than or equal to the upper limit value, the process proceeds to step S535-9.

[0279] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol hold ball counter to a value obtained by adding "1" to the current counter value.

[0280] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the obtained jackpot determination random number among the eight storage units in the special symbol hold storage area.

[0281] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target storage unit calculated in step S535-11.

[0282] (Step S535-15) The main CPU 300a performs a special symbol hold ball winning order setting process of updating and storing the winning orders of special 1 hold and special 2 hold stored in the special symbol hold storage area.

[0283] (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 is transmitted to the sub-control board 330. This acquisition-time production determination process will be described later.

[0284] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 hold ball number counter and the special symbol 2 hold ball number counter.

[0285] (Step S535-19) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-17 above. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. As a result, each time a special 1 hold or 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.

[0286] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0287] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 above and determines whether it is less than the normal electric accessory winning opening release control state described later. As a result, if it is determined that it is less than the normal electric accessory winning opening release control state, the process proceeds to step S535-25, and if it is determined that it is not less than the normal electric accessory winning opening release control state, the special symbol random number acquisition process is terminated.

[0288] (Step S535-25) The main CPU 300a determines whether there has been an abnormal winning, and if it determines that there has been an abnormal winning, it executes a start port abnormal winning error process that performs predetermined processing and ends the special symbol random number acquisition process (step S535).

[0289] FIG. 28 is a flowchart for explaining the acquisition-time effect determination process (step S536) in the main control board 300 according to the present embodiment.

[0290] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the set value being set. Specifically, it selects a corresponding jackpot 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 jackpot 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 any one of a jackpot, a minor hit, and a miss.

[0291] (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 jackpot or a minor hit, it loads the hit symbol random number, the winning type (whether it is a jackpot or a minor hit), and the hold type stored in the target storage unit in step S535-13, selects a corresponding hit symbol random number determination table, extracts special symbol determination data, and saves the extracted special symbol determination data (the type of jackpot symbol or minor hit symbol). Also, if the result of the temporary big winning lottery in step S536-1 is a miss, it saves predetermined miss special symbol determination data (the type of miss symbol).

[0292] (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.

[0293] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol hit provisional determination process in the above step S536-1 is a big hit or a small hit. As a result, if it is determined to be a big hit or a small hit, the process proceeds to step S536-9, and if it is determined not to be a big hit or a small hit (a miss), the process proceeds to step S536-11.

[0294] (Step S536-9) The main CPU 300a sets the big hit reach mode determination random number determination table (see FIGS. 9(b) and (c)) or the small hit reach mode determination random number determination table (see FIGS. 9(d) and (e)), and transfers the process to step S536-19.

[0295] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in the above step S535-13.

[0296] (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 items. 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 items, 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 items. 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 items 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 items are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 is a fixed value (8500 or more), the process proceeds to step S536-15. If it is determined that the reach group determination random number loaded in step S536-11 is not a fixed value (8500 or more), the process proceeds to step S536-27.

[0297] (Step S536-15) The main CPU 300a sets the reach group determination random number determination table (see FIG. 8). Note that a plurality of types of reach group determination random number determination tables are provided according to the number of pending items. Here, the table used when the number of pending items 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.

[0298] (Step S536-17) The main CPU 300a sets the losing reach mode determination random number determination table (see Fig. 9(a)) corresponding to the group type tentatively determined in step S536-15 above, and transfers the process to step S536-19.

[0299] (Step S536-19) 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, the main CPU 300a tentatively determines the variable mode number. Also, here, together with the variable mode number, a variable pattern random number determination table is tentatively determined.

[0300] (Step S536-21) The main CPU 300a sets the look-ahead specified variable mode command (look-ahead specified command) corresponding to the variable mode number tentatively determined in step S536-19 above in the transmission buffer.

[0301] (Step S536-23) 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, the main CPU 300a tentatively determines the variable pattern number.

[0302] (Step S536-25) The main CPU 300a sets the look-ahead specified variable pattern command (look-ahead 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.

[0303] (Step S536-27) The main CPU 300a sets an indefinite value command (pre-reading specified variable mode command and pre-reading specified variable pattern command = 7FH) indicating that the group type, i.e., the variable production pattern, changes according to the number of holds when the hold newly stored in the target storage unit is read, into the transmission buffer, and ends the acquisition-time production determination process.

[0304] FIG. 29 is a diagram for explaining the special game management phase according to the present embodiment. 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 (entry of a game ball into the general drawing operation port 125) proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each process related to such a special game is managed by the special game management phase.

[0305] As shown in FIG. 29, a plurality of special game control modules for executing control of the special game are stored in the main ROM 300b, and a special game management phase is associated with each of these special game control modules. Specifically, when the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; when the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; when the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; when the special game management phase is "03H" or "07H", a module for executing the "big winning opening pre-opening process" is called; when the special game management phase is "04H" or "08H", a module for executing the "big winning opening opening control process" is called; when the special game management phase is "05H" or "09H", a module for executing the "big winning opening closing valid process" is called; and when the special game management phase is "06H" or "0AH", a module for executing the "big winning opening end wait process" is called.

[0306] Figure 30 is a flowchart for explaining the special game management process (step S600) in the main control board 300.

[0307] (Step S600-1) The main CPU 300a loads the special game management phase.

[0308] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.

[0309] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts the process.

[0310] (Step S600-7) The main CPU 300a loads the special game timer for managing the control time of the special game and ends the special game management process.

[0311] Figure 31 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".

[0312] (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.

[0313] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball number counter, that is, the special 1 hold number (X1), is 1 or more. As a result, if it is determined that the special 1 hold number (X1) is 1 or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold number (X1) is not 1 or more, the process proceeds to step S610-5.

[0314] (Step S610-5) The main CPU 300a sets the customer waiting specified command in the transmission buffer, executes the customer waiting setting process for setting the customer waiting state, and ends the special symbol change waiting process.

[0315] (Step S610-7) The main CPU 300a block-transfers the special 2 holds stored in the first to fourth storage units of the second special symbol hold storage area or the special 1 holds stored in the first to fourth storage units of the first special symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the special symbol 2 hold ball number is 1 or more, the special 2 holds stored in the second to fourth storage units of the second special symbol hold storage area are transferred to the first to third storage units. Also, in the main RAM 300c, a processing target 0th storage unit is provided, and the special 2 holds stored in the first storage unit are block-transferred to the 0th storage unit. Further, in step S610-3 above, if it is determined that the special symbol 1 hold ball number is 1 or more, the special 1 holds stored in the second to fourth storage units of the first special symbol hold storage area are transferred to the first to third storage units, and the special 1 holds stored in the first storage unit are block-transferred to the 0th storage unit. In this special symbol storage area shift process, the counter value of the target special symbol hold ball number counter corresponding to the hold type transferred to the 0th storage unit is decremented by 1, and a hold decrement specified command indicating that the special 1 hold or the special 2 hold has been decremented by 1 is set in the transmission buffer.

[0316] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a major role lottery. This special symbol winning determination process will be described later.

[0317] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the determination information (lottery result of the major role lottery) stored in step S611 is a big win or a small win, the winning type (whether it is a big win or a small win) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. On the other hand, when the lottery result of the major role lottery stored in step S611 is a loss, if the hold type is special hold 1, special symbol X is saved as a losing symbol, and if the hold type is special hold 2, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.

[0318] (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.

[0319] (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.

[0320] (Step S610-15) The main CPU 300a loads the variation mode number and the variation pattern number determined in the above step S612, and refers to the variation time determination table to determine the variation time 1 and the variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.

[0321] (Step S610-17) The main CPU 300a performs a preliminary area setting process such as storing the game state when the big role lottery is executed in the game state buffer. Also, in this preliminary area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of the big win symbol (special symbol determination data), etc. are stored in the preliminary area of the main RAM 300c.

[0322] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display pattern counter in order to start the variation display of the special symbol on the first special symbol display 160 or the second special symbol display 162. Counter values are associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display pattern counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variation display of the special symbol is set in the special symbol display pattern counter. Note that the special symbol display pattern counter is provided separately with a special symbol 1 display pattern counter corresponding to the first special symbol display 160 and a special symbol 2 display pattern counter corresponding to the second special symbol display 162, and here, the counter value is set in the counter corresponding to the hold type.

[0323] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter, and sets the special drawing hold designation command in the transmission buffer. Here, the special drawing 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball counter, and the special drawing 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball counter. Also, here, the special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in step S610-7 is set in the transmission buffer. As a result, each time the special 1 hold or the special 2 hold is consumed, the special 1 hold number and the special 2 hold number, as well as the winning order of each of these holds, will be transmitted to the sub-control board 330.

[0324] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.

[0325] FIG. 32 is a flowchart for explaining the above-described special symbol winning determination process (S611) according to the present embodiment.

[0326] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0327] (Step S611-3) The main CPU 300a loads the registered setting value in the setting value buffer.

[0328] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. As a result, if it is determined that the value is within the normal range, the process proceeds to step S611-11, and if it is determined that the value is not within the normal range, the process proceeds to step S611-7.

[0329] (Step S611-7) The main CPU 300a sets 03H (setting abnormal state) in the gaming machine state flag.

[0330] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol hit determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification indicating that the setting is abnormal is made.

[0331] (Step S611-11) The main CPU 300a refers to the big win determination random number determination table corresponding to the information loaded in Steps S611-1 and S611-3 above, and sets the lower limit value and the upper limit value respectively when determining a big win or a small win.

[0332] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above lower limit value and upper limit value, and performs a determination process (big winning lottery) for determining the presence or absence of winning a big win or a small win.

[0333] (Step S611-15) The main CPU 300a sets the result of the determination process in Step S611-13 as determination information and ends the special symbol hit determination process.

[0334] FIG. 33 is a flowchart for explaining the special symbol variation number determination process in the main control board 300 according to the present embodiment.

[0335] (Step S612-1) The main CPU 300a determines whether the variation pattern selection state flag is 01H or more. As a result, when it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to Step S612-3, and when it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to Step S612-5.

[0336] Here, five types of variable pattern selection status flags, namely 00H, 01H, 02H, 03H, and 04H, are provided. Each variable pattern selection status flag indicates a variable state. 00H corresponds to the normal variable state, 01H corresponds to the first variable state, 02H corresponds to the second variable state, 03H corresponds to the third variable state, and 04H corresponds to the fourth variable state. The variable state defines which table (reach group determination random number determination table, reach mode determination random number determination table, variable pattern random number determination table) to select.

[0337] In the first to fourth variable states, for each number of times of variable display (number of variable times) of the symbols in each variable state, which table to select is defined. Therefore, when the variable pattern selection status flag is 01H or more, the main CPU 300a selects a preset table based on both the variable pattern selection status flag and the number of variable times, and determines variable information by referring to the selected table. On the other hand, in the normal variable state, the variable information is determined by referring to a table corresponding to the current gaming state or the like regardless of the number of variable times.

[0338] (Step S612-3) The main CPU 300a increments the variable number counter. The variable number counter is a counter that counts the number of variable times in the current variable state.

[0339] (Step S612-5) The main CPU 300a determines whether the result of the big role lottery in step S611 is a big win or a small win. As a result, if it is determined that it is a big win or a small win, the process proceeds to step S612-7. If it is determined that it is neither a big win nor a small win (a loss), the process proceeds to step S612-11.

[0340] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.

[0341] (Step S612-9) When the variation pattern selection status flag loaded in step S612-7 above is 01H or more, the main CPU 300a sets a reach mode determination random number determination table based on the variation pattern selection status flag and the counter value of the variation count counter. When the variation pattern selection status flag loaded in step S612-7 above is 00H, the main CPU 300a sets a reach mode determination random number determination table corresponding to the current game state and the hold type.

[0342] (Step S612-11) 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. 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.

[0343] (Step S612-13) The main CPU 300a loads the variation pattern selection status flag.

[0344] (Step S612-15) When the variation pattern selection status flag loaded in step S612-13 above is 01H or more, the main CPU 300a sets a reach group determination random number determination table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the hold number confirmed in step S612-11 above. On the other hand, when the variation pattern selection status flag loaded in step S612-13 above is 00H, the main CPU 300a sets a corresponding reach group determination random number determination table based on the current game state, the hold number confirmed in step S612-11 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.

[0345] (Step S612-17) The main CPU 300a sets a losing reach mode determination random number determination table corresponding to the group type determined in the above step S612-15.

[0346] (Step S612-19) Based on the reach mode determination random number determination table set by the main CPU 300a in the above step S612-9 or the above step S612-17, and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7, the main CPU 300a determines a variation mode number. Also, here, a variation pattern random number determination table is determined together with the variation mode number.

[0347] (Step S612-21) The main CPU 300a sets a variation mode command corresponding to the variation mode number determined in the above step S612-19 in the transmission buffer.

[0348] (Step S612-23) Based on the variation pattern random number determination table determined by the main CPU 300a in the above step S612-19, and the variation pattern random number transferred to the 0th storage unit in the above step S610-7, the main CPU 300a determines a variation pattern number.

[0349] (Step S612-25) The main CPU 300a sets a variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer and ends the special symbol variation number determination process.

[0350] FIG. 34 is a flowchart for explaining the process during special symbol variation in the main control board 300 according to the present embodiment. This process during special symbol variation is executed when the special game management phase is "01H".

[0351] (Step S620-1) The main CPU 300a executes a process of updating a special symbol variation base counter. Note that the counter value of the special symbol variation base counter is set so as to make one round at a predetermined cycle (for example, 100 ms). Specifically, when the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and when the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

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

[0353] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process of subtracting a predetermined value from the timer value of the special symbol variation timer set in the above step S610-15.

[0354] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer updated in the above step S620-5 is "0". As a result, if the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.

[0355] (Step S620-9) The main CPU 300a updates 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.

[0356] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". As a result, if it is determined that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is determined that the timer value of the special symbol display timer is not "0", the current special symbol variation process ends.

[0357] (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 be sequentially lit at predetermined intervals.

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

[0359] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in 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.

[0360] (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.

[0361] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for stopping the display of the special symbol, in the special game timer, and ends the current special symbol variation process.

[0362] FIG. 35 is a flowchart for explaining the special symbol stop symbol display process in the main control board 300 according to the present embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0363] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the special symbol stop symbol display process ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.

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

[0365] (Step S630-5) The main CPU 300a determines whether the result of the big winning combination lottery is a big win. As a result, if it is determined that it is a big win, the process proceeds to step S630-19, and if it is determined that it is not a big win, the process proceeds to step S630-7.

[0366] (Step S630-7) The main CPU 300a executes the count cut-off management process. Here, the special symbol probability state flag is loaded, and it is checked whether the current game state is a low probability game state or a high probability game state. And when the game state is a high probability game state, the counter value of the high probability count cut-off counter is updated to a value obtained by subtracting "1" from the current counter value. Note that as a result of updating the high probability count cut-off counter, if the counter value becomes "0", the special symbol probability state flag corresponding to the low probability game state is set. Thereby, in the high probability game state, when the special symbol is determined a predetermined number of times without winning a big win, the game state shifts to the low probability game state.

[0367] Also, here, a time limit state flag for identifying whether the game state is a non-time limit game state or a time limit game state is loaded, and it is confirmed whether the current game state is a non-time limit game state or a time limit game state. Then, when the game state is a time limit game state, the counter value of the time limit count cut counter is updated to a value obtained by subtracting "1" from the current counter value. Note that if the counter value becomes "0" as a result of updating the time limit count cut counter, the time limit state flag corresponding to the non-time limit game state is set. As a result, in the time limit game state, when the special symbol is determined a predetermined number of times without winning the jackpot, the game state will shift to the non-time limit game state.

[0368] (Step S631) The main CPU 300a performs variable state update processing for updating the variable state. This variable state update processing will be described later with reference to FIG. 36.

[0369] (Step S630-11) 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.

[0370] (Step S630-13) The main CPU 300a sets a count command for transmitting the high probability count and the time limit count updated in step S630-7 above to the sub-control board 330 in the transmission buffer.

[0371] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a minor win. As a result, if it is determined that it is a minor win, the process proceeds to step S630-21, and if it is determined that it is not a minor win, the process proceeds to step S630-17.

[0372] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. As a result, the special game management process based on the hold of 1 ends, and if a special hold 1 or special hold 2 is stored, a process for starting the variable display of the special symbol based on the next hold will be performed.

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

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

[0375] (Step S630-23) The main CPU 300a performs a special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-21 above, a predetermined number (counter value corresponding to the type of the special symbol = number of rounds) is set as the counter value in the special electric accessory maximum operation times counter. Note that this special electric accessory maximum operation times counter indicates the number of rounds executable in the big winning game starting from now. On the other hand, a special electric accessory continuous operation times counter is provided in the main RAM 300c, and the current round game number is managed by adding "1" to the counter value of the special electric accessory continuous operation times counter at the start of each round game. Here, in conjunction with the start of the big winning game, a process of resetting (updating to "0") the counter value of this special electric accessory continuous operation times counter is also executed.

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

[0377] (Step S630-27) The main CPU 300a sets an opening designation command for transmitting the start of a big winning game or a small winning game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time. Here, the opening designation command corresponding to the opening time saved in step S630-25 is set in the transmission buffer.

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

[0379] FIG. 36 is a flowchart for explaining the variation state update process in the main control board 300 according to the present embodiment.

[0380] (Step S631-1) The main CPU 300a determines whether the variation pattern selection state flag is 01H or more. As a result, if it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to step S631-3, and if it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to step S631-9.

[0381] (Step S631-3) The main CPU 300a determines whether the number of variations has reached the specified number. As a result, if it is determined that the number of variations has reached the specified number, the process proceeds to step S631-5, and if it is determined that the number of variations has not reached the specified number, the process proceeds to step S631-9.

[0382] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of variations) of the variation count counter.

[0383] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.

[0384] (Step S631-9) The main CPU 300a loads the variable pattern selection status flag, sets a variable state designation command corresponding to the loaded variable pattern selection status flag, and ends the variable state update process.

[0385] FIG. 37 is a flowchart for explaining the pre-opening process of the big winning opening in the main control board 300 according to the present embodiment. This pre-opening process of the big winning opening is executed when the special game management phase is "03H" or "07H".

[0386] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the pre-opening process of the big winning opening is ended, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S640-3.

[0387] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation counter to a value obtained by adding "1" to the current counter value.

[0388] (Step S640-5) The main CPU 300a sets a big winning opening release designation command for transmitting the start of the release of the first big winning opening 126 and the second big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.

[0389] (Step S641) The main CPU 300a executes a big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.

[0390] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (either "04H" or "08H"), and ends the process for the opening of the big winning opening.

[0391] FIG. 38 is a flowchart for explaining the opening / closing switching process of the big winning opening in the main control board 300 according to the present embodiment.

[0392] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching times (the opening / closing times of the first big winning opening 126 and the second big winning opening 128 during one round game). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the big winning opening is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0393] (Step S641-3) The main CPU 300a refers to the data in the special electric accessory operation ram set table, and based on the counter value of the special electric accessory opening / closing switching counter, extracts solenoid control data for energization control of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c, and timer data which is the energization time or the energization stop time of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c.

[0394] (Step S641-5) Based on the solenoid control data extracted in the above step S641-3, the main CPU 300a starts the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c, or executes the large winning port solenoid energization control process for stopping the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c. By executing this large winning port solenoid energization control process, in the above steps S400-31 and S400-33, the control of starting or stopping the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c is performed.

[0395] (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. Here, the timer value saved to the special game timer is the maximum opening time of the first large winning port 126 and the second large winning port 128 for one time.

[0396] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the first large winning port solenoid 126c or the second large winning port solenoid 128c, that is, whether the control process of starting the energization of the first large winning port solenoid 126c or the second large winning port 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 large winning port opening / closing switching process ends.

[0397] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching counter to the value obtained by adding "1" to the current counter value, and ends the large winning port opening / closing switching process.

[0398] FIG. 39 is a flowchart for explaining the big winning opening control process in the main control board 300 according to the present embodiment. This big winning opening control process is executed when the special game management phase is "04H" or "08H".

[0399] (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.

[0400] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching times counter is the upper limit value of the special electric accessory opening / closing switching times. As a result, if it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.

[0401] (Step S641) In step S650-3 above, when it is determined that the counter value of the special electric accessory opening / closing switching times counter is not the upper limit value of the special electric accessory opening / closing switching times, the main CPU 300a executes the process of step S641.

[0402] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number counter updated in step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round have not entered the first big winning opening 126 or the second big winning opening 128. As a result, if it is determined that the specified number has not been reached, the big winning opening control process ends, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0403] (Step S650-7) The main CPU 300a executes the big winning opening closing process necessary to stop the energization of the first big winning opening solenoid 126c and the second big winning opening solenoid 128c and close the first big winning opening 126 and the second big winning opening 128. As a result, the first big winning opening 126 and the second big winning opening 128 are in a closed state.

[0404] (Step S650-9) The main CPU 300a saves the big winning opening closing effective time (interval time) to the special game timer.

[0405] (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").

[0406] (Step S650-13) The main CPU 300a sets a big winning opening closing designated command indicating that the first big winning opening 126 and the second big winning opening 128 are closed in the transmission buffer, and ends the big winning opening release control process.

[0407] FIG. 40 is a flowchart for explaining the big winning opening closing effective process in the main control board 300 according to the present embodiment. This big winning opening closing effective process is executed when the special game management phase is "05H" or "09H".

[0408] (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 ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S660-3.

[0409] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, that is, whether the round games of the preset number of times have ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.

[0410] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". When the special game management phase is "05H", that is, during the control of the small win game, since the number of round games of the small win game is "1", it is always determined as YES in step S660-3 above, and the process does not transfer to this step.

[0411] (Step S660-7) The main CPU 300a saves the predetermined big winning port closing time to the special game timer and ends the big winning port closing valid process. As a result, the next round game will be started.

[0412] (Step S660-9) The main CPU 300a executes an ending time setting process of saving the ending time to the special game timer.

[0413] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0414] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending to the transmission buffer and ends the big winning port closing valid process.

[0415] FIG. 41 is a flowchart for explaining the grand winning opening end weight process in the main control board 300 according to the present embodiment. This grand winning opening end weight process is executed when the special game management phase is "06H" or "0AH".

[0416] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the grand winning opening 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.

[0417] (Step S670-3) The main CPU 300a executes a state setting process for setting the game state after the big winning game ends. Here, based on the jackpot symbol that triggered the big winning game, the game state after the big winning game ends is set. Specifically, when the jackpot symbol that triggered the big winning game is special symbol B or C, it is set to the high probability game state and the time-saving game state, and the high probability count and the time-saving count are set to 10,000 times. Also, when the jackpot symbol that triggered the big winning game is special symbol A, it is set to the low probability game state and the time-saving game state, and the time-saving count is set to 100 times.

[0418] Also, here, based on the jackpot symbol that triggered the big winning game or the small jackpot symbol that triggered the small winning game, a process of setting the variation pattern selection state flag and the variation count is also performed to set the variation state after the big winning game or the small winning game ends.

[0419] (Step S670-5) The main CPU 300a sets a game state change designation command for transmitting the game state set after the big winning game to the transmission buffer.

[0420] (Step S670-7) The main CPU 300a sets in the transmission buffer a count designation command corresponding to the high-accuracy count and the time-saving count saved in step S670-3 above.

[0421] (Step S670-9) The main CPU 300a sets in the transmission buffer a variation state designation command for transmitting the variation state set after the end of the big role game or the small win game.

[0422] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the big winning opening end wait process. As a result, when a special 1 reservation or a special 2 reservation is stored, the variable display of the special symbol will resume.

[0423] FIG. 42 is a diagram for explaining the normal game management phase according to the present embodiment. As already described, in the present embodiment, the processes related to the normal game triggered by the passage of the game ball through gate 124 (the entry of the game ball into the normal operation port 125) are executed step by step and repeatedly. However, in the main control board 300, each process related to such a normal game is managed by the normal game management phase.

[0424] As shown in FIG. 42, the main ROM 300b stores a plurality of normal game control modules for executing control of normal games, and a normal game management phase is associated with each of these normal game control modules. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol variation waiting process" is called; when the normal game management phase is "01H", a module for executing "normal symbol variation in process" is called; when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called; when the normal game management phase is "03H", a module for executing "pre-opening process of normal electric accessory winning port" is called; when the normal game management phase is "04H", a module for executing "control process for opening normal electric accessory winning port" is called; when the normal game management phase is "05H", a module for executing "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.

[0425] FIG. 43 is a flowchart for explaining the normal game management process (step S700) in the main control board 300 according to the present embodiment.

[0426] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0427] (Step S700-3) The main CPU 300a selects a normal game control module corresponding to the normal game management phase loaded in step S700-1 above.

[0428] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts the process.

[0429] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of a normal game.

[0430] FIG. 44 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300 according to the present embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0431] (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.

[0432] (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. In addition, a processing target 0th storage unit is provided in the main RAM 300c, and the normal symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a normal symbol hold decrement designation command indicating that the normal symbol hold has been decremented by "1" is set in the transmission buffer.

[0433] (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.

[0434] (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.

[0435] (Step S710-9) The main CPU 300a checks the current gaming state, selects and sets the corresponding normal symbol variation time data table.

[0436] (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.

[0437] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.

[0438] (Step S710-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variation display of the normal symbol on the normal symbol display 168. 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.

[0439] (Step S710-17) The main CPU 300a sets a general pattern reservation command indicating the general pattern reservation number stored in the general pattern reservation memory area in the transmission buffer.

[0440] (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 winning determination process for each normal symbol.

[0441] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.

[0442] Figure 45 is a flowchart for explaining the process during normal symbol variation in the main control board 300 according to the present embodiment. This process during normal symbol variation is executed when the normal game management phase is "01H".

[0443] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 above is "0". As a result, if the timer value is "0", the process proceeds to step S720-9, and if the timer value is not "0", the process proceeds to step S720-3.

[0444] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display 168. Specifically, when the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0445] (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.

[0446] (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 (flash) at predetermined intervals over the normal symbol variation time.

[0447] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to light or extinguish, and the result of the general symbol lottery is notified.

[0448] (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.

[0449] (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.

[0450] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.

[0451] FIG. 46 is a flowchart for explaining the normal symbol stop symbol display process on the main control board 300 according to the present embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0452] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal symbol stop symbol display process is terminated. If it is determined that the timer value of the normal game timer is "0", the process proceeds to step S730-3.

[0453] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.

[0454] (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. If it is determined that it is not a win (a loss), the process proceeds to step S730-7.

[0455] (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. If a normal symbol hold is stored, the process for starting the variable display of the normal symbol based on the next hold will be performed.

[0456] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before general power release as the timer value in the normal game timer.

[0457] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. As a result, the opening / closing control of the second start port 122 is started.

[0458] FIG. 47 is a flowchart for explaining the pre-opening process of the normal electric accessory winning port in the main control board 300 according to the present embodiment. This pre-opening process of the normal electric accessory winning port is executed when the normal game management phase is "03H".

[0459] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the pre-opening process of the normal electric accessory winning port is ended, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S741.

[0460] (Step S741) The main CPU 300a executes the opening / closing switching process of the normal electric accessory winning port. The opening / closing switching process of the normal electric accessory winning port will be described later.

[0461] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the pre-opening process of the normal electric accessory winning port.

[0462] FIG. 48 is a flowchart for explaining the opening / closing switching process of the normal electric accessory winning port in the main control board 300 according to the present embodiment.

[0463] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching times (the number of opening / closing times of the movable piece 122b during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the normal electric accessory winning port is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741-3.

[0464] (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.

[0465] (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 step S741-3 above. By executing this normal electric accessory solenoid energization control process, the energization start or energization stop of the normal electric accessory solenoid 122c is controlled in steps S400-31 and S400-33 above.

[0466] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above 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.

[0467] (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 step S741-5 above. 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.

[0468] (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.

[0469] FIG. 49 is a flowchart for explaining the normal electric accessory winning port opening control process in the main control board 300 according to the present embodiment. This normal electric accessory winning port opening control process is executed when the normal game management phase is "04H".

[0470] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S750-3.

[0471] (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.

[0472] (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.

[0473] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric accessory winning ball count counter updated in step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls possible during one opening / closing control has entered the second start port 122. As a result, if it is determined that the specified number has not been reached, the normal 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.

[0474] (Step S750-7) The main CPU 300a executes a normal electric accessory closing process necessary to stop the energization of the normal electric accessory solenoid 122c and close the second start port 122. Thereby, the second start port 122 is closed.

[0475] (Step S750-9) The main CPU 300a saves the normal game effective state time to the normal game timer.

[0476] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric accessory winning port opening control process.

[0477] FIG. 50 is a flowchart for explaining the normal electric accessory winning port closing effective process in the main control board 300 according to the present embodiment. This normal electric accessory winning port closing effective process is executed when the normal game management phase is "05H".

[0478] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S760-3.

[0479] (Step S760-3) The main CPU 300a saves the normal power-off wait time in the normal game timer.

[0480] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the closing valid process for the normal electric accessory winning port.

[0481] FIG. 51 is a flowchart for explaining the end wait process for the normal electric accessory winning port in the main control board 300 according to the present embodiment. This end wait process for the normal electric accessory winning port is executed when the normal game management phase is "06H".

[0482] (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 for the normal electric accessory winning port ends, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S770-3.

[0483] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the end wait process for the normal electric accessory winning port. As a result, when the normal drawing hold is stored, the variable display of the normal symbol is restarted.

[0484] As described above, various processes are executed in 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 in the sub-control board 330 based on commands transmitted from the main control board 300. An example of the effect will be described below.

[0485] FIG. 52 is a diagram for explaining an example of a variation effect of a reachless variation pattern according to the present embodiment. As described above, when a major role lottery is performed on the main control board 300, during the variation display of the special symbol, that is, over the variation time of the special symbol, a variation effect for notifying the result of the major role lottery is executed. In this variation effect, various background images are displayed on the main effect display unit 200a, and effect symbols 210a, 210b, and 210c are displayed superimposed on this background image. During the variation effect, along with the image displayed on the main effect display unit 200a, a voice is output from the voice output device 206, the effect lighting device 204 is controlled to light up, and the effect accessory device 202 is controlled to move, but detailed description thereof is omitted here.

[0486] The variation effect according to the present embodiment is roughly classified into a reachless variation pattern and a reach variation pattern. In the variation effect of the reachless variation pattern, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are variably displayed superimposed on this background image. For example, as shown in FIG. 52(a), it is assumed that the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination indicating that the result of the major role lottery is a loss. In this state, when a new variation display of the special symbol is performed, along with the start of the variation display of the special symbol, as shown in FIG. 52(b), the three effect symbols 210a, 210b, and 210c start a variation display (scroll display). The downward white arrows in the figure indicate that the effect symbols 210a, 210b, and 210c are being scrolled and displayed in the height direction.

[0487] Then, as shown in FIG. 52(c), first, the effect symbol 210a is stopped and displayed, and then, as shown in FIG. 52(d), an effect symbol 210c different from the effect symbol 210a is stopped and displayed. Then, when the variable display of the special symbol ends and the special symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162, at substantially the same timing, as shown in FIG. 52(e), the effect symbol 210b is stopped and displayed. The result of the big role lottery is notified to the player according to the final stopped display states of the three effect symbols 210a, 210b, and 210c at this time.

[0488] FIG. 53 is a diagram for explaining an example of the variable effect of the normal reach variable pattern according to the present embodiment. In the present embodiment, the reach variable pattern is roughly classified into a normal reach variable pattern, an advanced reach variable pattern, and a pseudo continuous reach variable pattern. The variable effect of the normal reach variable pattern is the same as the variable effect of the reachless variable pattern. Along with the start of the variable display of the special symbol, the variable displays of the effect symbols 210a, 210b, and 210c are started. As shown in FIG. 53(a), the effect symbol 210a is first stopped and displayed. Then, as shown in FIG. 53(b), the effect symbol 210c identical to the effect symbol 210a is stopped and displayed.

[0489] In this way, when the main effect display unit 200a is displayed in a reach mode in which the same effect symbols 210a and 210c are stopped and displayed, as shown in FIG. 53(c), in the main effect display unit 200a, "REACH" is displayed superimposed on the effect symbols 210a and 210c. Note that multiple types of reach modes are provided, and the same effect symbols 210a and 210c marked with any number from "1" to "9" are stopped and displayed. Then, as shown in FIG. 53(d), the shapes of the effect symbols 210a and 210c are variably displayed differently from before the reach mode. Then, as shown in FIG. 53(e), finally, an effect symbol 210b different from the effect symbols 210a and 210c is stopped and displayed, and the player is notified that the result of the big role lottery is a miss.

[0490] FIG. 54 is a diagram for explaining an example of a variation effect of the development reach variation pattern in case of a loss in the present embodiment, and FIG. 55 is a diagram for explaining an example of a variation effect of the development reach variation pattern in case of a big win in the present embodiment. As shown in FIGS. 54(a) to (d) and FIGS. 55(a) to (d), the variation effect of the development reach variation pattern is the same as the variation effect of the normal reach variation pattern. In the main effect display unit 200a, the effect symbols 210a and 210c are displayed in the reach mode, and then, a reach development effect in which a predetermined development image (video) is reproduced and displayed is executed. In this reach development effect, for example, as shown in FIGS. 54(e) and 55(e), a mission is displayed on the main effect display unit 200a, and as shown in FIGS. 54(f), (g) and FIGS. 55(f), (g), images directed to the achievement of the mission are displayed.

[0491] Here, the development images for the reach development effect are roughly classified into a loss pattern and a big win pattern. In the development image of the loss pattern, as shown in FIG. 54(h), an image indicating the failure of the mission is finally displayed, and then, as shown in FIG. 54(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image of the big win pattern, as shown in FIG. 55(h), an image indicating the success of the mission is finally displayed, and then, as shown in FIG. 55(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a big win.

[0492] Note that the reach development performance includes, for example, as described above, a mission performance in which a development image of the content challenging the mission is displayed, and a battle performance in which a development image of an ally character and an enemy character fighting is displayed. The mission performance is provided with a plurality of execution patterns that differ in the content of the mission, and the battle performance is provided with a plurality of execution patterns that differ in the characters appearing and the battle method. Also, as described above, the execution patterns of the mission performance are roughly classified into a jackpot pattern for achieving the mission and a losing pattern for failing the mission, and similarly, the execution patterns of the battle performance are roughly classified into a jackpot pattern in which the ally character wins against the enemy character and a losing pattern in which the ally character loses to the enemy character.

[0493] The jackpot pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character finally wins or loses, or whether the mission is achieved or not. Therefore, during the reach development performance, until the end of the variable performance, the player cannot identify the result of the big role lottery, and the player will be given an expectation of a jackpot.

[0494] Note that the jackpot pattern is selected only when the result of the big role lottery is a jackpot, and the losing pattern is selected only when the result of the big role lottery is a loss. However, in one variable performance, the reach development performance may be executed twice. In this case, the first reach development performance is executed in the losing pattern, and the second reach development performance is executed in the losing pattern or the jackpot pattern. The following describes the flow of the performance when the reach development performance is executed twice in one variable performance.

[0495] FIG. 56 is a diagram for explaining an example of a variation effect when the reach development effect according to this embodiment is executed twice. For example, after the effect symbols 210a and 210c are displayed in the reach mode, it is assumed that a mission effect is executed as shown in FIGS. 56(a) and 56(b). So far, there is no difference from the case where the reach development effect is executed only once in one variation effect. However, immediately after it is notified that the mission could not be achieved, as shown in FIG. 56(c), "REACH UP" is displayed on the main effect display unit 200a.

[0496] Thereafter, as shown in FIG. 56(d), a development image for a battle effect is displayed on the main effect display unit 200a, and the second reach development effect is started. This development image for a battle effect shows a content where a friendly character and an enemy character fight. When a big win is selected, as shown in FIG. 56(e), finally the friendly character wins against the enemy character, and as shown in FIG. 56(f), the effect symbols 210a, 210b, and 210c stop being displayed in a combination that notifies a big win. On the other hand, when losing, as shown in FIG. 56(g), finally the friendly character loses to the enemy character, and as shown in FIG. 56(h), the effect symbols 210a, 210b, and 210c stop being displayed in a combination that notifies a loss.

[0497] FIG. 57 is a diagram for explaining an example of a variation effect of a pseudo - continuous reach variation pattern according to this embodiment. In the variation effect of the pseudo - continuous reach variation pattern, as shown in FIG. 57(a), when the variation display of the effect symbols 210a, 210b, and 210c is started, as shown in FIG. 57(b), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in any one of a plurality of preset pseudo - modes. This pseudo - mode is, for example, a mode in which the same effect symbols 210a and 210b and an effect symbol 210c with a number "2" larger than these effect symbols 210a and 210b are temporarily stopped and displayed.

[0498] When the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo-mode, as shown in FIG. 57(c), the variable display of the performance symbols 210a, 210b, and 210c resumes. That is to say, the pseudo-mode can be said to indicate the re-variable display of the performance symbols 210a, 210b, and 210c. After that, as shown in FIG. 57(d), the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed again in the pseudo-mode.

[0499] Then, as shown in FIG. 57(e), when the variable display of the performance symbols 210a, 210b, and 210c resumes, as shown in FIG. 57(f), the performance symbols 210a and 210c are displayed in the reach mode. After that, as shown in FIGS. 57(g) to (i), a reach development performance is executed in the same manner as the development reach variable pattern, and the result of the big role lottery is notified to the player.

[0500] In this way, the variable performance of the pseudo-continuous reach variable pattern is different from the variable performance of the development reach variable pattern in the content until the performance symbols 210a and 210c become the reach mode. After becoming the reach mode, the variable performance proceeds in the same manner as the development reach variable pattern.

[0501] In the pseudo-continuous reach variable pattern, a plurality of variable display patterns of the performance symbols 210a, 210b, and 210c are provided until they become the reach mode. For each variable display pattern, the number of times of temporary stop display of the performance symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the performance symbols 210a, 210b, and 210c is different. This variable display pattern is determined by the variable mode command, and the selection ratio of the variable mode command at the time of a big win and a loss is set so that the possibility of finally notifying a big win (hereinafter referred to as "reliability") increases as the number of times of temporary stop display (variable display) of the performance symbols 210a, 210b, and 210c increases.

[0502] Specifically, when the result of the major role lottery is a big win, the selection ratio of the variable display mode commands with a large number of variable display times is set higher than the selection ratio of the variable display mode commands with a small number of variable display times. When the result of the major role lottery is a loss, the selection ratio of the variable display mode commands with a small number of variable display times is set higher than the selection ratio of the variable display mode commands with a large number of variable display times.

[0503] Also, in the main control board 300, the reliability of the pseudo-continuous reach variation pattern is set to be higher than the reliability of the developed reach variation pattern. Therefore, the reliability is suggested by the number of times of the temporary stop display (variable display) of the effect symbols 210a, 210b, and 210c. The player will watch the progress of the effect while expecting that the effect symbols 210a, 210b, and 210c will be temporarily stopped (variably displayed) more times.

[0504] The execution pattern of the above-described variable effect is determined and executed under control in the sub-control board 330 based on the variable command determined by the main control board 300. That is, it can be said that the execution pattern of the variable effect is determined in cooperation between the main control board 300 and the sub-control board 330.

[0505] FIG. 58 is a diagram for explaining a variable effect determination table according to the present embodiment. FIG. 58(a) shows a first-half variable effect determination table, and FIG. 58(b) shows a second-half variable effect determination table. As described above, when a major role lottery is performed on the main control board 300, based on the result of the major role lottery, variable commands are determined, and each determined command is transmitted to the sub-control board 330. In the sub-control board 330, when receiving a variable mode command, an effect random number of 1 is obtained from the range of 0 to 249, and with reference to the first-half variable effect determination table, based on the obtained effect random number and the received variable mode command, an execution pattern of the first-half variable effect is determined. Also, when receiving a variable pattern command, an effect random number of 1 is obtained from the range of 0 to 249, and with reference to the second-half variable effect determination table, based on the obtained effect random number and the received variable pattern command, an execution pattern of the second-half variable effect is determined. Note that in FIG. 58, only a part of the first-half variable effect determination table and the second-half variable effect determination table is extracted and shown.

[0506] As shown in FIG. 58, according to the first-half variable effect determination table, selection ratios for the execution patterns of the first-half variable effects are set respectively for each variable mode number (variable mode command), and according to the second-half variable effect determination table, selection ratios for the execution patterns of the second-half variable effects are set respectively for each variable pattern number (variable pattern command). Then, by combining and executing the determined execution patterns of the first-half and second-half variable effects, one variable effect is executed.

[0507] For the variation performance of the reachless variation pattern, as the first-half execution pattern, "none", which indicates not executing the first-half variation performance, is determined. As the second-half execution pattern, it is executed when "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" corresponding to the reachless variation pattern is determined. For example, when receiving a variation mode command corresponding to a variation mode number of "01H" that indicates that the first-half variation performance is not executed, the sub-control board 330 always determines "none" as the first-half execution pattern. At this time, in the second-half variation performance determination table, the selection ratio is set so that only one of "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" is determined for the simultaneously receivable variation pattern commands. Therefore, by determining "none" as the first-half execution pattern and "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" as the second-half execution pattern, the execution pattern of the variation performance is determined as the above reachless variation pattern.

[0508] On the other hand, for the variation performance of the reach variation pattern, other than "none" is determined as the first-half execution pattern, and it is executed when any reach development performance (shown as Development 1 to 5 in the figure) is determined as the second-half execution pattern. In other words, when the variation performance of the reach variation pattern is executed on the main performance display unit 200a, a variation mode command corresponding to a variation mode number other than variation mode number = 01H must be received, and a variation pattern command corresponding to a variation pattern number for which any of Development 1 to 5 is determined must be received.

[0509] Here, in Fig. 58(a), "Normal Reach 1", "Normal Reach 2", etc. in the first half of the execution pattern respectively indicate the background image and the variable display patterns of the production symbols 210a, 210b, 210c displayed on the main production display unit 200a until the production symbols 210a, 210b, 210c enter the reach mode, or more specifically, until the reach development production starts, among the variable productions of the normal reach variable pattern. These image patterns are pre-designed to match the time of the variable display of the special symbol associated with the variable mode number. For example, when "Normal Reach 1" is determined, the images shown in Figs. 53(a) to (d) will be displayed on the main production display unit 200a.

[0510] Also, in Fig. 58(a), "Pseudo 2a", etc. in the first half of the execution pattern indicate the display pattern of the main variable production image displayed on the main production display unit 200a until the reach development production starts, among the variable productions of the pseudo continuous reach variable pattern, that is, the execution pattern of the symbol display production in which the production symbols 210a, 210b, 210c are variably displayed. For example, "Pseudo 2a" is a pseudo continuous reach variable pattern of "Pseudo 2" in which the production symbols 210a, 210b, 210c are variably displayed twice, indicating that the main variable production image has the display pattern a. Also, "Pseudo 3b" is a pseudo continuous reach variable pattern of "Pseudo 3" in which the production symbols 210a, 210b, 210c are variably displayed three times, indicating that the main variable production image has the display pattern b.

[0511] In the first-half variation effect determination table and the second-half variation effect determination table shown in FIG. 58, the selection ratios are set such that the variation effects of the no-reach variation pattern and the normal reach variation pattern are executed only when the result of the major role lottery is a miss. Also, the progressive reach variation pattern and the pseudo-continuous reach variation pattern are determined both in the case of a miss and in the case of a jackpot. However, for the progressive reach variation pattern, the selection ratio at the time of a miss is set higher and the selection ratio at the time of a jackpot is set lower than that of the pseudo-continuous reach variation pattern. Thus, by setting the selection ratios at the time of a miss and at the time of a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the progressive reach variation pattern.

[0512] Furthermore, among the pseudo-continuous reach variation patterns, the higher the number of pseudo-times, the higher the selection ratio at the time of a jackpot and the lower the selection ratio at the time of a miss are set, so that the higher the number of pseudo-times, the higher the reliability is set.

[0513] As described above, the general flow of the variation effect is determined by the variation effect determination table. At the start of the variation effect, based on the variation mode command or the variation pattern command, the executability and the execution pattern of various element effects that make up the variation effect are further determined. Here, the element effect refers to all the effects that make up the variation effect, such as, for example, the variation display of the effect symbols 210a, 210b, 210c in the main effect display unit 200a as described above, the progressive image displayed in the main effect display unit 200a in the reach development effect, and further the effect of moving the effect accessory device 202. In the embodiment, as an element effect that makes up the variation effect, a preview effect (suggestive effect) is executed at various timings during the variation effect.

[0514] This pre-announcement effect is an effect that displays a predetermined image on the main effect display unit 200a or moves the effect device 202 at a predetermined timing when starting a variable effect, when re-displaying the effect symbols 210a, 210b, 210c in the variable effect of the pseudo-continuous reach variable pattern, or even during the reach development effect. For each pre-announcement effect, whether it can be executed and its execution pattern are determined. For each pre-announcement effect, a plurality of types of execution patterns are provided, and for each of the plurality of types of execution patterns, a selection ratio is set for each variable pattern command and variable mode command, in other words, for each winning or losing of the big hit. An expected value is set for each execution pattern according to this selection ratio.

[0515] As described above, in the sub-control board 330, when a variable command is received, the execution pattern of the variable effect, whether each element effect can be executed, and the execution pattern are determined, and the variable effect will be executed during the variable display of the special symbol.

[0516] In addition, in this embodiment, a preview effect is executed separately from the variable effect. The preview effect is an effect that is executed with any one of the holds as the target hold, and is an effect that suggests the reliability of the target hold before the big role lottery based on the target hold is executed. In this embodiment, the type of hold that can be the target hold is predetermined for each gaming state. Specifically, in the normal gaming state, the special hold 1 can be the target hold, but the special hold 2 cannot be the target hold. Also, in gaming states other than the normal gaming state, the special hold 2 can be the target hold, but the special hold 1 cannot be the target hold.

[0517] Hereinafter, as an example, a case will be described in which a preview effect with a special second hold as a target hold is executed in a high-probability gaming state and a time-saving gaming state. However, the relationship between the gaming state and the types of holds that can be target holds can be set as appropriate. Further, hereinafter, the variable display of symbols in the second special symbol display 162 executed based on the target hold and the variable process related to the stop display of the special symbol will be referred to as the preview variable process. Also, the variable process being executed when the target hold is stored will be called the winning variable process, and the variable process executed between the winning variable process and the preview variable process will be called the preview variable process during preview. Further, the variable effect executed during the winning variable process, that is, the variable effect being executed when the target hold is stored will be called the winning variable effect. Similarly, the variable effect executed during the preview variable process during preview will be called the preview variable effect during preview, and the variable effect executed during the preview of the variable process will be called the preview of the variable effect. Hereinafter, an example of the preview effect will be described.

[0518] FIG. 59 is a diagram for explaining an example of a hold display effect. A hold display area 211 is provided at the lower part of the main effect display section 200a. Although not shown in FIGS. 52 to 57, the hold display area 211 is always displayed on the main effect display section 200a even during variable effects or during the standby of the game. And during the variable effect, a hold display effect is performed in this 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 section) during the big 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 sections of 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 will be collectively referred to as the hold display 212.

[0519] 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. 59(a), a total of five hold displays 212, namely the hold display 212a and the first to fourth hold displays 212b to 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 holds stored in the first storage unit are 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. 59(b), the hold display 212a is erased and the first to fourth hold displays 212b to 212e are shifted one position to the left. Further, when the next special 2 hold is read out from this state, as shown in Fig. 59(c), each hold display 212 is further shifted. 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.

[0520] Also, 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, the acquisition time 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 the variation information determined when the newly stored hold is read out to the zero-th storage unit is transmitted to the sub-control board 330.

[0521] In the sub-control board 330, when a 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 in the big 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 the winning or losing of the big hit and the execution pattern of the variation effect, the reliability (expected value) of the big hit is suggested by the display pattern of the hold display 212.

[0522] FIG. 60(a) is a diagram for explaining the final hold display pattern determination table, and FIG. 60(b) is a diagram for explaining the previous hold display pattern determination table. As described above, in the acquisition effect determination process on the main control board 300, a look-ahead designation command indicating the variable mode number and the variable pattern number determined when a newly stored hold is read out is transmitted to the sub-control board 330. That is, the look-ahead designation command is a command for transmitting the variable mode number and the variable pattern number determined when the hold is read out to the sub-control board 330. According to the final hold display pattern determination table, for each look-ahead designation command (variable pattern number), the selection ratio of the display pattern of the hold display 212 is set. When the look-ahead 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.

[0523] According to the final hold display pattern determination table shown in FIG. 60(a), one of eight display patterns of "default (white)", "blinking", "blue", "yellow", "green", "black", "red", and "premium (rainbow)" is determined. When the final display pattern of the hold display 212a is determined, the display pattern of the hold display 212 displayed before that is determined with reference to the previous hold display pattern determination table shown in FIG. 60(b). According to this previous hold display pattern determination table, for each display pattern of the hold display 212, the selection ratio of the display pattern of the hold display 212 to be displayed before the moving display is set.

[0524] For example, in the main control board 300, when a reservation is stored in the second storage unit of the second special figure reserved memory area, assume that the final display pattern of the reservation display 212a is determined by referring to the final reservation display pattern determination table. In this case, next, the display pattern of the first reservation display 212b is determined by referring to the previous reservation display pattern determination table. At this time, the display pattern of the first reservation display 212b is determined based on the final display pattern of the reservation display 212a determined previously. For example, when the final display pattern of the reservation display 212a is "blue", according to the previous reservation display pattern determination table, as the display pattern of the first reservation display 212b, "flashing" is determined with a probability of 200 / 250, and "blue" is determined with a probability of 50 / 250.

[0525] In this way, when the display pattern of the first reservation display 212b is determined, next, based on the display pattern of the first reservation display 212b determined previously, again, by referring to the previous reservation display pattern determination table, the display pattern of the second reservation display 212c is determined.

[0526] As described above, when a reservation is stored, first, the final display pattern of the reservation display 212a is determined, and then, based on the final display pattern of the determined reservation display 212a, the display pattern of the first reservation display 212b is determined, etc. The display patterns are sequentially determined so as to trace back the display order in the reverse direction. Note that according to the previous reservation display pattern determination table, the selection ratio is set so that the same display pattern as the display pattern of the reservation display 212 determined previously or only a display pattern with low reliability is determined.

[0527] According to the above reservation display effect, the reliability of the big win of the target reservation is suggested from before the execution of the big role lottery based on the target reservation by the display pattern of the reservation display 212 corresponding to the target reservation. That is, the reservation display effect functions as a preview effect.

[0528] FIG. 61 is a diagram for explaining an example of a character standby notice. The character standby notice is an effect executed in association with the above-described hold display effect, and like the hold display effect, it is executed across the winning-time variation effect or the preview variation effect during the preview of the variation effect. For example, it is assumed that the hold display effect and the character standby notice are executed with the hold 2 of the second special figure hold memory area stored in the first storage unit as the target hold.

[0529] When the character standby notice is executed, as shown in FIG. 61(a), a standby character 214 is displayed on the left side of the hold display area 211. The standby character 214 performs various actions with respect to the hold display 212. As an example, it is assumed that in the state shown in FIG. 61(a), the preview variation effect ends, and with the start of the preview of the variation effect, the first hold display 212b corresponding to the target hold is shifted and displayed on the hold display 212a.

[0530] At this time, as shown in FIG. 61(b), in the character standby notice, an action image in which the standby character 214 throws a bomb or the like toward the hold display 212a is displayed, and an image in which a bomb explodes near the hold display 212a is displayed. Then, when the display of the action image of the character standby notice ends, as shown in FIG. 61(c), the display pattern of the hold display 212a changes in the hold display effect.

[0531] In this way, the standby character 214 in the character standby notice suggests that the display pattern of the target hold changes in the hold display effect. Note that in the character standby notice, the number of times the standby character 214 performs an action with respect to the hold display 212 is one or more. Therefore, for example, during the preview of the variation effect, the standby character 214 may perform an action a plurality of times with respect to the hold display 212a. However, when the standby character 214 performs an action with respect to the hold display 212, the display pattern of the hold display 212 does not necessarily change. An effect in which the display pattern of the hold display 212 does not change when the standby character 214 performs an action is a so-called gag effect.

[0532] Note that multiple types or only one type of actions of the standby character 214 may be provided. When multiple types of actions of the standby character 214 are provided, depending on the content of the actions, the display pattern of the hold display 212 may change, or the stage of change in the display pattern of the hold display 212 may be suggested. Here, it is assumed that only one type of standby character 214 is provided, but multiple types of standby characters 214 may be provided. In this case, depending on the type of standby character 214, the display pattern of the hold display 212 may change, or the stage of change in the display pattern of the hold display 212 may be suggested.

[0533] In addition, multiple scenarios are provided for the character standby preview. In the scenarios, the period during which the standby character 214 is displayed, the timing of performing actions, etc. are defined in advance. The standby character 214 becomes invisible after a predetermined time has elapsed after performing an action on the hold display 212 for the last time.

[0534] Here, the pre-reading effect including the character standby preview is executed in parallel with the pattern display effect in which the effect patterns 210a, 210b, 210c are variably displayed and stopped. In the pattern display effect, the display data for displaying the effect patterns 210a, 210b, 210c on the main effect display unit 200a is provided for each operation mode of the effect patterns 210a, 210b, 210c, that is, for each scroll speed.

[0535] Specifically, the display data for displaying the effect symbols 210a, 210b, and 210c on the main effect display unit 200a includes stop display data, start-of-variation data, high-speed variation data, and end-of-variation data. The stop display data is data for causing the effect symbols 210a, 210b, and 210c to be stopped and displayed in a predetermined stop display area of the main effect display unit 200a. The start-of-variation data is data for causing the effect symbols 210a, 210b, and 210c to start scrolling display at a low speed from the stopped display state and then gradually increase the scrolling speed. In the state where the effect symbols 210a, 210b, and 210c are being scrolled and displayed by this start-of-variation data, the player can identify the types (for example, decorations such as numbers and characters) of the effect symbols 210a, 210b, and 210c.

[0536] The high-speed variation data is data for causing the effect symbols 210a, 210b, and 210c to be scrolled and displayed at high speed. In the state where the effect symbols 210a, 210b, and 210c are being scrolled and displayed by this high-speed variation data, the player cannot identify the types of the effect symbols 210a, 210b, and 210c. During the symbol display effect, the display data is changed from the start-of-variation data to the high-speed variation data, so that the effect symbols 210a, 210b, and 210c shift from the state of being scrolled and displayed at low speed to the state of being scrolled and displayed at high speed.

[0537] The end-of-variation data is data for gradually decreasing the scrolling speed of the effect symbols 210a, 210b, and 210c from the state of being scrolled and displayed at high speed. In the state where the effect symbols 210a, 210b, and 210c are being scrolled and displayed by this end-of-variation data, the player can identify the types of the effect symbols 210a, 210b, and 210c. During the symbol display effect, the display data is changed from the high-speed variation data to the end-of-variation data, so that the effect symbols 210a, 210b, and 210c shift from the state of being scrolled and displayed at high speed to the state of being scrolled and displayed at low speed.

[0538] When one variation effect ends, the display data is changed from the data for when the variation ends to the data for when the stop display, so that the effect symbols 210a, 210b, and 210c are stopped and displayed in the stop display area.

[0539] In this way, during the period from the start to the end of the variation effect, the display data is changed in the order of the data for when the stop display, the data for when the variation starts, the data for when the high-speed variation, the data for when the variation ends, and the data for when the stop display, so that the symbol display effect is executed. Note that the order of use of the display data in the symbol display effect described here is the case where the variation effect of the reachless variation pattern described above is executed. In the variation effect of the reach variation pattern, further different display data will be used, but the detailed description thereof is omitted.

[0540] In this embodiment, as the display modes of the effect symbols 210a, 210b, and 210c, a first display mode and a second display mode in which the effect symbols 210a, 210b, and 210c are larger than the first display mode are provided. Therefore, at least two types for the first display mode and the second display mode are respectively provided in the above-described data for when the stop display, the data for when the variation starts, the data for when the high-speed variation, and the data for when the variation ends.

[0541] The stop display area of the effect symbols 210a, 210b, and 210c when stopped and displayed in the second display mode is a position that does not overlap with the hold display area 211. In other words, even if the effect symbols 210a, 210b, and 210c are stopped and displayed in the second display mode with a relatively large size, the effect symbols 210a, 210b, and 210c do not overlap with the hold display 212. Therefore, the visibility of the hold display 212 displayed by the hold display effect is not hindered by the effect symbols 210a, 210b, and 210c stopped and displayed in the second display mode.

[0542] Also, in the character waiting notice, the display area where the waiting character 214 is displayed is at the lower left of the main production display unit 200a. At this time, the stop display areas of the production symbols 210a, 210b, and 210c when stopped and displayed in the second display mode are positions that do not overlap with the waiting character 214. In other words, even if the production symbols 210a, 210b, and 210c are stopped and displayed in the second display mode with a relatively large size, the production symbols 210a, 210b, and 210c will not overlap with the waiting character 214. Therefore, the visibility of the waiting character 214 displayed in the character waiting notice is not hindered by the production symbols 210a, 210b, and 210c stopped and displayed in the second display mode.

[0543] In this way, when a preview effect that does not have a risk of hindering visibility is being executed, the production symbols 210a, 210b, and 210c are displayed in the second display mode with a relatively large size. This improves the visibility of the production symbols 210a, 210b, and 210c and ensures that the result of the major role lottery is reliably notified to the player.

[0544] On the other hand, depending on the content of the preview effect, the preview effect image may be hindered by the production symbols 210a, 210b, and 210c. Although detailed explanations are omitted, the production image is generated by stacking image data in multiple layers. Each layer is provided with a priority, and the image displayed on the layer with a relatively high priority is displayed above the image displayed on the layer with a relatively low priority.

[0545] The performance patterns 210a, 210b, and 210c are for notifying the results of the major role lottery and also for notifying the end of the variable performance. Therefore, the layer for displaying the performance patterns 210a, 210b, and 210c has a higher priority than the layer for displaying other performance images. For these reasons, when the display area of the preview performance image overlaps with the stop display area of the performance patterns 210a, 210b, and 210c, the visibility of the preview performance image will be obstructed by the performance patterns 210a, 210b, and 210c. Thus, in this embodiment, the performance patterns 210a, 210b, and 210c can be displayed in a first display mode with a relatively small size, and the display mode of the performance patterns 210a, 210b, and 210c is switched according to the content of the preview performance executed in parallel.

[0546] FIG. 62 is a diagram for explaining an example of a countdown notice. The countdown notice is a preview performance and is executed with any one of the holds as the target hold. Note that the countdown notice has no relationship with the hold display performance, unlike the above-described character standby notice. However, here, for ease of understanding, the case where the countdown performance and the hold display performance as the preview performance are executed in parallel will be described.

[0547] For example, as shown in FIG. 62(a), assume that the special 2 hold stored in the third storage unit of the second special figure hold storage area is determined to be the target hold for the countdown notice. When the variable performance ends in this state, as shown in FIG. 62(b), the performance patterns 210a, 210b, and 210c are stopped and displayed on the main performance display unit 200a. At this time, in the countdown notice, a specific character 216 is displayed on the right side of the main performance display unit 200a. Note that the specific character 216 is displayed along with the end of the variable performance during the preview, but may be constantly displayed during the variable performance during the preview.

[0548] Then, when the following variation performance, i.e., the in-preview variation performance two previews before the current variation performance, starts, as shown in FIG. 62(c), a speech balloon image 216a marked with "2" is displayed together with the specific character 216. The specific character 216 becomes invisible after a predetermined time has elapsed since the start of the in-preview variation performance two previews before. Also, the speech balloon image 216a is displayed at the start of the in-preview variation performance two previews before and becomes invisible together with the specific character 216.

[0549] Then, when the in-preview variation performance two previews before ends, as shown in FIG. 62(d), the specific character 216 is displayed again. After that, when the following variation performance, i.e., the in-preview variation performance one preview before the current variation performance, is disclosed, as shown in FIG. 62(e), a speech balloon image 216a marked with "1" is displayed together with the specific character 216.

[0550] After that, when the in-preview variation performance one preview before ends, as shown in FIG. 62(f), the specific character 216 is displayed again. After that, when the following variation performance, i.e., the current variation performance, is disclosed, as shown in FIG. 62(g), an image marked with "GO!" is displayed together with the specific character 216.

[0551] In this way, the countdown preview is a performance that suggests the remaining number of variation performances until the current variation performance starts. For example, a predetermined reliability is set for the countdown preview itself. At this time, if the reliability of the countdown preview is set at 50%, it is suggested that the probability of winning the jackpot by target retention is 50% due to the execution of the countdown performance. Note that multiple types of specific characters 216 may be provided, and the reliability of the jackpot may be suggested by the displayed specific character 216.

[0552] Here, in the countdown preview, the display area where the specific character 216 is displayed is on the right side of the main production display unit 200a, and partially overlaps with the stop display area of the production symbol 210c when stopped and displayed in the second display mode. In other words, when the production symbols 210a, 210b, and 210c are stopped and displayed in the second display mode with a relatively large size, the production symbol 210c overlaps with the specific character 216 and the speech bubble image 216a. In this case, the production symbol 210c is displayed overlapping with the specific character 216 and the speech bubble image 216a, and the visibility of the specific character 216 and the speech bubble image 216a decreases. As a result, not only is it difficult to convey information to the player, but also the appearance of the production deteriorates and the production effect decreases.

[0553] Thus, when the visibility of the images for the preview production is reduced by the production symbols 210a, 210b, and 210c displayed in the second display mode, the production symbols 210a, 210b, and 210c are displayed in the first display mode. As shown in FIGS. 62(b), (d), and (f), the first display mode is smaller in size than the second display mode. Also, the stop display areas of the production symbols 210a, 210b, and 210c displayed in the first display mode do not overlap with the display area of the specific character 216. Furthermore, the stop display areas of the production symbols 210a, 210b, and 210c displayed in the first display mode do not overlap with the display areas of any of the images for the preview production that can be executed when the production symbols 210a, 210b, and 210c are displayed in the stop display area.

[0554] Therefore, when a preview production is executed in which the stop display area of the production symbols 210a, 210b, and 210c stopped and displayed in the second display mode overlaps with the display area of the image for the preview production, by displaying the production symbols 210a, 210b, and 210c in the first display mode, regardless of the type of preview production, overlap with all the images for the preview production is avoided.

[0555] FIG. 63 is a diagram for explaining an example of size change information. Each preview effect is assigned an effect number, and here, 23 types of preview effects with effect numbers from No. 1 to No. 23 are provided. The preview effects are roughly classified into a main preview that can be executed only in the preview of the variable effect, a sub-preview that can be executed only in the variable effect during preview (including the variable effect at the time of winning), or a sub-preview that can be executed in both the preview of the variable effect and the variable effect during preview.

[0556] Regarding the hold of 1, there may be cases where the preview effects of multiple main previews are executed, or there may be cases where the preview effects of multiple sub-previews are executed. That is, in the preview effects, multiple main previews may be executed in parallel, multiple sub-previews may be executed in parallel, or the main preview and the sub-preview may be executed in parallel.

[0557] And, as described above, among the preview effects, there are those in which the stop display area of the effect symbols 210a, 210b, 210c that are stopped and displayed in the second display mode overlaps with the display area of the preview effect image that can be displayed when the effect symbols 210a, 210b, 210c are stopped and displayed (for example, a countdown preview), and those that do not overlap (for example, a character standby preview, a hold display effect). The sub-ROM 330b is provided with a table in which the size change information is associated with the effect numbers of the preview effects. According to this table, predetermined size change information is associated with the effect numbers in which the stop display area of the effect symbols 210a, 210b, 210c that are stopped and displayed in the second display mode overlaps with the display area of the preview effect image.

[0558] In FIG. 63, predetermined size change information is associated with the production numbers marked with black circles. Therefore, in the preview productions with production numbers = No. 2 to No. 5, No. 7 to No. 17, the display areas of some preview production images overlap with the stop display areas of the production symbols 210a, 210b, 210c that are stopped and displayed in the second display mode. Thus, when a preview production with a production number associated with predetermined size change information is executed, the production symbols 210a, 210b, 210c are displayed in the first display mode.

[0559] Thereby, it is possible to suppress a decrease in the visibility of the preview production images due to the production symbols 210a, 210b, 210c. Further, in the present embodiment, it is not necessary to adjust the display position of the preview production images or change the shapes and arrangements of the production symbols 210a, 210b, 210c, and it is possible to ensure the visibility of the preview production while simplifying the design work.

[0560] FIG. 64 is a diagram for explaining an example of an execution determination table for preview productions. As described above, in the present embodiment, when a special 2 reservation is stored in the high-probability game state and the time-saving game state, a preview designation command (preview symbol type designation command, preview designation variation mode command, preview designation variation pattern command, indefinite value command) is transmitted from the main control board 300 to the sub-control board 330. In the sub-control board 330, when a preview designation command is received, the execution or non-execution of each of the 23 types of preview productions is determined by lottery (hereinafter referred to as execution lottery). In the execution lottery for each preview production, an execution determination table provided for each type of preview production is referred to. Therefore, 23 types of execution determination tables are provided here.

[0561] Figures 64(a), (b), and (c) show, as an example, execution determination tables for preview effects with production numbers = No. 1 to No. 3 respectively. Note that Figure 64 shows only three execution determination tables, but in reality, a total of 23 execution determination tables corresponding to each of the 23 types of preview effects are provided. In each execution determination table, for each receivable preview designation variation pattern number (preview designation variation pattern command), a selection ratio for either non-execution or execution of the preview effect is set. That is, for each preview designation variation pattern command, the execution ratio of each preview effect is set. At the time of winning, all the execution determination tables are sequentially referred to, and for each of the 23 types of preview effects, whether it is to be executed or not is determined. Here, the selection ratio is set for each preview designation variation pattern number (preview designation variation pattern command), but the selection ratio may also be set for other preview designation commands. For example, the selection ratio may be set for each combination of the preview designation variation mode number and the preview designation variation pattern number.

[0562] And for the preview effects for which execution is determined, a scenario is further determined. The scenario defines the content of the preview effect and includes the execution timing and execution pattern of each of one or more effects that make up the preview effect. Although detailed description is omitted, the scenario is provided in advance for each type of preview effect, and one of the scenarios is determined based on the winning timing, preview designation command, etc.

[0563] Here, it is assumed that multiple main previews and sub-previews can be executed for one target hold. However, for example, it may be assumed that only one type of main preview is executed for one target hold. In this case, when the execution of any one of the main previews is determined, the execution lottery for the other main previews may be made non-executable.

[0564] Next, the processing in the sub-control board 330 for executing the above preview effect and symbol display effect will be described. Hereinafter, among the processes in the sub-control board 330, the processes not related to the above preview effect and symbol display effect will be omitted from the description.

[0565] (Sub-CPU Initialization Process of Sub-Control Board 330) FIG. 65 is a flowchart for explaining the sub-CPU initialization process (S1000) of the sub-control board 330 according to the present embodiment.

[0566] (Step S1000-1) Upon power-on, the sub-CPU 330a reads the CPU initialization processing program from the sub-ROM 330b and performs initialization and setting processing of flags and the like stored in the sub-RAM 330c.

[0567] (Step S1000-3) Next, the sub-CPU 330a performs processing to update each effect random number, and thereafter, repeatedly performs the processing of step S1000-3 until interrupt processing is performed. Note that a plurality of types of effect random numbers are provided, and here, each effect random number is updated asynchronously.

[0568] (Sub-Timer Interrupt Process of Sub-Control Board 330) FIG. 66 is a flowchart for explaining the sub-timer interrupt process (S1100) of the sub-control board 330 according to the present embodiment. 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 the timer interrupt processing program and starts the sub-timer interrupt process.

[0569] (Step S1100-1) The sub-CPU 330a saves the registers.

[0570] (Step S1100-3) The sub-CPU 330a performs a process to permit interrupts.

[0571] (Step S1100-5) The sub-CPU 330a performs an update process for various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are each decremented by 1 every time the sub-timer interrupt process of the sub-control board 330 is performed, and when they reach 0, the decrementing stops.

[0572] (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, a command reception interrupt process 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 process are to be analyzed.

[0573] (Step S1100-7) The sub-CPU 330a performs a time schedule management process of referring to a time table and executing a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on and off, or commands are transmitted to each effect device, thereby controlling the execution of each effect including variable effects and major role effects.

[0574] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt process.

[0575] FIG. 67 is a flowchart for explaining the pre-reading designated command reception process that is executed when a pre-reading designated command is received among the above command analysis processes according to the present embodiment. As described above, the pre-reading designated command is set in the main control board 300 at step S536-5 (pre-reading symbol type designation command) of FIG. 28, step S536-21 (pre-reading designated variation mode command), step S536-25 (pre-reading designated variation pattern command), and step S536-27 (indeterminate value command), and then transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 18) at step S100-65.

[0576] (Step S1210-1) When the sub-CPU 330a receives the pre-reading designated command, it first analyzes the received variation pattern command and stores the pre-reading designated variation mode number, the pre-reading designated variation pattern number, the symbol type, etc. as pre-reading information.

[0577] (Step S1210-3) The sub-CPU 330a determines whether the execution lottery prohibition flag is off. The execution lottery prohibition flag is information for identifying whether it is a period for prohibiting the execution lottery of the pre-reading effect. If the execution lottery prohibition flag is off, the process proceeds to step S1210-5. If the execution lottery prohibition flag is not off, the pre-reading designated command reception process ends.

[0578] (Step S1210-5) The sub-CPU 330a conducts an execution lottery for each type of pre-reading effect.

[0579] (Step S1210-7) The sub-CPU 330a stores the result of the execution lottery in step S1210-5 in association with the type of pre-reading effect.

[0580] (Step S1210-9) The sub-CPU 330a determines whether it has won the execution lottery for at least one prefetch effect. As a result, if it is determined that it has won the execution lottery, the process proceeds to step S1210-11, and if it is determined that it has not won the execution lottery, the prefetch designated command reception process ends.

[0581] (Step S1210-11) The sub-CPU 330a turns on the execution lottery prohibition flag. As a result, in a state where one special 2 reservation has been determined as the target reservation, the execution lottery will not be executed hereafter. That is, two special 2 reservations will not become the target reservation at the same time.

[0582] (Step S1210-13) The sub-CPU 330a determines and stores the scenario of the prefetch effect that has won the execution lottery.

[0583] (Step S1210-15) Based on the scenario determined in step S1210-13, the sub-CPU 330a performs processing for executing the prefetch effect and ends the prefetch designated command reception process.

[0584] FIG. 68 is a flowchart for explaining the variable command reception process executed when a variable command is received among the above command analysis processes according to the present embodiment. As described above, the variable command is set in the main control board 300 in steps S612-21 (variable mode command) and S612-25 (variable pattern command) of FIG. 33, and then transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 18) in step S100-65.

[0585] (Step S1220-1) When the sub-CPU 330a receives a variable command, it first performs variable effect determination processing to determine the element effects to be executed in the variable effect. Here, based on the received variable command, the execution patterns of the first half and the second half of the variable effect are determined. Also, based on the received variable command, it is determined whether a preview effect to be executed during the variable effect occurs, and the execution pattern of the preview effect to be executed is determined. Furthermore, the stop display patterns of the effect symbols 210a, 210b, and 210c to be finally stopped and displayed, that is, the types of the symbols, are determined.

[0586] (Step S1220-3) The sub-CPU 330a determines whether a sub-preview preview effect occurs in the variable effect. As a result, if it is determined that the sub-preview preview effect occurs, the process proceeds to step S1220-5, and if it is determined that the sub-preview preview effect does not occur, the process proceeds to step S1220-9.

[0587] (Step S1220-5) The sub-CPU 330a determines whether predetermined size change information is associated with the effect number of the sub-preview that occurs. As a result, if it is determined that the predetermined size change information is associated, the process proceeds to step S1220-7, and if it is determined that the predetermined size change information is not associated, the process proceeds to step S1220-9.

[0588] (Step S1220-7) The sub-CPU 330a temporarily reserves the display mode at the time of stopping and displaying the effect symbols 210a, 210b, and 210c as the first display mode.

[0589] (Step S1220-9) The sub-CPU 330a determines whether a main-preview preview effect occurs in the variable effect. As a result, if it is determined that the main-preview preview effect occurs, the process proceeds to step S1220-11, and if it is determined that the main-preview preview effect does not occur, the process proceeds to step S1220-15.

[0590] (Step S1220-11) The sub-CPU 330a determines whether predetermined size change information is associated with the production number of the main preview to be generated. As a result, if it is determined that the predetermined size change information is associated, the process proceeds to step S1220-13, and if it is determined that the predetermined size change information is not associated, the process proceeds to step S1220-15.

[0591] (Step S1220-13) The sub-CPU 330a determines the display modes of the production symbols 210a, 210b, and 210c at the stop display as the first display mode, and ends the variable command reception process. Here, the stop display data, start-of-variation data, high-speed variation data, and end-of-variation data for the first display mode are set.

[0592] (Step S1220-15) The sub-CPU 330a determines whether it is in the provisional reservation state of the first display mode, that is, whether the first display mode was provisionally reserved in step S1220-7. As a result, if it is determined that it is in the provisional reservation state of the first display mode, the process proceeds to step S1220-13, and if it is determined that it is not in the provisional reservation state of the first display mode, the process proceeds to step S1220-17.

[0593] (Step S1220-17) The sub-CPU 330a determines the display modes of the production symbols 210a, 210b, and 210c at the stop display as the second display mode, and ends the variable command reception process. Here, the stop display data, start-of-variation data, high-speed variation data, and end-of-variation data for the second display mode are set.

[0594] (Step S1220-19) The sub-CPU 330a performs variable effect execution processing for executing a variable effect based on the content determined in each of the above steps, and ends the variable command reception processing. As a result, a pre-reading effect is executed in parallel with the variable effect, and according to the pre-reading effect, the effect symbols 210a, 210b, and 210c are displayed in the first display mode or the second display mode.

[0595] As described above, according to the present embodiment, a symbol display effect for displaying a decorative symbol (effect symbols 210a, 210b, 210c) on the image display unit (main effect display unit 200a) and a preview effect (pre-reading effect) in which a preview image (image for pre-reading effect) is displayed while the decorative symbol is being displayed are executed. The display modes of the decorative symbol include a first display mode and a second display mode in which the decorative symbol is larger than the first display mode. The preview effects include a first preview effect in which a first preview image is displayed (for example, sub-previews of NO. 14 to NO. 17 with predetermined size change information) and a second preview effect in which a second preview image is displayed and can be executed in parallel with the first preview effect (for example, main previews of NO. 1 and NO. 6 without predetermined size change information).

[0596] When the first preview effect is not executed and the second preview effect is executed, the decorative symbol is displayed in the second display mode. When the second preview effect is not executed and the first preview effect is executed, and when both the first preview effect and the second preview effect are executed in parallel, the decorative symbol is displayed in the first display mode.

[0597] That is, when only the pre-reading effect of the effect number associated with the predetermined size change information is executed alone and when the pre-reading effect of the effect number associated with the predetermined size change information and the pre-reading effect of the effect number not associated with the predetermined size change information are executed in parallel, the sizes of the effect symbols 210a, 210b, and 210c become smaller.

[0598] The preferred embodiments of the present invention have been described above with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modifications or variations within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.

[0599] In the above embodiment, an example of the case where the present invention is applied to a first type of gaming machine has been described. However, the gaming properties of the gaming machines to which the present invention is applicable are not limited to this. Needless to say, for example, the present invention is also applicable to a second type of gaming machine and a first / second type hybrid machine. Therefore, only one of the big win symbol and the small win symbol may be provided. In any case, the gaming properties of the gaming machines to which the present invention is applicable are not particularly limited, and the present invention is applicable to gaming machines with any gaming properties.

[0600] Also, in the above embodiment, it has been assumed that 23 types of preview effects are provided. However, the types and contents of the preview effects are not particularly limited. Also, in the above embodiment, the preview effects have been broadly classified into a main preview and a sub-preview and described. However, only one of the above main preview and sub-preview may be provided.

[0601] Also, in the above embodiment, the case where the decorative symbol is composed of the effect symbols 210a, 210b, 210c that suggest the result of the big role lottery has been described. However, the decorative symbol is not limited to the effect symbols 210a, 210b, 210c. For example, the decorative symbol may be a symbol for a preview effect such as a character image.

[0602] Also, in the above embodiment, it has been assumed that only the size is different between the first display mode and the second display mode, and the display contents of the effect symbols 210a, 210b, 210c are common. However, in addition to the size, the display contents may also be different between the first display mode and the second display mode.

[0603] In addition, in the above embodiment, the sub-CPU 330a that executes the processes of step S1220-13 and step S1220-17 corresponds to the decorative pattern display means of the present invention. Also, in the above embodiment, the sub-CPU 330a that executes the process of step S1210-13 corresponds to the pre-announcement effect execution means of the present invention.

Explanation of reference numerals

[0604] 100 Gaming machine 200a Main effect display unit 210a, 210b, 210c Effect symbols 330 Sub-control board 330a Sub-CPU

Claims

【Claim 1】 Decoration symbol display means for displaying a decoration symbol on an image display section; Preview effect execution means for executing a preview effect in which a preview image is displayed during the display of the decoration symbol; Comprising: In the display mode of the decoration symbol, A first display mode; A second display mode in which the decoration symbol is larger than the first display mode; Is included, In the preview effect, A first preview effect in which a first preview image is displayed; A second preview effect in which a second preview image is displayed and can be executed in parallel with the first preview effect; Is included, The decoration symbol display means, When the first preview effect is not executed and the second preview effect is executed, the decoration symbol is displayed in the second display mode; When the second preview effect is not executed and the first preview effect is executed, and in both cases where the first preview effect and the second preview effect are executed in parallel, the decoration symbol is displayed in the first display mode. A gaming machine characterized by the above.

Citation Information

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